VLDB 2026 Research / reviewers in the wild / expert
Wei Liu 0020
dblp:49/3283-20
· DBLP profile ↗
11ranked-venue papers
7as first author
5since 2021 · last 2025
0000-0002-3315-5370ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 5 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Capturing The Temporal Dynamics of Learner Interactions In Moocs: A Comprehensive Approach With Longitudinal And Inferential Network AnalysisabstractWhile research on social network analysis is abundant and less frequently so temporal network analysis, research that uses inferential temporal network methods is barely existent. This paper aims to fill this gap by conducting a comparative analysis of temporal networks and inferential longitudinal network methods in the context of learner interactions in Massive Open Online Courses (MOOCs). We focus on three prominent methods: Temporal Network Analysis (TNA), Temporal Exponential Random Graph Models (TERGM) and Simulation Investigation for Empirical Network Analysis (SIENA). Using a five-week Nature Education MOOC as a case study, we compared the features, metrics of each method as well as their understanding of using network to analyze learner interactions. TNA focuses on describing and visualizing temporal changes in network structure, while TERGM and SIENA view networks as evolving systems influenced by individual behaviors and structural dependencies. TERGM treats network changes as a joint of random processes, while SIENA emphasizes the agency of learners and analyzes continuous network evolution. The findings provide guidelines for researchers and educators to select appropriate network analysis methods for temporal studies in educational contexts. Mengtong Xiang, Mohammed Saqr, Han Jiang 0003, Wei Liu 0020 |
LAK | 5 |
| 2024 | Driving Towards the Future: Exploring Human-Centered Design and Experiment of Glazing Projection Display Systems for Autonomous VehiclesabstractThe automotive glazing projection display pertains to projecting information onto unique glazing materials in a car through projection equipment, a new direction of Human-Computer Interaction (HCI) in the intelligent cockpit. The core issue in glazing projection is determining what information should be projected onto the car’s glazing and the area to which it should be projected. To address this issue, we conducted a focus group comprising 12 people. We distributed 1082 questionnaires to investigate future autonomous driving contexts, user information demands based on glazing projection, and regional preferences for displaying such information. We selected five contexts and nine high-rated features to design a driver-specific display interface. We conducted eye-movement experiments to investigate the effect of the projection interface on the driver’s gaze behaviors under different display areas and subsequently modified the display areas. This study confirms the feasibility of the glazing projection display and provides theoretical support for HCI development in the intelligent cockpit. Yancong Zhu, Yunke Geng, Ruonan Huang, Wei Liu 0020 |
Int. J. Hum. Comput. Interact. | 6 |
| 2023 | Designing interactive glazing through an engineering psychology approach: Six augmented reality scenarios that envision future car human-machine interfaceabstractWith more and more vehicles becoming autonomous, intelligent, and connected, paying attention to the future usage of car human-machine interface (HMI) with these vehicles should also get more relevant. While car HMI has been addressed in several scientific studies, little attention is being paid to designing and implementing interactive glazing into everyday (autonomous) driving contexts. Through reflecting on what was found before in theory and practice, we describe an engineering psychology practice and the design of six novel future user scenarios, which envision the application of a specific set of augmented reality (AR) support user interactions. We also present evaluations conducted with the scenarios and experiential prototypes and found that these AR scenarios support our target user groups in experiencing a new type of interactions. The overall evaluation was positive, with some valuable assessment results and suggestions. We envision that this paper will interest applied psychology educators who aspire to teach how to operationalize AR in a human-centered design (HCD) process to students with little preexisting expertise or little scientific knowledge about engineering psychology. Wei Liu 0020, Yancong Zhu, Ruonan Huang, Takumi Ohashi, Jan Auernhammer, Ce Shi |
Virtual Real. Intell. Hardw. | 1 |
| 2022 | How Post 90's Gesture Interact with Automobile SkylightabstractIt is widely acknowledged that skylight matters a great deal to an automobile. The development of automobile and glass intelligentization allows the functions of skylight to be integrated, intelligentized and diversified. At present, however, there are few studies on skylight gesture interaction, which explains why we decided to conduct this study. By building a psychological model and using qualitative techniques, we acquired data from 20 young Chinese drivers to delve into their gesture interaction preferences, needs and pain points. In the end, we posited a set of design criteria: simplified learning procedure, exact meaning, precise feedback, optimum control, habitual use and system integrity. Overall, our design involves 17 gesture actions suitable for automobile skylight, with 11 maneuverable gesture actions passing the usability test. The qualified actions constitute the basis of skylight interactive gesture design. Yancong Zhu, Guandong Tang, Wei Liu 0020, Ruiya Qi |
Int. J. Hum. Comput. Interact. | 3 |
| 2022 | Designing Generation Y Interactions: The Case of YPhoneabstractWith more and more products becoming digital, mobile, and networked, paying attention to the qualities of interactions with is also getting more relevant. While interaction qualities have been addressed in several scientific studies, little attention is being paid to their implementation into a real life, everyday context. This paper describes the development of a novel office phone prototype, YPhone, which demonstrates the application of a specific set of Generation Y interaction qualities (instant, playful, collaborative, expressive, responsive, and flexible) into the context of office work. The working prototype supports office workers in experiencing new type of interactions. It is set out in practice in a series of evaluations. We found that the playful, expressive, responsive, and flexible qualities have more trust than the instant and collaborative qualities. Qualities can be grouped, although this may be different for different products that are evaluated, so researchers must be cautious about generalizing. The overall evaluation was positive with some valuable suggestions to its user interactions and features. Wei Liu 0020 |
Virtual Real. Intell. Hardw. | 1 |
| 2019 | Recent advance on detecting core-periphery structure: a survey
Wenli Tang, Liutao Zhao, Wei Liu 0020 |
CCF Trans. Pervasive Comput. Interact. | 3 |
| 2012 | Making the office catch up: comparing generation Y interactions at home and workabstractInformation technology (IT) support of office work has increased rapidly in functionality, but the interaction styles have evolved more slowly. This study explores interaction qualities of IT supported activities in the contexts of home and work. A series of contextual interviews was conducted with six Generation Y office workers. An interview toolkit was used to sensitize them to the subject of interaction qualities, experiences, and demands of future ways of working. This study resulted in a set of design guidelines, aiming to support Generation Y interactions in future office work. Designers and researchers who focus on understanding (rich interactions in) the work context would benefit from the result of this study. Wei Liu 0020, Gert Pasman, Pieter Jan Stappers, Jenneke Taal-Fokker |
Conference on Designing Interactive Systems | 1 |
| 2012 | Interactive pong: exploring ways of user inputs through prototyping with sensorsabstractThis study aimed to explore ways of user inputs through designing interactive game controllers with different type of sensor. From building four experiential prototypes on Pong, we learned to drive design by focusing on interaction qualities, which determine the use of sensors. We found that the interaction qualities together as a set offer a way to design aesthetics of behavior in interaction. Wei Liu 0020, Aadjan J. C. van der Helm, Pieter Jan Stappers, Walter A. Aprile, Gert Pasman, Ianus Keller |
UbiComp | 1 |
| 2012 | Generation Y interactionsabstractInformation technology (IT) support of office work has increased rapidly in functionality, but the interaction styles have evolved more slowly. This project explores interaction design opportunities of IT supported tools in the context of office work. A series of (contextual) interviews was conducted with Generation Y office workers, aiming to identify their interaction qualities. Three interactive prototypes were built to map these interaction qualities and to demonstrate future ways of working. This project resulted in a set of design guidelines, aiming to support Generation Y interactions in future office work. Designers and researchers who focus on understanding (rich interactions in) the work context would benefit from the result of this project. Wei Liu 0020 |
IUI | 1 |
| 2011 | Supporting generation Y interactions: challenges for office workabstractWith Generation Y entering the workforce, for the first time IT supported tools at home are more advanced than these tools at work. This project aims to understand and model this friction and its challenges through a sequence of literature review and interviews. We identified six qualities of interactions and how they occur in private and work contexts. Based on these findings, we aim to develop guidelines as well as demonstrators that support Generation Y interactions in future office work. Wei Liu 0020, Pieter Jan Stappers, Gert Pasman, Jenneke Taal-Fokker |
CSCW | 1 |
| 2011 | Demonstrating generation Y interactions through interactive prototypingabstractWith Generation Y entering the workforce, for the first time IT tools at home are richer in interaction than tools at work. This study aims to demonstrate novel Generation Y interactions by mapping three interaction qualities identified in private and work contexts. In an interactive prototyping course three prototypes were built in which these qualities are demonstrated. From these prototypes, guidelines for supporting Generation Y interactions in future office contexts, were subsequently deducted. Wei Liu 0020, Pieter Jan Stappers, Gert Pasman, Aadjan J. C. van der Helm |
UbiComp | 1 |