Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Haowei Yu

dblp:292/6264 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
2since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 44% Collaborative and social computing · 44% Design research and methods · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › multiplayer games
esports
0.512021
"Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports · CHI 2021
Design research and methods
feminist HCI
0.112021
"Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports · CHI 2021

Methods — techniques the papers use, named apart from their topics

interviews · 0.5
YearPublicationVenuePosition
2023 Double discriminative face super-resolution network with facial landmark heatmaps
Jie Xiu, Xiujie Qu, Haowei Yu
Vis. Comput.3
2021 "Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports
abstract
Esports are rapidly growing within academia. In HCI, earlier work explored how problematic behaviors emerging from gender biases (e.g., toxicity) negatively impact female participation in esports. Here, we further explore gender biases in esports by interviewing 19 self-identified female and male professional gamers and event organizers. We inquire our interviewees about personal experiences with gender biases in esports and their perspective on how these biases impact participation, inclusivity, and career prospects. Our interviewees see gender biases in esports as a consequence of stereotypical gender roles in gaming tout-court (e.g., girls do not like violence, boys are competitive by nature). The rationale for separating male and female in esports, however, seems rooted in the need for female gamers to create role-models and grow in self-confidence. We scrutinize the considerations emerging from our interviews under a Feminist HCI lens and discuss how HCI research can help design equitable environments in esports.
Daniel Madden, Haowei Yu, Mustafa Feyyaz Sonbudak, Giovanni Maria Troiano, Casper Harteveld
CHI3