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Zexin Ma

dblp:275/4196 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0002-6203-2740ORCID · reported

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

Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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.

Artificial intelligence
1 paper
Information extraction and text analysis · 77% Image recognition and object detection · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Information extraction and text analysis
narrative understanding
1.012026
Social Story Frames: Contextual Reasoning about Narrative Intent and Reception · ACL (1) 2026
Computer vision › Image recognition and object detection › object detection
contextual reasoning
0.312026
Social Story Frames: Contextual Reasoning about Narrative Intent and Reception · ACL (1) 2026
YearPublicationVenuePosition
2026 Social Story Frames: Contextual Reasoning about Narrative Intent and Reception
abstract
Joel Mire, Maria Antoniak, Steven R Wilson, Zexin Ma, Achyutarama R Ganti, Andrew Piper, Maarten Sap. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026.
Joel Mire, Maria Antoniak, Steven R. Wilson 0001, Zexin Ma, Achyutarama R. Ganti, Andrew Piper, Maarten Sap
ACL (1)4
2021 Designing Immersive Stories for Health: Choosing Character Perspective Based on the Viewer's Modality
abstract
This study investigates how different character perspectives (a main vs. supporting character) impact story-consistent attitudes and beliefs and how that effect varies as a function of modality (mobile phone vs. VR headset) in an immersive story for preventing binge drinking. Results of a controlled experiment (N = 147) showed that participants assuming the perspective of a binge drinker (the main character) reported less negative attitudes toward binge drinking and less perceived severity of binge drinking than those assuming the perspective of a non-binge drinking friend (the supporting character). Moreover, participants who watched the story in VR headsets (vs. phones) reported greater perceived susceptibility of binge drinking. A moderated mediation effect was found, suggesting that psychological reactance significantly mediated the effect of perspective on attitudes when the immersive story was viewed in phones. This study highlights the importance of character perspective and viewer’s modality when designing immersive stories for health.
Zexin Ma, Douglas Zytko
Int. J. Hum. Comput. Interact.1