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Qingqin Liu

dblp:318/7859 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Graphics, 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
2 papers
Immersive interaction · 53% Learning and educational technologies · 25% Ubiquitous computing and smart environments · 22%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
skill training
0.912025
Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement · CHI 2025
Immersive interaction
virtual reality
0.912025
Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement · CHI 2025
Immersive interaction
virtual reality interaction
0.812024
PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
virtual reality experience
0.212024
PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024

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

design study · 0.9case study · 0.9user study · 0.8pilot study · 0.8
YearPublicationVenuePosition
2025 Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement
abstract
The essence of intangible cultural heritage (ICH) lies in the living knowledge and skills passed down through generations. Daily practice plays a vital role in revitalizing ICH by fostering continuous learning and improvement. However, limited resources and accessibility pose significant challenges to sustaining such practice. Virtual reality (VR) has shown promise in supporting extensive skill training. Unlike technical skill training, ICH daily practice prioritizes cultivating a deeper understanding of cultural meanings and values. This study explores VR's potential in facilitating ICH daily practice through a case study of Traditional Chinese Flower Arrangement (TCFA). By investigating TCFA learners' challenges and expectations, we designed and evaluated FloraJing, a VR system enriched with cultural elements to support sustained TCFA practice. Findings reveal that FloraJing promotes progressive reflection, and continuous enhances technical improvement and cultural understanding. We further propose design implications for VR applications aimed at fostering ICH daily practice in both knowledge and skills.
Yingna Wang, Qingqin Liu, Xiaoying Wei, Mingming Fan 0001
CHI2
2025 ExFuzzGCN: An interpretable and expressive fuzzy-based GCN for intelligent traffic cognition
Ji-yao An, Qingqin Liu, Xinjiao Qian, Lihua Zhu
Inf. Sci.2
2024 PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual Reality
abstract
For VR interaction, the home environment with complicated spatial setup and dynamics may hinder the VR user experience. In particular, pets' movement may be more unpredictable. In this paper, we investigate the integration of real-world pet activities into immersive VR interaction. Our pilot study showed that the active pet movements, especially dogs, could negatively impact users' performance and experience in immersive VR. We proposed three different types of pet integration, namely semitransparent real-world portal, non-interactive object in VR, and interactive object in VR. We conducted the user study with 16 pet owners and their pets. The results showed that compared to the baseline condition without any pet-integration technique, the approach of integrating the pet as interactive objects in VR yielded significantly higher participant ratings in perceived realism, joy, multisensory engagement, and connection with their pets in VR.
Ningchang Xiong, Qingqin Liu, Kening Zhu
IEEE Trans. Vis. Comput. Graph.2
2022 DGInet: Dynamic graph and interaction-aware convolutional network for vehicle trajectory prediction
Ji-yao An, Wei Liu 0250, Qingqin Liu, Tao Li 0056
Neural Networks3