Demo Data from VLDB 2026 / reviewers in the wild / expert
Zhirong Li
dblp:32/2586
· DBLP profile ↗
7ranked-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 · 2Systems, architecture and hardware · 2 · 2 since 2021Databases, data management, data science and information retrieval · 2Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
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.
| Databases, data mining, and information retrieval
1 paper |
Information retrieval · 100% | |
| Theoretical computer science
1 paper |
Graph algorithms and graph theory · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Information retrieval › similarity search › nearest neighbor search
approximate nearest neighbor search |
0.4 | 1 | 2020 | Understanding and Improving Proximity Graph Based Maximum Inner Product Search · AAAI 2020 |
Information retrieval › similarity search › nearest neighbor search
maximum inner product search |
0.4 | 1 | 2020 | Understanding and Improving Proximity Graph Based Maximum Inner Product Search · AAAI 2020 |
Information retrieval › similarity search › nearest neighbor search › approximate nearest neighbor search
proximity graph search |
0.4 | 1 | 2020 | Understanding and Improving Proximity Graph Based Maximum Inner Product Search · AAAI 2020 |
Graph algorithms and graph theory
graph algorithms |
0.1 | 1 | 2020 | Understanding and Improving Proximity Graph Based Maximum Inner Product Search · AAAI 2020 |
Methods — techniques the papers use, named apart from their topics
navigable small world graph · 0.9angular proximity graph · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Enhancing Creativity Through 3D Technology in STEAM Education: Insights from a Meta-analysis
Yitong Huang, Yaxin Wu, Na Man, Zhirong Li |
ICA3PP (8) | 5 |
| 2025 | Synthesizing the Effects of AI-Driven Adaptive Learning Platforms on Students' Academic Achievement: A Meta-Analysis
Zhirong Li, Yaxin Wu, Yitong Huang |
ICA3PP (8) | 2 |
| 2025 | A Chinese Version of the Aesthetics Scale: Cultural Adaptation and Psychological MeasurementabstractThe Aesthetics Scale is one of the most commonly used aesthetics evaluation scale in HCI. In this study, a Chinese version of the Aesthetics Scale (C-AS) was translated and validated using the forward–backward translation method. The C-AS passed the content validity and face validity tests. We then recruited 310 Chinese users and tested the psychological properties of the C-AS using the China Railway Customer Service Center ticketing platform as the test material. The experimental results showed that the C-AS has high reliability, validity, and sensitivity. Following rigorous testing, the results of this work may provide Chinese UX practitioners with a standardized aesthetics scale that researchers and practitioners can use with confidence. Xinyun Deng, Jiayu Su, Zhirong Li |
Int. J. Hum. Comput. Interact. | 4 |
| 2025 | Serious Game Applications for Driver Training: An Extended Technology Acceptance Model (TAM) with Flow TheoryabstractSerious games hold significant potential for application in the domain of driving training, however, the actual acceptance of these serious games by novice users remains to be validated. This study explores novice drivers’ acceptance of serious games for driving training by integrating flow theory (perceived enjoyment [PE], perceived control [PC], concentration [CON]) with the TAM. Data from 335 Chinese novice drivers participating in a simulation test were analyzed via covariance-based structural equation modeling (CB-SEM). Key findings: (i) PE, PC, CON, and perceived ease of use (PEOU) significantly affect perceived usefulness (PU); PE and CON also influence PEOU. (ii) PE, CON, PEOU, and PU directly predict behavioral intention (BI), while PC shows no significant impact on BI or PEOU. (iii) Female participants scored higher than males in PU, PE, CON, and BI. Our findings provide valuable practical insights for the design and development of driving serious games. Jiayu Su, Zhirong Li, Xinyun Deng |
Int. J. Hum. Comput. Interact. | 3 |
| 2020 | Understanding and Improving Proximity Graph Based Maximum Inner Product SearchabstractThe inner-product navigable small world graph (ip-NSW) represents the state-of-the-art method for approximate maximum inner product search (MIPS) and it can achieve an order of magnitude speedup over the fastest baseline. However, to date it is still unclear where its exceptional performance comes from. In this paper, we show that there is a strong norm bias in the MIPS problem, which means that the large norm items are very likely to become the result of MIPS. Then we explain the good performance of ip-NSW as matching the norm bias of the MIPS problem — large norm items have big in-degrees in the ip-NSW proximity graph and a walk on the graph spends the majority of computation on these items, thus effectively avoids unnecessary computation on small norm items. Furthermore, we propose the ip-NSW+ algorithm, which improves ip-NSW by introducing an additional angular proximity graph. Search is first conducted on the angular graph to find the angular neighbors of a query and then the MIPS neighbors of these angular neighbors are used to initialize the candidate pool for search on the inner-product proximity graph. Experiment results show that ip-NSW+ consistently and significantly outperforms ip-NSW and provides more robust performance under different data distributions. Jie Liu 0048, Xiao Yan 0002, Xinyan Dai, Zhirong Li, James Cheng, Ming-Chang Yang |
AAAI | 4 |
| 2012 | Power Allocation Algorithm Based on Non-cooperative Game Theory for LTE DownlinkabstractIn order to overcome the co-channel interference between neighbor cells in Long Term Evolution (LTE) system, a novel power allocation algorithm based on non-cooperative game theory is proposed in this paper. In the downlink of LTE, the pricing mechanism in the non-cooperative game theory is used to model the power allocation scheme in Orthogonal Frequency Division Multiple Access (OFDMA) cellular systems. We set the data rate as the pricing factor, and the objective function is the variance of power. Then we use Genetic algorithm to obtain the optimal solution. Both the QoS of user and the system throughput are considered in our proposed algorithm, simulation results show that the co-channel interference is reduced maximally. Comparing with the traditional water filling algorithm, the user can obtain more system throughput as the number of user increasing. It is suitable for the crowded user areas. Yaping Tian, Hai-Lin Liu 0001, Zhirong Li |
Web Intelligence | 3 |
| 2002 | Text Verification in an Automated System for the Extraction of Bibliographic Data
George R. Thoma, Glenn Ford, Daniel X. Le, Zhirong Li |
Document Analysis Systems | 4 |