VLDB 2026 Research / reviewers in the wild / expert
Hong Gao 0008
dblp:32/1438-8
· DBLP profile ↗
12ranked-venue papers
8as first author
12since 2021 · last 2026
0000-0003-3934-433XORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 7 · 5 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PerVRML: ChatGPT-Driven Personalized VR Environments for Machine Learning EducationabstractThe advent of large language models (LLMs) such as ChatGPT has demonstrated significant potential for advancing educational technologies. Recently, growing interest has emerged in integrating ChatGPT with virtual reality (VR) to provide interactive and dynamic learning environments. This study explores the effectiveness of ChatGTP-driven VR in facilitating machine learning education through PerVRML. PerVRML incorporates a ChatGPT-powered avatar that provides real-time assistance and uses LLMs to personalize learning paths based on various sensor data from VR. A between-subjects design was employed to compare two learning modes: personalized and non-personalized. Quantitative data were collected from assessments, user experience surveys, and interaction metrics. The results indicate that while both learning modes supported learning effectively, ChatGPT-powered personalization significantly improved learning outcomes and had distinct impacts on user feedback. These findings underscore the potential of ChatGPT-enhanced VR to deliver adaptive and personalized educational experiences. Hong Gao 0008, Yiyang Xie, Enkelejda Kasneci |
Int. J. Hum. Comput. Interact. | 1 |
| 2025 | Examining the Role of LLM-Driven Interactions on Attention and Cognitive Engagement in Virtual Classrooms
Süleyman Özdel, Can Sarpkaya, Efe Bozkir, Hong Gao 0008, Enkelejda Kasneci |
EDM | 4 |
| 2025 | An Explainable Machine Learning Approach for Cognitive Load Detection in Virtual Reality Using Eye Tracking DataabstractAccurate cognitive load (CL) detection during virtual reality (VR) locomotion is critical for enhancing user experience and improving interaction design. Traditional CL assessment methods, such as self-reports and physiological measures, face challenges in VR environments. Eye tracking has shown potential as a reliable indicator of CL across various human-computer interaction (HCI) tasks. It offers significant promise as a discriminative feature for predictive models in VR. This study explores the feasibility of detecting CL induced by VR locomotion using an explainable machine-learning approach along with eye-tracking techniques. A comparative user study employing a within-subjects design evaluated five unique gait-free locomotion techniques. Statistical analysis revealed distinct CL levels across these locomotion techniques. Several machine learning models were developed for CL detection using eye-tracking data, with the Light Gradient Boosting Machine (LightGBM) achieving the highest accuracy of 0.78. The SHAP approach was employed to analyze the importance of features to provide interpretability, offering insights into the machine learning model's decision-making process. Our findings highlight the potential of using eye-tracking-based machine learning techniques as a practical approach for cognitive load detection in VR, contributing to the growing research in multimedia analytics, human perception, and user intent within immersive environments. Additionally, our work demonstrates how eye-tracking data can be leveraged to improve user interactions and optimize immersive multimedia experiences based on cognitive load analysis. Hong Gao 0008, Yapeng Gao, Enkelejda Kasneci |
ICMR | 1 |
| 2025 | Eye-Tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy ChallengesabstractThe latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of interaction but also the possibility of a deeper understanding of human visual attention and cognitive processes in VR. Despite these possibilities, eye-tracking data also reveal users’ privacy-sensitive attributes when combined with the information about the presented stimulus. To address all, this survey first covers major works in eye tracking, VR, and privacy areas between 2012 and 2022. While eye tracking in VR part covers the computational eye-tracking pipeline from pupil detection and gaze estimation to offline data analysis, for privacy and security, we focus on eye-based authentication as well as computational methods to preserve the privacy of individuals and their eye-tracking data in VR. Later, we outline three main directions by focusing on privacy. In summary, this survey presents an extensive literature review of the utmost possibilities of eye tracking in VR and their privacy implications. Efe Bozkir, Süleyman Özdel, Mengdi Wang 0002, Brendan David-John, Hong Gao 0008, Kevin R. B. Butler, Eakta Jain, Enkelejda Kasneci |
Proc. IEEE | 5 |
| 2024 | Exploring Eye Tracking as a Measure for Cognitive Load Detection in VR LocomotionabstractEye tracking data has long been recognized as a reliable indicator of user cognitive load levels during human-computer interaction (HCI) tasks. However, its potential in the context of virtual reality (VR) remains relatively unexplored. Here, we present an ongoing study aimed at investigating the feasibility of detecting cognitive load in VR, particularly during VR locomotion, using an eye-tracking-based machine-learning approach. Data were collected using a within-subjects design, with participants performing VR locomotion tasks using five locomotion techniques. Our preliminary analyses validate the effectiveness of leveraging eye-tracking data as informative features in uncovering cognitive load in VR locomotion contexts, which motivates our further explorations. Hong Gao 0008, Enkelejda Kasneci |
ETRA | 1 |
| 2024 | Exploring Communication Dynamics: Eye-tracking Analysis in Pair Programming of Computer Science EducationabstractPair programming is widely recognized as an effective educational tool in computer science that promotes collaborative learning and mirrors real-world work dynamics. However, communication breakdowns within pairs significantly challenge this learning process. In this study, we use eye-tracking data recorded during pair programming sessions to study communication dynamics between various pair programming roles across different student, expert, and mixed group cohorts containing 19 participants. By combining eye-tracking data analysis with focus group interviews and questionnaires, we provide insights into communication’s multifaceted nature in pair programming. Our findings highlight distinct eye-tracking patterns indicating changes in communication skills across group compositions, with participants prioritizing code exploration over communication, especially during challenging tasks. Further, students showed a preference for pairing with experts, emphasizing the importance of understanding group formation in pair programming scenarios. These insights emphasize the importance of understanding group dynamics and enhancing communication skills through pair programming for successful outcomes in computer science education. Wunmin Jang, Hong Gao 0008, Tilman Michaeli, Enkelejda Kasneci |
ETRA | 2 |
| 2024 | DataliVR: Transformation of Data Literacy Education through Virtual Reality with ChatGPT-Powered EnhancementsabstractData literacy is essential in today’s data-driven world, emphasizing individuals’ abilities to effectively manage data and extract meaningful insights. However, traditional classroom-based educational approaches often struggle to fully address the multifaceted nature of data literacy. As education undergoes digital transformation, innovative technologies such as Virtual Reality (VR) offer promising avenues for immersive and engaging learning experiences. This paper introduces DataliVR, a pioneering VR application aimed at enhancing the data literacy skills of university students within a contextual and gamified virtual learning environment. By integrating Large Language Models (LLMs) like ChatGPT as a conversational artificial intelligence (AI) chatbot embodied within a virtual avatar, DataliVR provides personalized learning assistance, enriching user learning experiences. Our study employed an experimental approach, with chatbot availability as the independent variable, analyzing learning experiences and outcomes as dependent variables with a sample of thirty participants. Our approach underscores the effectiveness and user-friendliness of ChatGPT-powered DataliVR in fostering data literacy skills. Moreover, our study examines the impact of the ChatGPT-based AI chatbot on users’ learning, revealing significant effects on both learning experiences and outcomes. Our study presents a robust tool for fostering data literacy skills, contributing significantly to the digital advancement of data literacy education through cutting-edge VR and AI technologies. Moreover, our research provides valuable insights and implications for future research endeavors aiming to integrate LLMs (e.g., ChatGPT) into educational VR platforms. Hong Gao 0008, Haochuan Huai, Sena Yildiz-Degirmenci, Maria Bannert, Enkelejda Kasneci |
ISMAR | 1 |
| 2023 | Detecting Teacher Expertise in an Immersive VR Classroom: Leveraging Fused Sensor Data with Explainable Machine Learning ModelsabstractCurrently, VR technology is increasingly being used in applications to enable immersive yet controlled research settings. One such area of research is expertise assessment, where novel technological approaches to collecting process data, specifically eye tracking, in combination with explainable models, can provide insights into assessing and training novices, as well as fostering expertise development. We present a machine learning approach to predict teacher expertise by leveraging data from an off-the-shelf VR device collected in a VirATec study. By fusing eye-tracking and controller-tracking data, teachers’ recognition and handling of disruptive events in the classroom are taken into account or considered. Three classification models were compared, including SVM, Random Forest, and LightGBM, with Random Forest achieving the best ROC-AUC score of 0.768 in predicting teacher expertise. The SHAP approach to model interpretation revealed informative features (e.g., fixations on identified disruptive students) for distinguishing teacher expertise. Our study serves as a pioneering effort in assessing teacher expertise using eye tracking within an interactive virtual setting, paving the way for future research and advancements in the field. Hong Gao 0008, Efe Bozkir, Philipp Stark, Patricia Goldberg, Gerrit Meixner, Enkelejda Kasneci, Richard Göllner |
ISMAR | 1 |
| 2022 | Evaluating the Effects of Virtual Human Animation on Students in an Immersive VR Classroom Using Eye MovementsabstractVirtual humans presented in VR learning environments have been suggested in previous research to increase immersion and further positively influence learning outcomes. However, how virtual human animations affect students’ real-time behavior during VR learning has not yet been investigated. This work examines the effects of social animations (i.e., hand raising of virtual peer learners) on students’ cognitive response and visual attention behavior during immersion in a VR classroom based on eye movement analysis. Our results show that animated peers that are designed to enhance immersion and provide companionship and social information elicit different responses in students (i.e., cognitive, visual attention, and visual search responses), as reflected in various eye movement metrics such as pupil diameter, fixations, saccades, and dwell times. Furthermore, our results show that the effects of animations on students differ significantly between conditions (20%, 35%, 65%, and 80% of virtual peer learners raising their hands). Our research provides a methodological foundation for investigating the effects of avatar animations on users, further suggesting that such effects should be considered by developers when implementing animated virtual humans in VR. Our findings have important implications for future works on the design of more effective, immersive, and authentic VR environments. Hong Gao 0008, Lisa Hasenbein, Efe Bozkir, Richard Göllner, Enkelejda Kasneci |
VRST | 1 |
| 2022 | Eye-Tracking-Based Prediction of User Experience in VR Locomotion Using Machine LearningabstractAbstract VR locomotion is one of the most important design features of VR applications and is widely studied. When evaluating locomotion techniques, user experience is usually the first consideration, as it provides direct insights into the usability of the locomotion technique and users' thoughts about it. In the literature, user experience is typically measured with post‐hoc questionnaires or surveys, while users' behavioral (i.e., eye‐tracking) data during locomotion, which can reveal deeper subconscious thoughts of users, has rarely been considered and thus remains to be explored. To this end, we investigate the feasibility of classifying users experiencing VR locomotion into L‐UE and H‐UE (i.e., low‐ and high‐user‐experience groups) based on eye‐tracking data alone. To collect data, a user study was conducted in which participants navigated a virtual environment using five locomotion techniques and their eye‐tracking data was recorded. A standard questionnaire assessing the usability and participants' perception of the locomotion technique was used to establish the ground truth of the user experience. We trained our machine learning models on the eye‐tracking features extracted from the time‐series data using a sliding window approach. The best random forest model achieved an average accuracy of over 0.7 in 50 runs. Moreover, the SHapley Additive exPlanations (SHAP) approach uncovered the underlying relationships between eye‐tracking features and user experience, and these findings were further supported by the statistical results. Our research provides a viable tool for assessing user experience with VR locomotion, which can further drive the improvement of locomotion techniques. Moreover, our research benefits not only VR locomotion, but also VR systems whose design needs to be improved to provide a good user experience. Hong Gao 0008, Enkelejda Kasneci |
Comput. Graph. Forum | 1 |
| 2021 | Digital Transformations of Classrooms in Virtual RealityabstractWith rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on learners, particularly for VR, have not been evaluated in depth. This work investigates the interaction-related effects of sitting positions of learners, visualization styles of peer-learners and teachers, and hand-raising behaviors of virtual peer-learners on learners in an immersive VR classroom, using eye tracking data. Our results indicate that learners sitting in the back of the virtual classroom may have difficulties extracting information. Additionally, we find indications that learners engage with lectures more efficiently if virtual avatars are visualized with realistic styles. Lastly, we find different eye movement behaviors towards different performance levels of virtual peer-learners, which should be investigated further. Our findings present an important baseline for design decisions for VR classrooms. Hong Gao 0008, Efe Bozkir, Lisa Hasenbein, Jens-Uwe Hahn, Richard Göllner, Enkelejda Kasneci |
CHI | 1 |
| 2021 | Exploiting Object-of-Interest Information to Understand Attention in VR ClassroomsabstractRecent developments in computer graphics and hardware technology enable easy access to virtual reality headsets along with integrated eye trackers, leading to mass usage of such devices. The immersive experience provided by virtual reality and the possibility to control environmental factors in virtual setups may soon help to create realistic digital alternatives to conventional classrooms. The importance of such settings has become especially evident during the COVID-19 pandemic, forcing many schools and universities to provide the digital teaching. Researchers foresee that such transformations will continue in the future with virtual worlds becoming an integral part of education. Until now, however, students' behaviors in immersive virtual environments have not been investigated in depth. In this work, we study students' attention by exploiting object-of-interests using eye tracking in different classroom manipulations. More specifically, we varied sitting positions of students, visualization styles of virtual avatars, and hand-raising percentages of peer-learners. Our empirical evidence shows that such manipulations play an important role in students' attention towards virtual peer-learners, instructors, and lecture material. This research may contribute to understanding of how visual attention relates to social dynamics in the virtual classroom, including significant considerations for the design of virtual learning spaces. Efe Bozkir, Philipp Stark, Hong Gao 0008, Lisa Hasenbein, Jens-Uwe Hahn, Enkelejda Kasneci, Richard Göllner |
VR | 3 |