Chenxinran Shen

dblp:292/6043 · also Chenxinran Elise Shen · DBLP profile ↗
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7ranked-venue papers
3as first author
7since 2021 · last 2025
0009-0009-9967-8017ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Entertainers Between Real and Virtual - Investigating Viewer Interaction, Engagement, and Relationships with Avatarized Virtual Livestreamers
abstract
Virtual YouTubers (VTubers) are avatar-based livestreamers that are voiced and played by human actors. VTubers have been popular in East Asia for years and have more recently seen widespread international growth. Despite their emergent popularity, research has been scarce into the interactions and relationships that exist between avatarized VTubers and their viewers, particularly in contrast to non-avatarized streamers. To address this gap, we performed in-depth interviews with self-reported VTuber viewers (n=21). Our findings first reveal that the avatarized nature of VTubers fosters new forms of theatrical engagement, as factors of the virtual blend with the real to create a mixture of fantasy and realism in possible livestream interactions. Avatarization furthermore results in a unique audience perception regarding the identity of VTubers - an identity which comprises a dynamic, distinct mix of the real human (the voice actor/actress) and the virtual character. Our findings suggest that each of these dual identities both individually and symbiotically affect viewer interactions and relationships with VTubers. Whereas the performer's identity mediates social factors such as intimacy, relatability, and authenticity, the virtual character's identity offers feelings of escapism, novelty in interactions, and a sense of continuity beyond the livestream. We situate our findings within existing livestreaming literature to highlight how avatarization drives unique, character-based interactions as well as reshapes the motivations and relationships that viewers form with livestreamers. Finally, we provide suggestions and recommendations for areas of future exploration to address the challenges involved in present livestreamed avatarized entertainment.
Michael Yin, Chenxinran Shen, Robert Xiao
IMX2
2025 Secret Use of Large Language Model (LLM)
abstract
The advancements of Large Language Models (LLMs) have decentralized the responsibility for the transparency of AI usage. Specifically, LLM users are now encouraged or required to disclose the use of LLM-generated content for varied types of real-world tasks. However, an emerging phenomenon, users' secret use of LLM , raises challenges in ensuring end users adhere to the transparency requirement. Our study used mixed-methods with an exploratory survey (125 real-world secret use cases reported) and a controlled experiment among 300 users to investigate the contexts and causes behind the secret use of LLMs. We found that such secretive behavior is often triggered by certain tasks, transcending demographic and personality differences among users. Task types were found to affect users' intentions to use secretive behavior, primarily through influencing perceived external judgment regarding LLM usage. Our results yield important insights for future work on designing interventions to encourage more transparent disclosure of the use of LLMs or other AI technologies.
Chenxinran Shen, Bingsheng Yao, Dakuo Wang, Tianshi Li 0001
Proc. ACM Hum. Comput. Interact.2
2024 LegacySphere: Facilitating Intergenerational Communication Through Perspective-Taking and Storytelling in Embodied VR
abstract
Intergenerational communication can enhance well-being and family cohesion, but stereotypes and low empathy can be barriers to achieving effective communication. VR perspective-taking is a potential approach that is known to enhance understanding and empathy toward others by allowing a user to take another’s viewpoint. In this study, we introduce LegacySphere, a novel VR perspective-taking experience leveraging the combination of embodiment, role-play, and storytelling. To explore LegacySphere’s design and impact, we conducted an observational study involving five dyads with a one-generation gap. We found that LegacySphere promotes empathetic and reflexive intergenerational dialogue. Specifically, avatar embodiment encourages what we term “relationship cushioning,” fostering a trustful, open environment for genuine communications. The blending of real and embodied identities prompts insightful questions, merging both perspectives. The experience also nurtures a sense of unity and stimulates reflections on aging. Our work highlights the potential of immersive technologies for enhancing empathetic intergenerational relationships.
Chenxinran Shen, Joanna McGrenere, Dongwook Yoon
CHI1
2024 Seeking Soulmate via Voice: Understanding Promises and Challenges of Online Synchronized Voice-Based Mobile Dating
abstract
Online dating has become a popular way for individuals to connect with potential romantic partners. Many dating apps use personal profiles that include a headshot and self-description, allowing users to present themselves and search for compatible matches. However, this traditional model often has limitations. In this study, we explore a non-traditional voice-based dating app called “Soul”. Unlike traditional platforms that rely heavily on profile information, Soul facilitates user interactions through voice-based communication. We conducted semi-structured interviews with 18 dedicated Soul users to investigate how they engage with the platform and perceive themselves and others in this unique dating environment. Our findings indicate that the role of voice as a moderator influences impression management and shapes perceptions between the sender and the receiver of the voice. Additionally, the synchronous voice-based and community-based dating model offers benefits to users in the Chinese cultural context. Our study contributes to understanding the affordances introduced by voice-based interactions in online dating in China.
Chenxinran Shen, Ray LC, Zhicong Lu
CHI1
2021 More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers
abstract
Live streaming has become increasingly popular, with most streamers presenting their real-life appearance. However, Virtual YouTubers (VTubers), virtual 2D or 3D avatars that are voiced by humans, are emerging as live streamers and attracting a growing viewership in East Asia. Although prior research has found that many viewers seek real-life interpersonal interactions with real-person streamers, it is currently unknown what makes VTuber live streams engaging or how they are perceived differently than real-person streamers. We conducted an interview study to understand how viewers engage with VTubers and perceive the identities of the voice actors behind the avatars (i.e., Nakanohito). The data revealed that Virtual avatars bring unique performative opportunities which result in different viewer expectations and interpretations of VTuber behavior. Viewers intentionally upheld the disembodiment of VTuber avatars from their voice actors. We uncover the nuances in viewer perceptions and attitudes and further discuss the implications of VTuber practices to the understanding of live streaming in general.
Zhicong Lu, Chenxinran Shen, Jiannan Li, Hong Shen 0004, Daniel J. Wigdor
CHI2
2021 The Labor of Fun: Understanding the Social Relationships between Gamers and Paid Gaming Teammates in China
abstract
Online video games support the development of social relationships through gameplay, however, gamers often cannot cultivate and maintain relationships based on social factors such as personality when using in-game matchmaking services. To address this, teammate matching sites external to games have emerged and enable gamers to offer to play games with others in exchange for payment. The affordances of these services are different from other existing gamer social sites, e.g., live streaming. Interviews were conducted with 16 dedicated users on Bixin, one of China’s largest paid teammate matching sites, to examine user motivations, practices, and perceptions. The interviews found that gamers selected paid teammates on Bixin using different criteria compared to in-game matchmaking services and emphasized the importance of real-life characteristics such as voice. To maintain connections, paid teammates often also extended communication to external communication services such as WeChat. Although most gamers expected to communicate with paid teammates as if they were friends, very few reported building real friendships with their matched counterparts.
Chenxinran Shen, Zhicong Lu, Travis Faas, Daniel J. Wigdor
CHI1
2021 "Positive Energy": Perceptions and Attitudes Towards COVID-19 Information on Social Media in China
abstract
The COVID-19 outbreak has resulted in a worldwide public health crisis. In such times of crisis, access to relevant and accurate information is critical. For many people in China, domestic social media platforms such as WeChat and Weibo have become dominant sources of COVID-19-related information and news. People have to evaluate the trustworthiness of COVID-19-related information and make sharing decisions using platforms that have to contend with government censorship policies, astroturfers, and other government interventions. We interviewed 33 Chinese WeChat users to understand how individuals were seeking COVID-19-related information and how they identified and evaluated specific COVID-19-related misinformation. This work exposes how COVID-19-related content with "positive energy" was prevalent on social media in China. A significant number of interviewees exhibited a willingness to prioritize information valence over veracity when evaluating and sharing content with others. Further, the work revealed how Chinese citizens' understanding of information ecosystems played an important role in their attitudes towards censorship and official media, and also influenced their evaluation of domestic and international information during a global crisis.
Zhicong Lu, Yue Jiang 0002, Chenxinran Shen, Margaret C. Jack, Daniel J. Wigdor, Mor Naaman
Proc. ACM Hum. Comput. Interact.3