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Michelle Wu

dblp:339/1992 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2026
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
Immersive interaction · 77% Human-AI interaction · 23%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
avatar embodiment
1.012026
Virtual Selves, Real Emotions: The Impact of Photorealistic Avatar Personalization on Emotion in Virtual Reality · CHI 2026
Virtual and augmented reality
virtual environment
1.012026
Virtual Selves, Real Emotions: The Impact of Photorealistic Avatar Personalization on Emotion in Virtual Reality · CHI 2026
Immersive interaction
embodiment
0.812024
The Utilitarian Virtual Self - Using Embodied Personalized Avatars to Investigate Moral Decision-Making in Semi-Autonomous Vehicle Dilemmas · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality
presence
0.312026
Virtual Selves, Real Emotions: The Impact of Photorealistic Avatar Personalization on Emotion in Virtual Reality · CHI 2026
Human-AI interaction › human decision-making
moral decision-making
0.212024
The Utilitarian Virtual Self - Using Embodied Personalized Avatars to Investigate Moral Decision-Making in Semi-Autonomous Vehicle Dilemmas · IEEE Trans. Vis. Comput. Graph. 2024

Methods — techniques the papers use, named apart from their topics

user study · 1.8physiological measures · 1.0physiological measurement · 0.8
YearPublicationVenuePosition
2026 Virtual Selves, Real Emotions: The Impact of Photorealistic Avatar Personalization on Emotion in Virtual Reality
abstract
Embodying photorealistic personalized avatars that closely resemble their users has recently become technologically achievable in virtual reality (VR). While previous work highlighted several benefits of personalization, its impact on emotions, a central VR element, remains underexplored. Given their high production cost, assessing the added value of photorealistic personalized avatars is essential before their adoption as a design feature. To address this, we designed and validated (n=302) four virtual environments (VEs) that induce emotions in different quadrants of Russell’s Circumplex Model. Using these VEs, we systematically investigated the impact of avatar type (no avatar, generic avatar, personalized avatar) on perceived emotions and physiological responses (n=51). Generic avatars enhanced valence, arousal, embodiment, presence and selected physiological measures, while personalized avatars further amplified these effects and additionally increased heart rate variability, a marker of self-regulation. Our study demonstrates that photorealistic personalized avatars markedly enhance VR’s capacity to foster emotional engagement.
Anca Salagean, Daniel A. Ledger, Dominic Potts, Tarini Sehgal, Sarah Binesmael, Koner Kalkanel, Hussain Karim, Michelle Wu, George Fletcher 0002, Eamonn O'Neill, Christof Lutteroth, Crescent Jicol
CHI8
2024 Striving for Authentic and Sustained Technology Use in the Classroom: Lessons Learned from a Longitudinal Evaluation of a Sensor-Based Science Education Platform
abstract
Technology integration in educational settings has led to the development of novel sensor-based tools that enable students to measure and interact with their environment. Although reports from using such tools can be positive, evaluations are often conducted under controlled conditions and short timeframes. There is a need for longitudinal data collected in realistic classroom settings. However, sustained and authentic classroom use requires technology platforms to be seen by teachers as both easy to use and of value. We describe our development of a sensor-based platform to support science teaching that followed a 14-month design process. We share insights from this design and development approach, and report findings from a six-month large-scale evaluation involving 35 schools and 1245 students. We share lessons learnt, including that technology integration is not an educational goal per se and that technology should be a transparent tool to enable students to achieve their learning goals.
Yvonne Chua, Sankha Cooray, Juan Pablo Forero Cortés, Paul Denny 0001, Sonia Dupuch, Dawn Garbett, Alaeddin Nassani, Jiashuo Cao, Hannah Qiao, Andrew Reis, Deviana Reis, Philipp M. Scholl, Priyashri Kamlesh Sridhar, Hussel Suriyaarachchi, Fiona Taimana, Vanessa Tang, Chamod Weerasinghe, Elliott Wen, Michelle Wu, Haimo Zhang, Suranga Nanayakkara
Int. J. Hum. Comput. Interact.19
2024 The Utilitarian Virtual Self - Using Embodied Personalized Avatars to Investigate Moral Decision-Making in Semi-Autonomous Vehicle Dilemmas
abstract
Embodied personalized avatars are a promising new tool to investigate moral decision-making by transposing the user into the "middle of the action" in moral dilemmas. Here, we tested whether avatar personalization and motor control could impact moral decision-making, physiological reactions and reaction times, as well as embodiment, presence and avatar perception. Seventeen participants, who had their personalized avatars created in a previous study, took part in a range of incongruent (i.e., harmful action led to better overall outcomes) and congruent (i.e., harmful action led to trivial outcomes) moral dilemmas as the drivers of a semi-autonomous car. They embodied four different avatars (counterbalanced - personalized motor control, personalized no motor control, generic motor control, generic no motor control). Overall, participants took a utilitarian approach by performing harmful actions only to maximize outcomes. We found increased physiological arousal (SCRs and heart rate) for personalized avatars compared to generic avatars, and increased SCRs in motor control conditions compared to no motor control. Participants had slower reaction times when they had motor control over their avatars, possibly hinting at more elaborate decision-making processes. Presence was also higher in motor control compared to no motor control conditions. Embodiment ratings were higher for personalized avatars, and generally, personalization and motor control were perceptually positive features. These findings highlight the utility of personalized avatars and open up a range of future research possibilities that could benefit from the affordances of this technology and simulate, more closely than ever, real-life action.
Anca Salagean, Michelle Wu, George Fletcher 0002, Darren Cosker, Danaë Emma Beckford Stanton Fraser
IEEE Trans. Vis. Comput. Graph.2
2022 Troi: Towards Understanding Users Perspectives to Mobile Automatic Emotion Recognition System in Their Natural Setting
abstract
Emotional Self-Awareness (ESA) plays a vital role in physical and mental well-being. Recent advancements in artificial intelligence technologies have shown promising emotion recognition results, opening new opportunities to build systems to support ESA. However, little research has been done to understand users' perspectives on artificial-intelligence-based emotion recognition systems. We introduce Troi, an automatic emotion recognition mobile app using wearable signals. With Troi, we ran a multi-day user study with 12 users to understand user preference parameters, such as perceived accuracy, confidence, preferred emotion representations, effect of self-awareness of emotions, and real-time use cases. Further, we extend our study to evaluate the machine learning model in-the-wild to understand behaviours in-the-wild. We found that users perceived accuracy of the emotion recognition model is higher than the actual model prediction accuracy; there was no strong preference for one specific emotion representation, and users' self-awareness of emotions improved over time.
Vipula Dissanayake, Vanessa Tang, Samitha Elvitigala, Elliott Wen, Michelle Wu, Suranga Nanayakkara
Proc. ACM Hum. Comput. Interact.5