EDBT 2026 Demo / reviewers in the wild / expert
Ruoxuan Ma
dblp:254/5196
· DBLP profile ↗
6ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0005-4750-7620ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 3Human-computer interaction and ubiquitous computing · 3 · 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 |
Design research and methods · 41% Games and playful interaction · 36% Collaborative and social computing · 18% | |
| Computer networks
3 papers |
Content delivery and video streaming · 58% Transport protocols and congestion control · 32% Network measurement and analytics · 10% | |
| Artificial intelligence
2 papers |
Generative modeling · 56% Language models and text generation · 44% |
Topics — the 13 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Natural language and speech › Language models and text generation › prompting
prompt construction |
1.0 | 1 | 2026 | InspirationGraph for Progressive Design Space Exploration · CHI 2026 |
Machine learning › Generative modeling › diffusion model
text-to-image generation |
1.0 | 1 | 2026 | InspirationGraph for Progressive Design Space Exploration · CHI 2026 |
Collaborative and social computing › collaborative design
collaborative ideation |
1.0 | 1 | 2026 | CoNode: Visualizing Workflows for Knowledge Reuse and Recombination in Team-AI Collaborative Design · CHI 2026 |
Design research and methods › design knowledge
design knowledge reuse |
1.0 | 1 | 2026 | CoNode: Visualizing Workflows for Knowledge Reuse and Recombination in Team-AI Collaborative Design · CHI 2026 |
Design research and methods › design space
design space exploration |
1.0 | 1 | 2026 | InspirationGraph for Progressive Design Space Exploration · CHI 2026 |
Games and playful interaction
game design |
1.0 | 1 | 2026 | RPGAgent: Driving Coherent Story-to-Play Generation with an LLM-Based Multi-Agent System · CHI 2026 |
Games and playful interaction › game AI
procedural content generation |
1.0 | 1 | 2026 | RPGAgent: Driving Coherent Story-to-Play Generation with an LLM-Based Multi-Agent System · CHI 2026 |
Transport protocols and congestion control › real-time communication
video telephony |
0.8 | 2 | 2019 | Poster: Optimizing Mobile Video Telephony Using Deep Imitation Learning · MobiCom 2019 Learning to Coordinate Video Codec with Transport Protocol for Mobile Video Telephony · MobiCom 2019 |
Content delivery and video streaming
bitrate adaptation |
0.4 | 1 | 2020 | OnRL: improving mobile video telephony via online reinforcement learning · MobiCom 2020 |
Content delivery and video streaming › bitrate adaptation
video-aware rate adaptation |
0.4 | 1 | 2019 | Learning to Coordinate Video Codec with Transport Protocol for Mobile Video Telephony · MobiCom 2019 |
Machine learning › Generative modeling › computational creativity › creative generation
generative AI for design |
0.3 | 1 | 2026 | CoNode: Visualizing Workflows for Knowledge Reuse and Recombination in Team-AI Collaborative Design · CHI 2026 |
Network measurement and analytics
mobile network measurement |
0.2 | 2 | 2019 | Poster: Optimizing Mobile Video Telephony Using Deep Imitation Learning · MobiCom 2019 Learning to Coordinate Video Codec with Transport Protocol for Mobile Video Telephony · MobiCom 2019 |
Content delivery and video streaming › quality of experience
quality of experience optimization |
0.1 | 1 | 2020 | OnRL: improving mobile video telephony via online reinforcement learning · MobiCom 2020 |
Methods — techniques the papers use, named apart from their topics
large language model · 3.0user study · 2.0formative study · 2.0multi-agent system · 1.0reinforcement learning · 0.4online learning · 0.4multi-agent aggregation · 0.4machine learning · 0.4imitation learning · 0.4deep imitation learning · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | InspirationGraph for Progressive Design Space ExplorationabstractText-to-image (T2I) models demonstrate strong generative capabilities and are increasingly used in design. However, their support for early exploratory ideation remains limited. Their linear, one-shot interaction paradigm aligns more closely with convergent, refinement-oriented stages of design. To address this gap, we present an interaction paradigm supporting early-stage ideation with T2I models, with a particular focus on novice designers. It introduces a dimension–attribute dictionary to guide prompt construction progressively and employs a dynamic, editable tree structure to help users organize and navigate their design space. Based on this paradigm, we developed a prototyping tool named InspirationGraph, focusing on the product design field. The results from a user study involving 24 participants highlight how this structured exploration approach supports divergent thinking and reduces cognitive load. We also uncover varying ideation patterns among designers and offer actionable insights into how T2I systems can be reimagined to better support the early-stage design. Suxiang Ling, Yi Xiao 0004, Ruoxuan Ma, Guangpeng Wei, Andrew Chi-Sing Leung |
CHI | 4 |
| 2026 | RPGAgent: Driving Coherent Story-to-Play Generation with an LLM-Based Multi-Agent SystemabstractRecent advances in LLMs have enabled new possibilities for creative content generation, yet their use in game design is often limited by poor integration across creative components, particularly for novice designers aiming to rapidly prototype playable concepts. Guided by the Elemental Tetrad framework, we present RPGAgent, an LLM-driven multi-agent system specifically designed to assist novice game creators in transforming a short story outline into a playable game. Specialized agents exchange structured data to generate coherent narrative, scene, and gameplay mechanics, ensuring structural correctness and consistency between story and world. By combining LLM-based generation with procedural content creation, the system offers a controllable and interpretable workflow. In a within-subjects study with 18 participants, RPGAgent outperformed a GPT-assisted baseline in both user experience and creative satisfaction during the prototyping of playable RPGs. These results demonstrate the potential of collaborative multi-agent frameworks for structured, AI-assisted game design. Shunan Zhang, Yi Xiao 0004, Ruoxuan Ma, Andrew Chi-Sing Leung |
CHI | 3 |
| 2026 | CoNode: Visualizing Workflows for Knowledge Reuse and Recombination in Team-AI Collaborative DesignabstractIn early-stage industrial design, teams generate essential but fragile process knowledge—semantic tags, sketches, exploration paths—that is rarely captured or reused but which may be useful at latter design stages, and AI could be used for this purpose. Yet existing AI creativity tools remain outcome-oriented, offering limited support for preserving, tracing, or recombining underlying reasoning. Our formative study (N=6) revealed persistent challenges in team–AI ideation across sessions and collaborators, including semantic–visual fragmentation, context loss, and cross-tool disruption. These insights inspired CoNode, a two-layer system that embeds AI nodes within a shared whiteboard through triplet workflows and augments them with workflow-level consolidation, reuse, and recombination via the CoSense module. We conducted a two-stage evaluation: User Study I (N=12) validates CoNode's foundational interaction paradigm layer, and User Study II (N=30) evaluates its process-oriented knowledge layer. Results show that CoNode significantly improves knowledge consolidation, reuse, and recombination, effectively facilitating the collaborative processes and demonstrating how generative AI can evolve process knowledge across collaborative rounds. Yi Xiao 0004, Guangpeng Wei, Suxiang Ling, Ruoxuan Ma, Andrew Chi-Sing Leung |
CHI | 5 |
| 2020 | OnRL: improving mobile video telephony via online reinforcement learningabstractMachine learning models, particularly reinforcement learning (RL), have demonstrated great potential in optimizing video streaming applications. However, the state-of-the-art solutions are limited to an "offline learning" paradigm, i.e., the RL models are trained in simulators and then are operated in real networks. As a result, they inevitably suffer from the simulation-to-reality gap, showing far less satisfactory performance under real conditions compared with simulated environment. In this work, we close the gap by proposing OnRL, an online RL framework for real-time mobile video telephony. OnRL puts many individual RL agents directly into the video telephony system, which make video bitrate decisions in real-time and evolve their models over time. OnRL then aggregates these agents to form a high-level RL model that can help each individual to react to unseen network conditions. Moreover, OnRL incorporates novel mechanisms to handle the adverse impacts of inherent video traffic dynamics, and to eliminate risks of quality degradation caused by the RL model's exploration attempts. We implement OnRL on a mainstream operational video telephony system, Alibaba Taobao-live. In a month-long evaluation with 543 hours of video sessions from 151 real-world mobile users, OnRL outperforms the prior algorithms significantly, reducing video stalling rate by 14.22% while maintaining similar video quality. Anfu Zhou, Jiamin Lu, Ruoxuan Ma, Xinyu Zhang 0003, Huadong Ma, Xiaojiang Chen |
MobiCom | 4 |
| 2019 | Learning to Coordinate Video Codec with Transport Protocol for Mobile Video TelephonyabstractDespite the pervasive use of real-time video telephony services, the users' quality of experience (QoE) remains unsatisfactory, especially over the mobile Internet. Previous work studied the problem via controlled experiments, while a systematic and in-depth investigation in the wild is still missing. To bridge the gap, we conduct a large-scale measurement campaign on \appname, an operational mobile video telephony service. Our measurement logs fine-grained performance metrics over 1 million video call sessions. Our analysis shows that the application-layer video codec and transport-layer protocols remain highly uncoordinated, which represents one major reason for the low QoE. We thus propose \name, a machine learning based framework to resolve the issue. Instead of blindly following the transport layer's estimation of network capacity, \name reviews historical logs of both layers, and extracts high-level features of codec/network dynamics, based on which it determines the highest bitrates for forthcoming video frames without incurring congestion. To attain the ability, we train \name with the aforementioned massive data traces using a custom-designed imitation learning algorithm, which enables \name to learn from past experience. We have implemented and incorporated \name into \appname. Our experiments show that \name outperforms state-of-the-art solutions, improving video quality while reducing stalling time by multi-folds under various practical scenarios. Anfu Zhou, Guangyuan Su, Leilei Wu, Ruoxuan Ma, Xinyu Zhang 0003, Xiufeng Xie, Huadong Ma, Xiaojiang Chen |
MobiCom | 5 |
| 2019 | Poster: Optimizing Mobile Video Telephony Using Deep Imitation LearningabstractDespite the pervasive use of real-time video telephony services, their quality of experience (QoE) remains unsatisfactory, especially over the mobile Internet. We conduct a large-scale measurement campaign on \appname, an operational mobile video telephony service. Our analysis shows that the application-layer video codec and transport-layer protocols remain highly uncoordinated, which represents one major reason for the low QoE. We thus propose \name, a machine learning based framework to resolve the issue. We train \name with the massive data traces from the measurement campaign using a custom-designed imitation learning algorithm, which enables \name to learn from past experience following an expert's iterative demonstration/supervision. We have implemented and incorporated \name into the \appname. Our experiments show that \name outperforms state-of-the-art solutions, improving video quality while reducing stalling time by multi-folds under various practical scenarios. Anfu Zhou, Guangyuan Su, Leilei Wu, Ruoxuan Ma, Xinyu Zhang 0003, Xiufeng Xie, Huadong Ma, Xiaojiang Chen |
MobiCom | 5 |