VLDB 2026 Research / reviewers in the wild / expert
Mengxing Li
dblp:318/7721
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2026
0000-0003-3753-9918ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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
2 papers |
Design research and methods · 92% Collaborative and social computing · 8% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods › research methodology
systematic review |
1.0 | 1 | 2026 | Consideration of Human Values in Extended Reality: A Systematic Review · IEEE Trans. Vis. Comput. Graph. 2026 |
Design research and methods › design ethics
value sensitive design |
1.0 | 1 | 2026 | Consideration of Human Values in Extended Reality: A Systematic Review · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › mixed reality
mixed reality design |
0.9 | 1 | 2025 | Embedding Human Values in the Design of Mixed-Reality Technologies · IEEE Trans. Vis. Comput. Graph. 2025 |
Design research and methods › design ethics
values in design |
0.9 | 1 | 2025 | Embedding Human Values in the Design of Mixed-Reality Technologies · IEEE Trans. Vis. Comput. Graph. 2025 |
Design research and methods
user-centered design |
0.3 | 1 | 2026 | Consideration of Human Values in Extended Reality: A Systematic Review · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
systematic literature review · 2.0design workshop · 1.7comparative evaluation · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Consideration of Human Values in Extended Reality: A Systematic ReviewabstractWith the increasing emphasis on real-world applications of Extended Reality (XR), the field faces growing challenges in creating meaningful, user-centred, and ethical experiences. Understanding how human values have been considered in prior research is essential for ensuring that future XR experiences are designed with a deep awareness of human needs, behaviours, and cultural contexts. This study presents a systematic review of human values in the extant XR literature. It aims to address which values have been explored, how they have been studied, and why they have been considered in XR contexts. We report findings on authors' research motivations, approaches to studying values, application domains, forms of technology, target groups and associated values, as well as identified directions for future research. Based on these findings, we propose a structured analysis that synthesises key trends and gaps, providing a foundation for future research to advance more inclusive, ethically grounded, and context-aware XR design. Mengxing Li, Yidan Zhang 0003, Tim Dwyer, Taghreed Alshehri, Joanne Evans, Sarah Goodwin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | Embedding Human Values in the Design of Mixed-Reality TechnologiesabstractCurrent mixed reality (MR) designs predominantly prioritise functionality and usability, often overlooking individual's diverse value needs. To create more meaningful MR experiences, this paper aims to address this gap by exploring how human values can be integrated into MR design. We propose a values-based design process and evaluate it through three design workshops considering a remote collaborative learning scenario. By comparing our approach to an existing MR application for collaborative learning, we demonstrate how embedding human values into MR design can lead to more ethical and human-centred outcomes. Our findings contribute to advancing the design and application of MR technologies to be more aligned with people's diverse needs and values. Mengxing Li, Taghreed Alshehri, Tim Dwyer, Sarah Goodwin, Joanne Evans |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Exploring Human Values in Mixed Reality FuturesabstractThe rapid development of immersive technologies is heralding a shift from purely physical environments to one that seamlessly mixes the physical and the digital. As these Mixed Reality (MR) worlds develop quickly we need to reflect on how human values are incorporated into the design and deployment of the technology. Human values map our perception of the world, reflect attitudes, guide behaviours, and provide us with social and moral grounding. However, there is limited research on incorporating values in the design of MR technologies. This research has three contributions: (1) a playful values-driven workshop design, (2) insights into the values of different groups of people in diverse MR scenarios, and (3) recommendations for incorporating human values for future MR design and application. This work will contribute to improving the ethical and responsible development of current and future MR applications. Mengxing Li, Sarah Goodwin, Tim Dwyer, Joanne Evans |
Conference on Designing Interactive Systems | 1 |