Demo Data from VLDB 2026 / reviewers in the wild / expert
Zequn Liang
dblp:414/3501
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
1 paper |
Learning and educational technologies · 36% Immersive interaction · 29% Interaction techniques and input · 18% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
augmented feedback |
0.9 | 1 | 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025 |
Learning and educational technologies
embodied learning |
0.9 | 1 | 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025 |
Learning and educational technologies › skill acquisition
motor skill learning |
0.9 | 1 | 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025 |
Immersive interaction
virtual reality |
0.9 | 1 | 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025 |
Interaction techniques and input
visual feedback |
0.9 | 1 | 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025 |
Immersive interaction
embodiment |
0.3 | 1 | 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025 |
Immersive interaction › embodiment
virtual embodiment |
0.3 | 1 | 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
presence questionnaire · 0.9controlled experiment · 0.9NASA-TLX · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Virtual Guides and Crowd Behaviors: Understanding Evacuation Decision-Making in Virtual Reality
Ruochen Cao, Ziyuan Feng, Changyue Ma, Xin Wen 0008, Yanrong Hao, Zequn Liang, Ziarmal Hussain |
CASA | 7 |
| 2025 | The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body RepresentationsabstractImmersive embodiment holds great promise for motor skill acquisition, however the design and effect of real-time visual guidance across perspectives and body representations remain underexplored. This study introduces a puppet-inspired visual feedback framework that uses continuous visual linkages - line, color, and thickness cues - to externalize spatial deviation and scaffold embodied learning. To evaluate its effectiveness, we conducted a controlled virtual reality experiment (N = 40) involving gesture imitation tasks with fine (sign language) and gross (aviation marshalling) motor components, under first- and third-person viewpoints. Results showed that color-based guidance significantly improved imitation accuracy, short-term learning, and perceived embodiment, especially in finger-based and first-person settings. Subjective assessments (NASA-TLX, Motivation, IPQ, Embodiment) confirmed improvements in presence, agency, and task engagement. Ruochen Cao, Zequn Liang, Andrew Cunningham, James A. Walsh |
IEEE Trans. Vis. Comput. Graph. | 2 |