Demo Data from EDBT 2026 / reviewers in the wild / expert
Yangyang Yang
dblp:203/9074
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Design research and methods · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.9 | 1 | 2025 | Being The Creek: Mobile Augmented Reality Experience as an Invitation for Exploring More-Than-Human Perspectives · CHI 2025 |
Design research and methods
experience design |
0.3 | 1 | 2025 | Being The Creek: Mobile Augmented Reality Experience as an Invitation for Exploring More-Than-Human Perspectives · CHI 2025 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LE OS: A lightweight edge operating system for industrial internet of things under resource constraints
Yangyang Yang, Chenlin Zhu, Yihan Hu 0012 |
Future Gener. Comput. Syst. | 2 |
| 2025 | Being The Creek: Mobile Augmented Reality Experience as an Invitation for Exploring More-Than-Human Perspectives
Yangyang Yang, Kimiko Ryokai |
CHI | 1 |
| 2022 | Exploring Laughter Sound Visualizations for Self ReflectionabstractWe present an exploratory design study on visualizing laughter sounds for personal reflection. We experimented with a variety of graphic design elements to visualize temporal, spatial, and social aspects of laughter sounds. In order to experience their own laughter being visualized, our participants collected audio recordings of everyday conversations with their loved ones. We extracted laughter from the participants’ audio files using a machine learning algorithm, then visualized selected laughter in five different types of visual representations, and shared the result with each participant. Through the journey of collecting, seeing, listening to, and interacting with their personal laughter visualizations, participants explored what laughter means for them in different contexts. The study reveals that interactive laughter visualizations have the potential to evoke memories, support emotional expressions, and promote relationships. Yangyang Yang, Kimiko Ryokai |
Conference on Designing Interactive Systems | 1 |