VLDB 2026 Research / reviewers in the wild / expert
Liwei Wu 0002
dblp:32/3106-2
· DBLP profile ↗
6ranked-venue papers
4as first author
6since 2021 · last 2026
0009-0009-5750-0691ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 4 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Stories for I, They and You: Exploring In-situ Virtual Camera Setups for Live Streaming in Virtual RealityabstractVirtual reality live streaming (VR streaming) is becoming increasingly popular as an entertainment medium, but its unique aspects of virtual camera usage remain underexplored. This paper presents a two-phase study investigating how VR streamers currently use virtual cameras to create engaging content for viewers on 2D displays. We first analyzed 8 popular Twitch streamers’ videos totaling 2625 minutes to identify common virtual camera usage. Then, we interviewed 10 media experts all with about 10+ years of professional experience to derive design considerations for VR streamers and design implications for future developers. We also proposed the Immersion Triangle, a conceptual framework to analyze and explore the concept of immersion within VR streaming context. Our findings highlight VR streaming as a novel mass media format that can offer new perspectives on both VR and live streaming. This study also suggests opportunities for future research to enhance interactions between streamers and their viewers. Liwei Wu 0002, Zachary McKendrick, Jian Zhao 0010 |
CHI | 1 |
| 2025 | XCam: Mixed-Initiative Virtual Cinematography for Live Production of Virtual Reality ExperiencesabstractVR is often utilized for organizing virtual events such as meetings, conferences, and concerts; however, support for live production is lacking in most existing VR tools.We present XCam, a toolkit enabling mixed-initiative control over virtual camera systems-from fully manual control by users to increasingly automated, systemdriven control with minimal user intervention.XCam's architectural design separates the concerns of object tracking, camera motion, and scene transition, giving more degrees of freedom to operators who can adjust the level of automation along all three dimensions.We used XCam to conduct two studies: (1) interviews with six VR content creators probe into what aspects should and shouldn't be automated based on six applications developed with XCam; (2) three workshops with experts explore XCam's utility in live production of an interactive VR flm sequence, a lecture on cinematography, and an alumni meeting in social VR.Expert feedback from our studies suggests how to balance automation and control, and the opportunities and limits of future AI-driven tools. Michael Nebeling, Liwei Wu 0002, Hanuma Teja Maddali |
CHI | 2 |
| 2024 | Body Language for VUIs: Exploring Gestures to Enhance Interactions with Voice User InterfacesabstractWith the progress in Large Language Models (LLMs) and rapid development of wearable smart devices like smart glasses, there is a growing opportunity for users to interact with on-device virtual assistants through voice and gestures with ease. Although voice user interfaces (VUIs) have been widely studied, the potential uses of full-body gestures in VUIs that can fully understand users’ surroundings and gestures are relatively unexplored. In this two-phase research using a Wizard-of-Oz approach, we aim to investigate the role of gestures in VUI interactions and explore their design space. In an initial exploratory user study with six participants, we identify influential factors for VUI gestures and establish an initial design space. In the second phase, we conducted a user study with 12 participants to validate and refine our initial findings. Our results showed that users are open and ready to adopt and utilize gestures to interact with multi-modal VUIs, especially in scenarios with poor voice capture quality. The study also highlighted three key categories of gesture functions for enhancing multi-modal VUI interactions: context reference, alternative input, and flow control. Finally, we present a design space for multi-modal VUI gestures along with demonstrations to enlighten future design for coupling multi-modal VUIs with gestures. Liwei Wu 0002, Benjamin J. Lafreniere, Tovi Grossman, Thomas White, Stephanie Santosa |
Conference on Designing Interactive Systems | 1 |
| 2024 | Planar or Spatial: Exploring Design Aspects and Challenges for Presentations in Virtual Reality with No-coding InterfaceabstractThe proliferation of virtual reality (VR) has led to its increasing adoption as an immersive medium for delivering presentations, distinct from other VR experiences like games and 360-degree videos by sharing information in richly interactive environments. However, creating engaging VR presentations remains a challenging and time-consuming task for users, hindering the full realization of VR presentation's capabilities. This research aims to explore the potential of VR presentation, analyze users' opinions, and investigate these via providing a user-friendly no-coding authoring tool. Through an examination of popular presentation software and interviews with seven professionals, we identified five design aspects and four design challenges for VR presentations. Based on the findings, we developed VRStory, a prototype for presentation authoring without coding to explore the design aspects and strategies for addressing the challenges. VRStory offers a variety of predefined and customizable VR elements, as well as modules for layout design, navigation control, and asset generation. A user study was then conducted with 12 participants to investigate their opinions and authoring experience with VRStory. Our results demonstrated that, while acknowledging the advantages of immersive and spatial features in VR, users often have a consistent mental model for traditional 2D presentations and may still prefer planar and static formats in VR for better accessibility and efficient communication. We finally shared our learned design considerations for future development of VR presentation tools, emphasizing the importance of balancing of promoting immersive features and ensuring accessibility. Liwei Wu 0002, Yilin Zhang 0011, Justin Leung, Jingyi Gao, April Li, Jian Zhao 0010 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2023 | Interactions across Displays and Space: A Study of Virtual Reality Streaming Practices on TwitchabstractThe growing live streaming economy and virtual reality (VR) technologies have sparked interest in VR streaming among streamers and viewers. However, limited research has been conducted to understand this emerging streaming practice. To address this gap, we conducted an in-depth thematic analysis of 34 streaming videos from 12 VR streamers with varying levels of experience, to explore the current practices, interaction styles, and strategies, as well as to investigate the challenges and opportunities for VR streaming. Our findings indicate that VR streamers face challenges in building emotional connections and maintaining streaming flow due to technical problems, lack of fluid transitions between physical and virtual environments, and not intentionally designed game scenes. As a response, we propose six design implications to encourage collaboration between game designers and streaming app developers, facilitating fluid, rich, and broad interactions for an enhanced streaming experience. In addition, we discuss the use of streaming videos as user-generated data for research, highlighting the lessons learned and emphasizing the need for tools to support streaming video analysis. Our research sheds light on the unique aspects of VR streaming, which combines interactions across displays and space. Liwei Wu 0002, Qing Liu 0026, Jian Zhao 0010, Edward Lank |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2021 | XRStudio: A Virtual Production and Live Streaming System for Immersive Instructional ExperiencesabstractThere is increased interest in using virtual reality in education, but it often remains an isolated experience that is difficult to integrate into current instructional experiences. In this work, we adapt virtual production techniques from filmmaking to enable mixed reality capture of instructors so that they appear to be standing directly in the virtual scene. We also capitalize on the growing popularity of live streaming software for video conferencing and live production. With XRStudio, we develop a pipeline for giving lectures in VR, enabling live compositing using a variety of presets and real-time output to traditional video and more immersive formats. We present interviews with media designers experienced in film and MOOC production that informed our design. Through walkthrough demonstrations of XRStudio with instructors experienced with VR, we learn how it could be used in a variety of domains. In end-to-end evaluations with students, we analyze and compare differences of traditional video vs. more immersive lectures with XRStudio. Michael Nebeling, Shwetha Rajaram, Liwei Wu 0002, Yi Fei Cheng 0001, Jaylin Herskovitz |
CHI | 3 |