VLDB 2026 Research / reviewers in the wild / expert
Ehsan ul Haq
dblp:43/10172
· DBLP profile ↗
21ranked-venue papers
7as first author
17since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 5 first-author · 11 since 2021Artificial intelligence and machine learning · 12 · 4 first-author · 9 since 2021Databases, data management, data science and information retrieval · 12 · 5 first-author · 9 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 1 first-author · 7 since 2021Systems, architecture and hardware · 4 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Conflicting Rationales, Shifting Stances: Unpacking User Divergence in Online Geopolitical DebatesabstractOnline discourse surrounding geopolitical crises is volatile and complex. For example, users can often change their opinions, and apply rationales divergently based on the specific scenario under discussion. This paper explores such stance and rationale divergence in social media discussions. We focus on two major ongoing conflicts: the Russia-Ukraine and Israel-Palestine wars. Through this, we identify a set of users who discuss both conflicts, and then label each user’s comments with their stance and associated rationale. Using this unique dataset, we explore how people apply rationales divergently, and evolve their opinions over time. Our research contributes to the CHI community by providing a reusable, rationale-level annotation methodology. Our findings can inform the design of moderation tools, recommender systems, and discussion interfaces. These can be used to surface disagreements, calibrate echo-chamber exposure, and ultimately foster healthier online discourse. Yupeng He, Peixian Zhang, Ehsan ul Haq, Jiahui He 0001, Gareth Tyson |
CHI | 3 |
| 2025 | Examining the Makeup of Media Trigger Warnings OnlineabstractIn today’s digital landscape, the prevalence of sensitive online content has made trigger warnings essential. These warnings inform viewers that the content they are about to see contains sensitive artifacts (e.g. violence). This paper studies the use of trigger warnings, exploiting data from two major platforms: Does the Dog Die, a crowdsourcing trigger warnings platform, and IMDb, a media database. We first study how different media types (e.g. films, video games, and TV shows) are labeled with varying trigger warnings and the different co-occurrence patterns among different trigger warnings. We also discover controversy surrounding certain trigger warnings, with inconsistent opinions stated by different people. We further show that different jurisdictions (e.g. USA vs. UK) assign different content ratings (e.g. R-18) for the same media, even when the same trigger warnings are present. Finally, we develop automatic detectors to identify trigger warnings from IMDb text. We achieve F1 scores exceeding 0.7 for all 10 selected trigger warnings. Peixian Zhang, Yupeng He, Ehsan ul Haq, Gareth Tyson |
ICWSM | 3 |
| 2024 | The Emergence of Threads: The Birth of a New Social Network
Peixian Zhang, Yupeng He, Ehsan ul Haq, Jiahui He 0001, Gareth Tyson |
ASONAM (3) | 3 |
| 2024 | Exploring the Capability of ChatGPT to Reproduce Human Labels for Social Computing Tasks
Peixian Zhang, Ehsan ul Haq, Pan Hui 0001, Gareth Tyson |
ASONAM (3) | 3 |
| 2024 | A Study of Partisan News Sharing in the Russian Invasion of UkraineabstractSince the Russian invasion of Ukraine, a large volume of biased and partisan news has been spread via social media platforms. As this may lead to wider societal issues, we argue that understanding how partisan news sharing impacts users' communication is crucial for better governance of online communities. In this paper, we perform a measurement study of partisan news sharing. We aim to characterize the role of such sharing in influencing users' communications. Our analysis covers an eight-month dataset across six Reddit communities related to the Russian invasion. We first perform an analysis of the temporal evolution of partisan news sharing. We confirm that the invasion stimulates discussion in the observed communities, accompanied by an increased volume of partisan news sharing. Next, we characterize users' response to such sharing. We observe that partisan bias plays a role in narrowing its propagation. More biased media is less likely to be spread across multiple subreddits. However, we find that partisan news sharing attracts more users to engage in the discussion, by generating more comments. We then built a predictive model to identify users likely to spread partisan news. The prediction is challenging though, with 61.57% accuracy on average. Our centrality analysis on the commenting network further indicates that the users who disseminate partisan news possess lower network influence in comparison to those who propagate neutral news. Ehsan ul Haq, Gareth Tyson, Lik-Hang Lee, Yuyang Wang 0002, Pan Hui 0001 |
ICWSM | 2 |
| 2024 | APT-Pipe: A Prompt-Tuning Tool for Social Data Annotation using ChatGPTabstractRecent research has highlighted the potential of LLMs, like ChatGPT, for performing label annotation on social computing data. However, it is already well known that performance hinges on the quality of the input prompts. To address this, there has been a flurry of research into prompt tuning --- techniques and guidelines that attempt to improve the quality of prompts. Yet these largely rely on manual effort and prior knowledge of the dataset being annotated. To address this limitation, we propose APT-Pipe, an automated prompt-tuning pipeline. APT-Pipe aims to automatically tune prompts to enhance ChatGPT's text classification performance on any given dataset. We implement APT-Pipe and test it across twelve distinct text classification datasets. We find that prompts tuned by APT-Pipe help ChatGPT achieve higher weighted F1-score on nine out of twelve experimented datasets, with an improvement of 7.01% on average. We further highlight APT-Pipe's flexibility as a framework by showing how it can be extended to support additional tuning mechanisms. Zhizhuo Yin, Gareth Tyson, Ehsan ul Haq, Lik-Hang Lee, Pan Hui 0001 |
WWW | 4 |
| 2023 | Understanding Characteristics of Catalyst Users in the WallStreetBets CommunityabstractWallStreetBets (WSB), a Reddit community, impacted stock markets during the 2021 GameStop Short Squeeze. We examine the content and user properties that influence engagement in WSB. Despite WSB's association with emojis and informal terms, engagement among community members depends on more than surface-level factors. Although emojis are commonly used, they are not as effective at fostering interactions among users. Community members engage more with posts that have longer and topic-specific text. Simply producing a high volume of posts is not enough to attract an audience. Consistent topical focus, reciprocal interactions, and previous authorship of catalyst posts influence engagement. WSB posts, regardless of length, generally remain relevant to the community's theme of stock trading. Our findings provide insights into WSB engagement patterns and can be useful for downstream research, such as financial predictive tasks using WSB data. Ehsan ul Haq, Haodi Weng, Gareth Tyson, Lik-Hang Lee, Reza Hadi Mogavi, Tristan Braud, Pan Hui 0001 |
ASONAM | 1 |
| 2023 | Echo Chambers within the Russo-Ukrainian War: The Role of Bipartisan UsersabstractThe ongoing Russia-Ukraine war has been extensively discussed on social media. One commonly observed problem in such discourse is the emergence of echo chambers, where users are rarely exposed to opinions outside their own worldview. Prior literature on this topic has assumed that such users hold a single consistent view. However, recent work has revealed that complex topics often trigger bipartisanship among certain people. With this in mind, we study the presence of echo chambers on Twitter related to the Russo-Ukrainian war. We measure their presence and identify an important subset of bipartisan users who vary their opinion during the invasion. We then explore the role they play in the communications graph and their impact on echo chambers. Peixian Zhang, Ehsan ul Haq, Pan Hui 0001, Gareth Tyson |
ASONAM | 2 |
| 2023 | Envisioning an Inclusive Metaverse: Student Perspectives on Accessible and Empowering Metaverse-Enabled LearningabstractThe emergence of the metaverse is being widely viewed as a revolutionary technology owing to a myriad of factors, particularly the potential to increase the accessibility of learning for students with disabilities. However, not much is yet known about the views and expectations of disabled students in this regard. The fact that the metaverse is still in its nascent stage exemplifies the need for such timely discourse. To bridge this important gap, we conducted a series of semi-structured interviews with 56 university students with disabilities in the United States and Hong Kong to understand their views and expectations concerning the future of metaverse-driven education. We have distilled student expectations into five thematic categories, referred to as the REEPS framework: Recognition, Empowerment, Engagement, Privacy, and Safety. Additionally, we have summarized the main design considerations in eight concise points. This paper is aimed at helping technology developers and policymakers plan ahead of time and improving the experiences of students with disabilities. Reza Hadi Mogavi, Jennifer Hoffman, Chao Deng 0002, Yiwei Du, Ehsan ul Haq, Pan Hui 0001 |
L@S | 5 |
| 2022 | Exploring Mental Health Communications among Instagram CoachesabstractThere has been a significant expansion in the use of online social networks (OSNs) to support people experiencing mental health issues. This paper studies the role of Instagram influencers who specialize in coaching people with mental health issues. Using a dataset of 97k posts, we characterize such users' linguistic and behavioural features. We explore how these observations impact audience engagement (as measured by likes). We show that the support provided by these accounts varies based on their self-declared professional identities. For instance, Instagram accounts that declare themselves as Authors offer less support than accounts that label themselves as a Coach. We show that increasing information support in general communication positively affects user engagement. However, the effect of vocabulary on engagement is not consistent across the Instagram account types. Our findings shed light on this understudied topic and guide how mental health practitioners can improve outreach. Ehsan ul Haq, Lik-Hang Lee, Gareth Tyson, Reza Hadi Mogavi, Tristan Braud, Pan Hui 0001 |
ASONAM | 1 |
| 2022 | When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning AppabstractMore and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from learning. This undesirable phenomenon wastes users' precious time and negatively impacts their learning performance. However, there has been little research in the literature to understand gamification misuse and inform future gamification designs. Therefore, this paper aims to fill this knowledge gap by conducting the first extensive qualitative research on gamification misuse in a popular learning app called Duolingo. Duolingo is currently the world's most downloaded learning app used to learn languages. This study consists of two phases: (I)a content analysis of data from Duolingo forums (from the past nine years) and (II)semi-structured interviews with 15 international Duolingo users. Our research contributes to the Human-Computer Interaction (HCI) and Learning at Scale ([email protected]) research communities in three ways: (1) elaborating the ramifications of gamification misuse on user learning, well-being, and ethics, (2) identifying the most common reasons for gamification misuse (e.g., competitiveness, overindulgence in playfulness, and herding), and (3) providing designers with practical suggestions to prevent (or mitigate) the occurrence of gamification misuse in their future designs of gamified learning apps. Reza Hadi Mogavi, Bingcan Guo, Yuanhao Zhang, Ehsan ul Haq, Pan Hui 0001, Xiaojuan Ma |
L@S | 4 |
| 2022 | Screenshots, Symbols, and Personal Thoughts: The Role of Instagram for Social ActivismabstractIn this paper, we highlight the use of Instagram for social activism, taking 2019 Hong Kong protests as a case study. Instagram focuses on image content and provides users with few features to share or repost, limiting information propagation. Nevertheless, users who are politically active offline also share their activism on Instagram. We first evaluate the effect of protests on social media activity for protesters and non-protesters over two significant protests. Protesters’ exposure to protest-related posts is much higher than non-protesters, and their network activity follows the protest schedule. They are also much more active on posts related to the protest that they participate in than the other protest. We then analyze the images posted by the users. Users predominantly use symbols related to protests and share personal thoughts on its primary actors. Users primarily share content to raise their network’s awareness, and the content choice is directly affected by Instagram’s intrinsic interaction modalities. Ehsan ul Haq, Tristan Braud, Yui-Pan Yau, Lik-Hang Lee, Franziska B. Keller, Pan Hui 0001 |
WWW | 1 |
| 2022 | It's All Relative! A Method to Counter Human Bias in Crowdsourced Stance Detection of News ArticlesabstractUsing human intelligence to identify news articles' political stances is common in research and practical applications. But human judgement can be biased and prone to errors stemming from the comprehension of tasks and political alignment. This paper proposes a relative rating method based on news articles' stances relative to raters' own stances to avoid comprehension inconsistency and to control for human bias in crowdsourced stance detection of news articles. We also show how to use the relative ratings to construct a measure for raters' stances on a political topic and to identify raters whose ratings are of higher quality than others. We implement our proposed methods in an online experiment that recruits Amazon Mechanical Turk users as raters for news articles on Gun Control. Using the data from the experiment, we find evidence that raters' own stances on Gun Control significantly impact ratings of related news articles, both at the individual levels and at the aggregate levels. We also present evidence that our relative-rating-based stance measure captures more information about raters' actual stances than their self-reported stance does. Ehsan ul Haq, Yang K. Lu, Pan Hui 0001 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2022 | More Gamification Is Not Always Better: A Case Study of Promotional Gamification in a Question Answering WebsiteabstractCommunity Question Answering Websites (CQAs) like Stack Overflow rely on continuous user contributions to keep their services active. Nevertheless, they often undergo a sharp decline in their user participation during the holiday season, undermining their performance. To address this issue, some CQAs have developed their own special promotional gamification schemes to incentivize users to maintain their contributions throughout the holiday season. These promotional gamification schemes are often time-limited, optional, and run alongside the default gamification schemes of their websites. However, the impact of such promotional gamification schemes on user behavior remains largely unexplored in the existing literature. This paper takes the first steps toward filling this knowledge gap by conducting a large-scale empirical study of a particular promotional gamification scheme called Winter Bash (WB) on the CQA of Stack Overflow. According to our findings, promotional gamification schemes may not be the panacea they are portrayed to be. For example, in the case of WB, we find that the scheme is not effective for improving the collective engagement of all users. Only some particular user types (i.e., experienced and reputable users) are often provoked under WB. Most novice users, who comprise the majority of Stack Overflow website's user base, seem to be indifferent to such a gamification scheme. Our research also shows the importance of studying the quantity and quality of user engagement in unison to better understand the effectiveness of a gamification scheme. Previous gamification studies in the literature have focused predominantly on studying the quantity of user engagement alone. Last but not least, we conclude our paper by presenting some practical considerations for improving the design of future promotional gamification schemes in CQAs and similar platforms. Reza Hadi Mogavi, Ehsan ul Haq, Sujit Gujar, Pan Hui 0001, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2022 | What Do Users Think of Promotional Gamification Schemes? A Qualitative Case Study in a Question Answering WebsiteabstractIn recent years, studies on the user experience have emerged as an indispensable part of any gamification research. The study of user experience enables gamification designers and practitioners to design or adapt their gamification schemes in a more knowledgeable and efficacious manner. However, one popular gamification scheme that has largely remained under-researched in terms of user experience is promotional gamification, which refers to an optional and time-limited gamification program that usually mounts an already gamified platform to increase user incentive and engagement for a short span of time (e.g., during the holiday season). The current study undertakes the first steps necessary to explore users' experiences of working with a promotional gamification scheme in a large-scale online community. To this end, we conduct an extensive qualitative case study of users' experiences with a promotional gamification scheme on the Community Question Answering Website (CQA) of Stack Exchange, called Winter Bash (WB). Notably, the purpose of WB is to operate as a makeshift solution that prevents the decline in user contributions during the holiday season. However, like many other gamification schemes, WB is not devoid of issues, and our research helps identify those issues without overlooking the WB's strengths. Our study denotes not only the first (empirical) typology of users' affective responses to promotional gamification schemes but also the first classification of (de)motivational factors involved in user engagement. At its core, this study comprises two salient parts: (1) a content analysis of user-generated data regarding WB (from the past eight years), and (2) a series of semi-structured interviews with 17 international users who are familiar with WB. We triangulate our findings from (1) and (2) by performing a similar content analysis for two other promotional gamification schemes, namely "Answerathon" (from Travel Meta) and "Discussion Tournament" (from Reddit). Based on the findings of this study, we present certain guidelines for gamification designers and practitioners, enabling them to deploy or adapt their promotional gamification schemes in a more knowledgeable and effective manner. Finally, our work is concluded by highlighting a few novel research opportunities for researchers invested in the fields of Human-Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW). Reza Hadi Mogavi, Yuanhao Zhang, Ehsan ul Haq, Yongjin Wu, Pan Hui 0001, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | Acoustic and Prosodic Correlates of Emotions in Urdu Speech
Saba Urooj, Benazir Mumtaz, Sarmad Hussain, Ehsan ul Haq |
Interspeech | 4 |
| 2021 | Student Barriers to Active Learning in Synchronous Online Classes: Characterization, Reflections, and SuggestionsabstractAs more and more face-to-face classes move to online environments, it becomes increasingly important to explore any emerging barriers to students' learning. This work focuses on characterizing student barriers to active learning in synchronous online environments. The aim is to help novice educators develop a better understanding of those barriers and prepare more student-centered course plans for their active online classes. Towards this end, we adopt a qualitative research approach and study information from different sources: social media content, interviews, and surveys from students and expert educators. Through a thematic analysis, we craft a nuanced list of students' online active learning barriers within the themes of human-side, technological, and environmental barriers. Each barrier is explored from the three aspects of frequency, importance, and exclusiveness to active online classes. Finally, we conduct a summative study with 12 novice educators and explain the benefits of using our barrier list for course planning in active online classes. Reza Hadi Mogavi, Yankun Zhao, Ehsan ul Haq, Pan Hui 0001, Xiaojuan Ma |
L@S | 3 |
| 2020 | Community Matters more than Anonymity: Analysis of User Interactions on the Quora Q&A PlatformabstractQuestion-and-answer (Q&A) websites are one of the latest evolutions in crowdsourced knowledge aggregation. Q&A websites provide more diverse opinions, as they involve the entire community. Quora made its reputation out of enhancing the traditional Q&A model with popular aspects of social media and incites its users to provide their names, locations, and references. This model allows higher quality control - including anonymous content, but more importantly, it leads users to form communities based on other criteria (e.g. profession, city) than similar interests. In this paper, we study the interactions among Quorans to unveil how such communities emerge. We perform both quantitative and qualitative analysis on the user-generated content and relate this content to social and demographic features. We show that being anonymous significantly affects the answers' length and subjectivity. On the other hand, most of the user interactions relate to their geographic locations. Ehsan ul Haq, Tristan Braud, Pan Hui 0001 |
ASONAM | 1 |
| 2020 | Enemy at the Gate: Evolution of Twitter User's Polarization During National CrisisabstractSocial networks are effective platforms to study the real-life behavior of users. In this paper, we study users' political polarization during the times of crisis and its relation to nationalism. To this purpose, we focus on the reaction of Indian and Pakistani Twitter users during February 2019 crisis and the ensuing Indian General Elections in 2019. We show that a national crisis affects the polarization and discourse in both countries. Also, we show that user activities increase during a national crisis, and political discourse strengthens while polarization decreases on critical days. Finally, we highlight the links between this crisis and the Indian elections and show how the political parties discussed the crisis in their campaigns. Ehsan ul Haq, Tristan Braud, Young D. Kwon, Pan Hui 0001 |
ASONAM | 1 |
| 2019 | Effects of ego networks and communities on self-disclosure in an online social networkabstractUnderstanding how much users disclose personal information in Online Social Networks (OSN) has served various scenarios such as maintaining social relationships and customer segmentation. Prior studies on self-disclosure have relied on surveys or users' direct social networks. These approaches, however, cannot represent the whole population nor consider user dynamics at the community level. Young D. Kwon, Reza Hadi Mogavi, Ehsan ul Haq, Youngjin Kwon, Xiaojuan Ma, Pan Hui 0001 |
ASONAM | 3 |
| 2012 | Image processing and vision techniques for smart vehiclesabstractThe idea of safe and smart vehicles has been thoroughly researched over the past decades to ensure drivers' safety from possibly dangerous situations. This paper presents a brief review of different applications of image processing and computer vision techniques in smart vehicles. To detect other on-road vehicles, researchers have approached the problem from various angles; with solutions ranging from active sensors like radar to passive sensors like cameras. Recently, researchers are working to create a panoramic 360 degree view of the vehicle's environment by merging different images from sides, rear and front of the car using passive sensors. There has also been work on constructing high resolution images from low cost, low resolution cameras, in order to reduce final cost of the system. In this paper, we have presented a new algorithm for mono-camera based vehicle detection systems, by incorporating different low level (edges) and high level features (Bag-of-features). To extract edge information flawlessly, we presented a new edge detection method, namely Difference of BiGaussian (DoBG). Experimental results show average 98.5% recognition rates, which is one of the best results achieved so far. Ehsan ul Haq, Syed Jahanzeb Hussain Pirzada, Jingchun Piao, Hyunchul Shin |
ISCAS | 1 |