EDBT 2026 Demo / reviewers in the wild / expert
Shaoyue Wen
dblp:309/7090
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0002-2481-8531ORCID · corroborated
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 2021Graphics, computer vision, multimedia, augmented reality and games · 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.
| Human-computer interaction and pervasive computing
2 papers |
Human-AI interaction · 21% Usability and user experience research · 21% Wearable and physiological sensing · 21% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Usability and user experience research
cognitive load |
0.9 | 1 | 2025 | AdaptiveCoPilot: Design and Testing of a NeuroAdaptive LLM Cockpit Guidance System in both Novice and Expert Pilots · VR 2025 |
Wearable and physiological sensing › brain sensing
functional near-infrared spectroscopy |
0.9 | 1 | 2025 | AdaptiveCoPilot: Design and Testing of a NeuroAdaptive LLM Cockpit Guidance System in both Novice and Expert Pilots · VR 2025 |
Ubiquitous computing and smart environments › automotive interaction
driver assistance |
0.8 | 1 | 2024 | AdaptiveVoice: Cognitively Adaptive Voice Interface for Driving Assistance · CHI 2024 |
Interaction techniques and input
voice interaction |
0.8 | 1 | 2024 | AdaptiveVoice: Cognitively Adaptive Voice Interface for Driving Assistance · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
large language model · 0.9formative study · 0.9fNIRS · 0.9combinatorial optimization · 0.8cognitive load estimation · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | AdaptiveCoPilot: Design and Testing of a NeuroAdaptive LLM Cockpit Guidance System in both Novice and Expert PilotsabstractPilots operating modern cockpits often face high cognitive demands due to complex interfaces and multitasking requirements, which can lead to overload and decreased performance. This study introduces AdaptiveCoPilot, a neuroadaptive guidance system that adapts visual, auditory, and textual cues in real time based on the pilot’s cognitive workload, measured via functional Near-Infrared Spectroscopy (fNIRS). A formative study with expert pilots (N=3) identified adaptive rules for modality switching and information load adjustments during preflight tasks. These insights informed the design of AdaptiveCoPilot, which integrates cognitive state assessments, behavioral data, and adaptive strategies within a context-aware Large Language Model (LLM). The system was evaluated in a virtual reality (VR) simulated cockpit with licensed pilots (N=8), comparing its performance against baseline and random feedback conditions. The results indicate that the pilots using AdaptiveCoPilot exhibited higher rates of optimal cognitive load states on the facets of working memory and perception, along with reduced task completion times. Based on the formative study, experimental findings, qualitative interviews, we propose a set of strategies for future development of neuroadaptive pilot guidance systems and highlight the potential of neuroadaptive systems to enhance pilot performance and safety in aviation environments. Shaoyue Wen, Michael Middleton, Songming Ping, Nayan N. Chawla, Guande Wu, Bradley Feest, Chihab Nadri, Yunmei Liu, David B. Kaber, Maryam Zahabi, Ryan P. McMahan, Sonia Castelo Quispe, Ryan McKendrick, Cláudio T. Silva |
VR | 1 |
| 2024 | AdaptiveVoice: Cognitively Adaptive Voice Interface for Driving AssistanceabstractCurrent voice assistants present messages in a predefined format without considering users’ mental states. This paper presents an optimization-based approach to alleviate this issue which adjusts the level of details and speech speed of the voice messages according to the estimated cognitive load of the user. In the first user study (N = 12), we investigated the impact of cognitive load on user performance. The findings reveal significant differences in preferred message formats across five cognitive load levels, substantiating the need for voice message adaptation. We then implemented AdaptiveVoice, an algorithm based on combinatorial optimization to generate adaptive voice messages in real time. In the second user study (N = 30) conducted in a VR-simulated driving environment, we compare AdaptiveVoice with a fixed format baseline, with and without visual guidance on the Heads-up display (HUD). Results indicate that users benefit from AdaptiveVoice with reduced response time and improved driving performance, particularly when it is augmented with HUD. Shaoyue Wen, Songming Ping, Jialin Wang 0002, Hai-Ning Liang, Xuhai Xu, Yukang Yan |
CHI | 1 |
| 2023 | Acceptance of Virtual Reality Exergames Among Chinese Older AdultsabstractIt is well documented that exergames are enjoyable to play and can significantly improve older adults’ health and well-being. However, there is limited research on exploring factors affecting these users’ acceptance of such games, especially in virtual reality (VR), a relatively newer technology. This study proposes an extended version of the Technology Acceptance Model (TAM). We use variables from TAM related to older Chinese adults and specific to VR exergames to explore and confirm critical factors that could influence these users’ acceptance of such games in VR. We tested the proposed model with 51 older Chinese adults (aged 65 and above) after playing three commercial VR exergames (Beat Saber, FitXR, Dance Central). Results show that these older adults who are younger and retired and have a higher education, better financial means, and a good health condition have a more positive view of VR exergames. In addition, Perceived Usefulness, Perceived Ease of Use, and Perceived Enjoyment positively affect the intention to play VR exergames. Self-Satisfaction has a positive impact on Perceived Ease of Use and Perceived Usefulness. However, unlike previous studies, our results suggest that Facilitating Conditions have a negative effect on Perceived Ease of Use. Finally, we discuss the theoretical and practical implications of our results. Wenge Xu, Hai-Ning Liang, Kangyou Yu, Shaoyue Wen, Nilufar Baghaei, Huawei Tu |
Int. J. Hum. Comput. Interact. | 4 |