Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Shi Liu 0002

dblp:88/3362-2 · DBLP profile ↗
← Back
3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0002-5714-3331ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 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
3 papers
Learning and educational technologies · 63% Immersive interaction · 20% Wearable and physiological sensing · 11%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
immersive learning
1.012026
AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning · CHI 2026
Learning and educational technologies
personalized learning
1.012026
AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning · CHI 2026
Immersive interaction
virtual reality
1.012026
CoEmpaTeam: Enhancing Cognitive Empathy using LLM-based Avatars and Dynamic Role Play in Virtual Reality · CHI 2026
Learning and educational technologies › immersive learning
mixed reality learning
0.912025
AF-Mix: A gaze-aware learning system with attention feedback in mixed reality · Int. J. Hum. Comput. Stud. 2025
Wearable and physiological sensing
eye tracking
0.622026
AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning · CHI 2026
AF-Mix: A gaze-aware learning system with attention feedback in mixed reality · Int. J. Hum. Comput. Stud. 2025

Methods — techniques the papers use, named apart from their topics

lab experiment · 1.0field study · 1.0eye tracking · 1.0diary study · 1.0LLM-driven avatar · 1.0quantitative analysis · 0.9qualitative analysis · 0.9participatory design · 0.9
YearPublicationVenuePosition
2026 CoEmpaTeam: Enhancing Cognitive Empathy using LLM-based Avatars and Dynamic Role Play in Virtual Reality
abstract
Cognitive empathy, the ability to understand others‘ perspectives, is essential for effective communication, reducing biases, and constructive negotiation. However, this skill is declining in a performance-driven society, which prioritizes efficiency over perspective-taking. Here, the training of cognitive empathy is challenging because it is a subtle, hard-to-perceive soft skill. To address this, we developed CoEmpaTeam, a VR-based system that enables users to train their cognitive empathy by using LLM-driven avatars with different personalities. Through dynamic role play, users actively engage in perspective-taking, experiencing situations through another person’s eyes. CoEmpaTeam deploys three avatars who significantly differ in their personality, validated by a technical evaluation and an online experiment (n=90). Next, we evaluated the system through a lab experiment with 32 participants who performed three sessions across two weeks, followed by a one-week diary study. Our results showed a significant increase in cognitive empathy, which, according to participants, transferred into their real lives.
Dehui Kong, Martin Feick, Shi Liu 0002, Alexander Maedche
CHI3
2026 AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning
abstract
Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture support for immersive learning, little research has been conducted to provide post-lecture support, despite being critical for sustained motivation, engagement, and learning outcomes. To address this, we present AttentiveLearn, a learning ecosystem that generates personalized quizzes on a mobile learning assistant based on learners’ attention distribution inferred using eye-tracking in VR lectures. We evaluated the system in a four-week field study with 36 university students attending lectures on Bayesian data analysis. AttentiveLearn improved learners’ reported motivation and engagement, without conclusive evidence of learning gains. Meanwhile, anecdotal evidence suggested improvements in attention for certain participants over time. Based on our findings of the field study, we provide empirical insights and design implications for personalized post-lecture support for immersive learning systems.
Shi Liu 0002, Martin Feick, Linus Bierhoff, Alexander Maedche
CHI1
2025 AF-Mix: A gaze-aware learning system with attention feedback in mixed reality
abstract
Mixed Reality (MR) has demonstrated its potential in various learning contexts. MR-based learning environments empower users to actively explore learning content visualized in multiple formats, such as 3D models, videos, and images. Nonetheless, the sophisticated visualizations in MR learning environments may result in potential visual overload, posing a challenge for users in efficiently allocating their attention. In this paper, we present AF-Mix, a learning support system that leverages eye tracking sensors in Microsoft HoloLens 2 to offer attention feedback for learners. Aiming to design AF-Mix, we conducted a participatory design study and integrated the attention feedback into our system, following users’ needs and suggestions. Furthermore, we evaluated AF-Mix in an evaluation study (n = 22) following a quantitative analysis of users’ visual behavior, as well as a qualitative analysis of interview transcripts. Our findings show that providing feedback to support the learning process can be achieved effectively with eye tracking. In specific, attention feedback assists learners in retrieving previously missed information and encourages learners to reallocate their attention in the review process. Moreover, providing personalized feedback based on previous attention allocation is more effective in supporting users than a self-review approach without gaze-aware assistance in MR. Such feedback facilitates users in managing their limited attentional resources better and supports the reflection of their learning journey more effectively. • Human-centered design of attention feedback in Mixed Reality (MR) learning systems. • Evaluation of the system using qualitative and quantitative methods. • Attention feedback in MR supports users in attention management and self-reflection. • Design recommendations for supporting self-reflection in MR learning systems.
Shi Liu 0002, Peyman Toreini, Alexander Maedche
Int. J. Hum. Comput. Stud.1