Demo Data from EDBT 2026 / reviewers in the wild / expert
Yanni Mei
dblp:270/8885 · also Yanai Mei
· DBLP profile ↗
5ranked-venue papers
3as first author
5since 2021 · last 2026
0009-0009-7200-8769ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Human-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
5 papers |
Immersive interaction · 26% Collaborative and social computing · 25% Human-robot interaction · 17% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 100% |
Topics — the 9 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
social virtual reality |
1.1 | 2 | 2022 | Mediascape XR: A Cultural Heritage Experience in Social VR · ACM Multimedia 2022 Evaluating the user Experience of a Photorealistic Social VR Movie · ISMAR 2021 |
Virtual and augmented reality
augmented reality |
1.0 | 1 | 2026 | Embodied Spatial Simulation: Enabling Embodied Interaction with Human Motion Simulation in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › embodiment
embodied interaction |
1.0 | 1 | 2026 | Embodied Spatial Simulation: Enabling Embodied Interaction with Human Motion Simulation in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
augmented reality |
1.0 | 1 | 2026 | Meme, Myself and AR: Exploring Memes Sharing in Face-to-face Conversation using Augmented Reality · CHI 2026 |
Virtual and augmented reality › virtual environment
virtual museum |
0.6 | 1 | 2022 | Mediascape XR: A Cultural Heritage Experience in Social VR · ACM Multimedia 2022 |
Design research and methods
participatory design |
0.5 | 1 | 2021 | CakeVR: A Social Virtual Reality (VR) Tool for Co-designing Cakes · CHI 2021 |
Design research and methods › participatory design
remote co-design |
0.5 | 1 | 2021 | CakeVR: A Social Virtual Reality (VR) Tool for Co-designing Cakes · CHI 2021 |
Collaborative and social computing › collaborative virtual environments
social virtual reality |
0.5 | 1 | 2021 | CakeVR: A Social Virtual Reality (VR) Tool for Co-designing Cakes · CHI 2021 |
Virtual and augmented reality › 3d video
volumetric video |
0.1 | 1 | 2021 | Evaluating the user Experience of a Photorealistic Social VR Movie · ISMAR 2021 |
Methods — techniques the papers use, named apart from their topics
human motion simulation · 2.0augmented reality · 2.0volumetric video · 1.13d user representation · 1.1volumetric capture and reconstruction · 1.0survey · 1.0prototype deployment · 1.0focus groups · 1.0conversation analysis · 1.0cognitive walkthrough · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Meme, Myself and AR: Exploring Memes Sharing in Face-to-face Conversation using Augmented RealityabstractInternet memes are central to online communication, yet their visual humor is often lost in face-to-face (F2F) conversations. Augmented reality (AR) offers new ways to bring memes into F2F interactions, but it is unclear how memes can be integrated into F2F conversations using AR, and how they impact conversational dynamics. We surveyed meme users (N=29) to understand motivations and challenges in visualising memes in F2F conversations. With these insights, we developed an AR meme-sharing prototype and invited 12 pairs of friends to design AR visualizations for their memes and use them in conversations. Our analysis reveals two AR-unique visualizations: merging memes with one’s body (The-Meme-On-Me) and situating oneself in meme environment (Me-In-The-Meme). We observed two integration patterns: using speech as setup before a meme punchline, and showing memes simultaneously with speech to amplify humor. We report users’ reactions toward AR memes, showing how it enables playful social interaction. Yanni Mei, Samuel Wendt, Florian Müller 0003, Jan Gugenheimer |
CHI | 1 |
| 2026 | Embodied Spatial Simulation: Enabling Embodied Interaction with Human Motion Simulation in Extended RealityabstractHuman Motion Simulation (HMS) predicts and visualizes how virtual agents move and behave in various scenarios, aiding decision-making. However, it does not communicate the experience behind agents' behavior. To address this, we present Embodied Spatial Simulation (ESS), a concept combining augmented reality(AR) and HMS to support in-situ decision-making. It enables an XR user to create "what-if" scenarios, simulate virtual agents' behavior in situ, and experience the scenarios from their perspectives through embodiment. To demonstrate ESS, we developed a proof-of-concept prototype featuring two scenarios (e.g., fire evacuation planning). From expert walkthroughs (N=4) and a survey (N=38) with different professions, we found that incorporating embodiment into simulations can change users' intentions to use simulation outcomes. Rather than directly obtaining solutions from the results, users showed more interest in understanding the experience behind simulated behavior and using this insight to shape decisions. We discuss the potential of ESS to support future human-centered design practices. Yanni Mei, Jonas Wombacher, Wen-Jie Tseng 0003, Veronika Krauß, Jan Gugenheimer |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Mediascape XR: A Cultural Heritage Experience in Social VRabstractSocial virtual reality (VR) allows multiple remote users to interact in a shared space, unveiling new possibilities for communication in immersive environments. Mediascape XR presents a social VR experience that teleports 3D representations of remote users, using volumetric video, to a virtual museum. It enables visitors to interact with cultural heritage artifacts while allowing social interactions in real time between them. The application is designed following a human-centered approach, enabling an interactive, educating, and entertaining experience. Ignacio Reimat, Yanni Mei, Evangelos Alexiou, Jack Jansen 0001, Jie Li 0064, Shishir Subramanyam, Irene Viola 0001, Johan Oomen, Pablo César |
ACM Multimedia | 2 |
| 2021 | CakeVR: A Social Virtual Reality (VR) Tool for Co-designing CakesabstractCake customization services allow clients to collaboratively personalize cakes with pastry chefs. However, remote (e.g., email) and in-person co-design sessions are prone to miscommunication, due to natural restrictions in visualizing cake size, decoration, and celebration context. This paper presents the design, implementation, and expert evaluation of a social VR application (CakeVR) that allows a client to remotely co-design cakes with a pastry chef, through real-time realistic 3D visualizations. Drawing on expert semi-structured interviews (4 clients, 5 pastry chefs), we distill and incorporate 8 design requirements into our CakeVR prototype. We evaluate CakeVR with 10 experts (6 clients, 4 pastry chefs) using cognitive walkthroughs, and find that it supports ideation and decision making through intuitive size manipulation, color/flavor selection, decoration design, and custom celebration theme fitting. Our findings provide recommendations for enabling co-design in social VR and highlight CakeVR’s potential to transform product design communication through remote interactive and immersive co-design. Yanni Mei, Jie Li 0064, Huib de Ridder, Pablo César |
CHI | 1 |
| 2021 | Evaluating the user Experience of a Photorealistic Social VR MovieabstractWe all enjoy watching movies together. However, this is not always possible if we live apart. While we can remotely share our screens, the experience differs from being together. We present a social Virtual Reality (VR) system that captures, reconstructs, and transmits multiple users’ volumetric representations into a commercially produced 3D virtual movie, so they have the feeling of “being there” together. We conducted a 48-user experiment where we invited users to experience the virtual movie either using a Head Mounted Display (HMD) or using a 2D screen with a game controller. In addition, we invited 14 VR experts to experience both the HMD and the screen version of the movie and discussed their experiences in two focus groups. Our results showed that both end-users and VR experts found that the way they navigated and interacted inside a 3D virtual movie was novel. They also found that the photorealistic volumetric representations enhanced feelings of co-presence. Our study lays the groundwork for future interactive and immersive VR movie co-watching experiences. Jie Li 0064, Shishir Subramanyam, Jack Jansen 0001, Yanni Mei, Ignacio Reimat, Kinga Lawicka, Pablo César |
ISMAR | 4 |