EDBT 2026 Demo / reviewers in the wild / expert
Siying Hu
dblp:339/2223
· DBLP profile ↗
14ranked-venue papers
5as first author
14since 2021 · last 2026
0000-0002-3824-2801ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 3 first-author · 11 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Living with Data: Exploring Physicalization Approaches to Sedentary Behavior Intervention for Older Adults in Everyday LifeabstractSedentary behavior is a critical health risk for older adults. Although digital interventions are widely available, they primarily rely on screen-based notifications that can feel clinical or cognitively demanding, and are thus often ignored over time. This paper presents a three-phase Research through Design methodology to explore data physicalization approaches that ambiently represent sedentary data patterns using decor artifacts in older adults’ homes. These artifacts transformed abstract data into aesthetic, evolving forms that became part of the domestic landscape. Our research revealed how these physicalizations fostered self-reflection, family conversations, and encouraged active lifestyles. We demonstrate how qualities like aesthetic ambiguity and slow revelation can empower older adults, fostering a reflective relationship with their well-being. Ultimately, we argue that creating data physicalizations for older adults necessitates a shift from merely informing users to enabling them to live with and through their data. Siying Hu |
CHI | 1 |
| 2026 | PuppetChat: Fostering Intimate Communication through Bidirectional Actions and MicronarrativesabstractAs a primary channel for sustaining modern intimate relationships, instant messaging facilitates frequent connection across distances. However, today's tools often dilute care; they favor single tap reactions and vague emojis that do not support two way action responses, do not preserve the feeling that the exchange keeps going without breaking, and are weakly tied to who we are and what we share. To address this challenge, we present PuppetChat, a dyadic messaging prototype that restores this expressive depth through embodied interaction. PuppetChat uses a reciprocity aware recommender to encourage responsive actions and generates personalized micronarratives from user stories to ground interactions in personal history. Our 10-day field study with 11 dyads of close partners or friends revealed that this approach enhanced social presence, supported more expressive self disclosure, and sustained continuity and shared memories. © 2026 Copyright held by the owner/author(s). Emma Jiren Wang, Siying Hu, Zhicong Lu |
CHI | 2 |
| 2026 | AI vs. Human Paintings? Deciphering Public Interactions and Perceptions Towards AI-Generated Paintings on TikTokabstractWith the rise of generative AI, AI-generated paintings (AIGP) have gone viral on platforms like TikTok, but also sparked controversy. In 2022, global artists protested against AI models for infringing on their works during training, highlighting overlooked public concerns. Therefore, to investigate public interactions and perceptions towards AIGP on social media, we analyzed user engagement level and comment sentiment scores of AIGP using human painting videos as a baseline. In analyzing user engagement, we also considered the possible moderating effect of the aesthetic quality of Paintings. Topic modeling revealed seven key reasons for negative perceptions, such as hyperrealistic effects, ambivalent reactions, and perceived art theft. Our work may provide instructive suggestions for future generative AI technology development and avoid potential crises in human-AI collaboration. Xiangzhe Yuan, Siying Hu, Zhicong Lu |
Int. J. Hum. Comput. Interact. | 3 |
| 2025 | The Odyssey Journey: Top-Tier Medical Resource Seeking for Specialized Disorder in ChinaabstractIt is pivotal for patients to receive accurate health information, diagnoses, and timely treatments. However, in China, the significant imbalanced doctor-to-patient ratio intensifies the information and power asymmetries in doctor-patient relationships. Health information-seeking, which enables patients to collect information from sources beyond doctors, is a potential approach to mitigate these asymmetries. While HCI research predominantly focuses on common chronic conditions, our study focuses on specialized disorders, which are often familiar to specialists but not to general practitioners and the public. With Hemifacial Spasm (HFS) as an example, we aim to understand patients' health information and top-tier1 medical resource seeking journeys in China. Through interviews with three neurosurgeons and 12 HFS patients from rural and urban areas, and applying Actor-Network Theory, we provide empirical insights into the roles, interactions, and workflows of various actors in the health information-seeking network. We also identified five strategies patients adopted to mitigate asymmetries and access top-tier medical resources, illustrating these strategies as subnetworks within the broader health information-seeking network and outlining their advantages and challenges. © 2025 Copyright held by the owner/author(s). Ka I Chan, Siying Hu, Yuntao Wang 0001, Xuhai Xu, Zhicong Lu, Yuanchun Shi |
CHI | 2 |
| 2025 | QoS-Guarantee Resource Allocation of Slicing Services in Integrated Satellite-Terrestrial Networks Based on Deep Reinforcement LearningabstractIntegrated satellite-terrestrial networks (ISTNs) enable global connectivity but face challenges in efficient resource allocation due to increasing service demands. To address Quality of Service (QoS) degradation caused by inefficient resource allocation in ISTN's heterogeneous network, we propose a network slicing (NS) resource allocation algorithm based on deep reinforcement learning (DRL). First, an ISTN system model is constructed using NS, along with an evaluation approach for slicing services. Next, a satisfaction utility function is defined to quantify the QoS of slicing services, and an optimization problem is formulated. Then, based on the Markov decision process (MDP) and dueling double deep Q-learning (D3QN) theory, an NS resource allocation algorithm is designed, comprising both training and execution phases. Simulation results demonstrate that the proposed algorithm outperforms baseline approaches in system satisfaction, bandwidth allocation, and satellite network utilization. Siying Hu, Xiaoqin Song, Ruizheng Ye, Guangxia Li |
VTC2025-Spring | 1 |
| 2025 | SpeechCap: Leveraging Playful Impact Captions to Facilitate Interpersonal Communication in Social Virtual RealityabstractSocial Virtual Reality (VR) offers immersive, interactive, and engaging mechanisms for collaborative activities within virtual environments. However, interpersonal communication in social VR remains constrained by existing mediums and channels. To address this limitation, we introduce an impact-caption-inspired approach to facilitate real-time conversations in social VR. Impact captions are a type of typographic visual effects commonly employed in videos to convey verbal messages and non-verbal cues simultaneously for enhancing viewer engagement. Starting with an exploration of the design space of impact captions, we subsequently developed a proof-of-concept system, SpeechCap, that enables users to communicate through speech-driven impact captions in VR. Using the system, we conducted a user study (N=14) to assess the effectiveness of the visual and interaction design of our approach, revealing the strengths in enhancing interactivity and integrating of verbal and non-verbal information. We conclude by discussing key findings related to visual rhetoric, interactivity of communication mediums, and ambiguity, and offer design implications aimed at improving interpersonal communication in social VR. Yu Zhang 0097, Siying Hu, Zhicong Lu |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2025 | DanModCap: Designing a Danmaku Moderation Tool for Video-Sharing Platforms that Leverages Impact Captions with Large Language ModelsabstractOnline video platforms have gained increased popularity due to their ability to support information consumption and sharing and the diverse social interactions they afford. Danmaku, a real-time commentary feature that overlays user comments on a video, has been found to improve user engagement, however, the use of Danmaku can lead to toxic behaviors and inappropriate comments. To address these issues, we propose a proactive moderation approach inspired by Impact Captions, a visual technique used in East Asian variety shows. Impact Captions combine textual content and visual elements to construct emotional and cognitive resonance. Within the context of this work, Impact Captions were used to guide viewers towards positive Danmaku-related activities and elicit more pro-social behaviors. Leveraging Impact Captions, we developed DanModCap, an moderation tool that collected and analyzed Danmaku and used it as input to large generative language models to produce Impact Captions. Our evaluation of DanModCap demonstrated that Impact Captions reduced negative antagonistic emotions, increased users' desire to share positive content, and elicited self-control in Danmaku social action to fostering proactive community maintenance behaviors. Our approach highlights the benefits of using LLM-supported content moderation methods for proactive moderation in a large-scale live content contexts. Siying Hu, Huanchen Wang, Yu Zhang 0097, Piaohong Wang, Zhicong Lu |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2024 | "There is a Job Prepared for Me Here": Understanding How Short Video and Live-streaming Platforms Empower Ageing Job Seekers in ChinaabstractIn recent years, the global unemployment rate has remained persistently high. Compounding this issue, the ageing population in China often encounters additional challenges in finding employment due to prevalent age discrimination in daily life. However, with the advent of social media, there has been a rise in the popularity of short videos and live-streams for recruiting ageing workers. To better understand the motivations of ageing job seekers to engage with these video-based recruitment methods and to explore the extent to which such platforms can empower them, we conducted an interview-based study with ageing job seekers who have had exposure to these short recruitment videos and live-streaming channels. Our findings reveal that these platforms can provide a job-seeking choice that is particularly friendly to ageing job seekers, effectively improving their disadvantaged situation. Piaohong Wang, Siying Hu, Zhicong Lu |
CHI | 2 |
| 2024 | RAY-Net: A Motorcycle Helmet Detection Method Integrated Auxiliary Correction
Zhiguang Wang, Liuyu Zhu, Siying Hu |
ICIC (4) | 5 |
| 2024 | Data Augmentation with Knowledge Graph-to-Text and Virtual Adversary for Specialized-Domain Chinese NERabstractChinese Named Entity Recognition (CNER) is extensively researched in general domains, while, in practical engineering applications, it receives more and more attention in specialized fields. However, CNER’s performance in domain-specific areas, such as in petroleum refining and entertainment, remains moderate due to a lack of annotated data. In this paper, we mainly focus on two improvements related to the problem of scarce annotated data. Firstly, we propose a novel data augmentation method named Knowledge Graph Text Alignment with BART (KGTA-BART), which, for the first time, introduces a knowledge graph extracted from structured and semi-structured data, aligns its graphic information with the semantic information of annotated text, and thus generates high-quality text from the knowledge graph using BART model. Expanding the dataset can help the model learn more entity features and improve its effectiveness when annotated data is scarce. Additionally, we develop the CNER model Virtual Adversary with BART (VA-BART), which utilizes BART as an encoder and applies the virtual adversary to CNER. This improves the capture of contextual information in the text when annotation data is scarce and enhances the model’s generalization ability. Experimental results demonstrate that VA-BART method based on KGTA-BART achieves significant improvements over the baselines when applied to domain-specific dataset in Chinese language. Siying Hu, Zhiguang Wang, Bingbin Zhang |
IJCNN | 1 |
| 2024 | "It Felt Like Having a Second Mind": Investigating Human-AI Co-creativity in Prewriting with Large Language ModelsabstractPrewriting is the process of discovering and developing ideas before writing a first draft, which requires divergent thinking and often implies unstructured strategies such as diagramming, outlining, free-writing, etc. Although large language models (LLMs) have been demonstrated to be useful for a variety of tasks including creative writing, little is known about how users would collaborate with LLMs to support prewriting. The preferred collaborative role and initiative of LLMs during such a creative process is also unclear. To investigate human-LLM collaboration patterns and dynamics during prewriting, we conducted a three-session qualitative study with 15 participants in two creative tasks: story writing and slogan writing. The findings indicated that during collaborative prewriting, there appears to be a three-stage iterative Human-AI Co-creativity process that includes Ideation, Illumination, and Implementation stages. This collaborative process champions the human in a dominant role, in addition to mixed and shifting levels of initiative that exist between humans and LLMs. This research also reports on collaboration breakdowns that occur during this process, user perceptions of using existing LLMs during Human-AI Co-creativity, and discusses design implications to support this co-creativity process. Qian Wan 0004, Siying Hu, Yu Zhang 0097, Piaohong Wang, Zhicong Lu |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2023 | StoryChat: Designing a Narrative-Based Viewer Participation Tool for Live Streaming ChatroomsabstractLive streaming platforms and existing viewer participation tools enable users to interact and engage with an online community, but the anonymity and scale of chat usually result in the spread of negative comments. However, only a few existing moderation tools investigate the influence of proactive moderation on viewers’ engagement and prosocial behavior. To address this, we developed StoryChat, a narrative-based viewer participation tool that utilizes a dynamic graphical plot to reflect chatroom negativity. We crafted the narrative through a viewer-centered (N=65) iterative design process and evaluated the tool with 48 experienced viewers in a deployment study. We discovered that StoryChat encouraged viewers to contribute prosocial comments, increased viewer engagement, and fostered viewers’ sense of community. Viewers reported a closer connection between streamers and other viewers because of the narrative design, suggesting that narrative-based viewer engagement tools have the potential to encourage community engagement and prosocial behaviors. Ryan Yen, Brinda Mehra, Ching Christie Pang, Siying Hu, Zhicong Lu |
CHI | 5 |
| 2023 | Wizundry: A Cooperative Wizard of Oz Platform for Simulating Future Speech-based Interfaces with Multiple WizardsabstractWizard of Oz (WoZ) as a prototyping method has been used to simulate intelligent user interfaces, particularly for speech-based systems. However, as our societies' expectations on artificial intelligence (AI) grows, the question remains whether a single Wizard is sufficient for it to simulate smarter systems and more complex interactions. Optimistic visions of 'what artificial intelligence (AI) can do' places demands on WoZ platforms to simulate smarter systems and more complex interactions. This raises the question of whether the typical approach of employing a single Wizard is sufficient. Moreover, while existing work has employed multiple Wizards in WoZ studies, a multi-Wizard approach has not been systematically studied in terms of feasibility, effectiveness, and challenges. We offer Wizundry, a real-time, web-based WoZ platform that allows multiple Wizards to collaboratively operate a speech-to-text based system remotely. We outline the design and technical specifications of our open-source platform, which we iterated over two design phases. We report on two studies in which participant-Wizards were tasked with negotiating how to cooperatively simulate an interface that can handle natural speech for dictation and text editing as well as other intelligent text processing tasks. We offer qualitative findings on the Multi-Wizard experience for Dyads and Triads of Wizards. Our findings reveal the promises and challenges of the multi-Wizard approach and open up new research questions. Siying Hu, Hen Chen Yen, Ziwei Yu, Mingjian Zhao, Katie Seaborn, Can Liu 0003 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2022 | Typist Experiment: an Investigation of Human-to-Human Dictation via Role-play to Inform Voice-based Text AuthoringabstractVoice dictation is increasingly used for text entry, especially in mobile scenarios. However, the speech-based experience gets disrupted when users must go back to a screen and keyboard to review and edit the text. While existing dictation systems focus on improving transcription and error correction, little is known about how to support speech input for the entire text creation process, including composition, reviewing and editing. We conducted an experiment in which ten pairs of participants took on the roles of authors and typists to work on a text authoring task. By analysing the natural language patterns of both authors and typists, we identified new challenges and opportunities for the design of future dictation interfaces, including the ambiguity of human dictation, the differences between audio-only and with screen, and various passive and active assistance that can potentially be provided by future systems. Can Liu 0003, Siying Hu, Mingming Fan 0001 |
Proc. ACM Hum. Comput. Interact. | 2 |