Demo Data from EDBT 2026 / reviewers in the wild / expert
Haichen Gao
dblp:352/5588
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0001-6194-3094ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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 |
Haptics and multimodal interaction · 57% Immersive interaction · 28% Collaborative and social computing · 12% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
1.4 | 2 | 2024 | ThermOuch: A Wearable Thermo-Haptic Device for Inducing Pain Sensation in Virtual Reality through Thermal Grill Illusion · SIGGRAPH Asia 2024 PropelWalker: A Leg-Based Wearable System With Propeller-Based Force Feedback for Walking in Fluids in VR · IEEE Trans. Vis. Comput. Graph. 2023 |
Haptics and multimodal interaction › haptic interface
haptic proxy |
1.0 | 1 | 2026 | ProXeek: Seeking and Leveraging Real-World Objects and Environments as Haptic Proxies for Virtual Reality through Multimodal Reasoning · ACM Trans. Graph. 2026 |
Haptics and multimodal interaction › haptics
virtual reality haptics |
1.0 | 1 | 2026 | ProXeek: Seeking and Leveraging Real-World Objects and Environments as Haptic Proxies for Virtual Reality through Multimodal Reasoning · ACM Trans. Graph. 2026 |
Collaborative and social computing › interpersonal communication
emotional communication |
0.9 | 1 | 2025 | AniBalloons: Animated chat balloons as affective augmentation for social messaging and chatbot interaction · Int. J. Hum. Comput. Stud. 2025 |
Haptics and multimodal interaction › haptic rendering
haptic texture rendering |
0.9 | 1 | 2025 | ViboPneumo: A Vibratory-Pneumatic Finger-Worn Haptic Device for Altering Perceived Texture Roughness in Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Haptics and multimodal interaction
thermal feedback |
0.8 | 1 | 2024 | ThermOuch: A Wearable Thermo-Haptic Device for Inducing Pain Sensation in Virtual Reality through Thermal Grill Illusion · SIGGRAPH Asia 2024 |
Haptics and multimodal interaction › haptic feedback
force feedback |
0.7 | 1 | 2023 | PropelWalker: A Leg-Based Wearable System With Propeller-Based Force Feedback for Walking in Fluids in VR · IEEE Trans. Vis. Comput. Graph. 2023 |
Immersive interaction › virtual reality
presence |
0.7 | 1 | 2023 | PropelWalker: A Leg-Based Wearable System With Propeller-Based Force Feedback for Walking in Fluids in VR · IEEE Trans. Vis. Comput. Graph. 2023 |
Human-AI interaction › conversational agents
chatbot interaction |
0.3 | 1 | 2025 | AniBalloons: Animated chat balloons as affective augmentation for social messaging and chatbot interaction · Int. J. Hum. Comput. Stud. 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 4.0perceptual study · 1.7multimodal reasoning · 1.0multi-objective optimization · 1.0multi-agent system · 1.0large language model · 1.0design study · 0.9thermal grill illusion · 0.8just-noticeable-difference experiment · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ProXeek: Seeking and Leveraging Real-World Objects and Environments as Haptic Proxies for Virtual Reality through Multimodal ReasoningabstractProviding haptic feedback in virtual reality (VR) remains challenging, with active haptic systems often being bulky and expensive, while passive haptics typically require pre-fabricated objects or extensive real-world setup. We present ProXeek, an LLM-based multi-agent system that opportunistically leverages real-world objects as haptic proxies for VR experiences. During VR development, the designers could annotate the virtual interactables with emphasized haptic characteristics using our node-based editing interface. On the user side, end users capture environmental snapshots via commodity VR headset, and the system employs LLM-based multimodal reasoning and multi-objective optimization to match virtual objects with viable physical proxies. Our technical evaluation demonstrates that ProXeek effectively identifies viable proxies, confirming the effectiveness of the algorithmic constraint design in our matching pipeline. Our user study further reveals that the ProXeek-selected physical objects could deliver significantly higher haptic fidelity and enhance presence compared to 3D-printed replicas and visual-only interaction. Haichen Gao, Tianrui Hu, Zeshui Li, Kening Zhu |
ACM Trans. Graph. | 1 |
| 2025 | AniBalloons: Animated chat balloons as affective augmentation for social messaging and chatbot interactionabstractDespite being prominent and ubiquitous, message-based communication is limited in nonverbally conveying emotions. Besides emoticons or stickers, messaging users continue seeking richer options for affective communication. Recent research explored using chat-balloons’ shape and color to communicate emotional states . However, little work explored whether and how chat-balloon animations could be designed to convey emotions. We present the design of AniBalloons, 30 chat-balloon animations conveying Joy, Anger, Sadness, Surprise, Fear, and Calmness. Using AniBalloons as a research means, we conducted three studies to assess the animations’ affect recognizability and emotional properties ( N = 40 ), and probe how animated chat-balloons would influence communication experience in typical scenarios including instant messaging ( N = 72 ) and chatbot service ( N = 70 ). Our exploration contributes a set of chat-balloon animations to complement nonverbal affective communication for a range of text-message interfaces, and empirical insights into how animated chat-balloons might mediate particular conversation experiences (e.g., perceived interpersonal closeness, or chatbot personality). Pengcheng An, Chaoyu Zhang, Haichen Gao, Ziqi Zhou 0003, Yage Xiao, Jian Zhao 0010 |
Int. J. Hum. Comput. Stud. | 3 |
| 2025 | ViboPneumo: A Vibratory-Pneumatic Finger-Worn Haptic Device for Altering Perceived Texture Roughness in Mixed RealityabstractExtensive research has been done in haptic feedback for texture simulation in virtual reality (VR). However, it is challenging to modify the perceived tactile texture of existing physical objects which usually serve as anchors for virtual objects in mixed reality (MR). In this article, we present ViboPneumo, a finger-worn haptic device that uses vibratory-pneumatic feedback to modulate (i.e., increase and decrease) the perceived roughness of the material surface contacted by the user's fingerpad while supporting the perceived sensation of other haptic properties (e.g., temperature or stickiness) in MR. Our device includes a silicone-based pneumatic actuator that can lift the user's fingerpad on the physical surface to reduce the contact area for roughness decreasing, and an on-finger vibrator for roughness increasing. The results of our perceptual study showed that the participants could perceive changes in roughness, both increasing and decreasing, compared to the original material surface. We also observed the overlapping roughness ratings among certain haptic stimuli (i.e., vibrotactile and pneumatic) and the originally perceived roughness of some materials without any haptic feedback. This suggests the potential to alter the perceived texture of one type of material to another in terms of roughness (e.g., modifying the perceived texture of ceramics as glass). Lastly, a user study of MR experience showed that ViboPneumo could significantly improve the MR user experience, particularly for visual-haptic matching, compared to the condition of a bare finger. We also demonstrated a few application scenarios for ViboPneumo. Shaoyu Cai, Zhenlin Chen, Haichen Gao, Qi Zhang 0111, Xinge Yu, Kening Zhu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | ThermOuch: A Wearable Thermo-Haptic Device for Inducing Pain Sensation in Virtual Reality through Thermal Grill IllusionabstractExisting research showed that unpleasant haptic feedback, such as pain, could enhance the user experience and performance in various scenarios (e.g.entertainment and training).This paper introduces ThermOuch, a wearable thermo-haptic device that leverages the thermal grill illusion (TGI) to simulate pain sensations in virtual reality (VR) without causing actual invasive/non-invasive harm.Our results of the user-perception experiments revealed that higher temperature-changing rates, particularly with increased warming, were associated with more intense pain perceived by the participants through our system.Furthermore, a higher ratio of warm-to-cool temperature transitions reduced the sensation of coldness prior to pain.Our experiments also showed that introducing an additional stimulus unit potentially heightened pain perception, and altering the spacing between stimulus units modified the perceived pain area.Lastly, the user study in VR demonstrated that ThermOuch significantly enhanced the sense of presence and body ownership for the participants, as well as elevated their biosignal-indicated arousal levels. Haichen Gao, Shaoyu Cai, Yuhong Wu, Kening Zhu |
SIGGRAPH Asia | 1 |
| 2023 | PropelWalker: A Leg-Based Wearable System With Propeller-Based Force Feedback for Walking in Fluids in VRabstractThere has been an increasing focus on haptic interfaces for virtual reality (VR), to support a high-quality touch experience. However, it is still challenging to haptically simulate the real-world walking experience in different fluid mediums. To tackle this problem, we present PropelWalker, a pair of calf-worn haptic devices for simulating the buoyancy and the resistant force when the human's lower limbs are interacting with different fluids and materials in VR. By using four ducted fans, two installed on each calf, the system can control the strength and the direction of the airflow in real time to provide different levels of force. Our technical evaluation shows that PropelWalker can generate vertical forces up to 27N in two directions (i.e., upward and downward) within 0.85 seconds. Furthermore, the system can stably maintain the generated force with minor turbulence. We further conducted three user-perception studies to understand the capability of PropelWalker to generate distinguishable force stimuli. First, we conducted the just-noticeable-difference (JND) experiments to investigate the threshold of the human perception of on-leg air-flow force feedback. Our second perception study showed that users could distinguish four PropelWalker-generated force levels for simulating different walking mediums (i.e., dry ground, water, mud, and sand), with an average accuracy of 94.2%. Lastly, our VR user study showed that PropelWalker could significantly improve the users' sense of presence in VR. Pingchuan Ke, Shaoyu Cai, Haichen Gao, Kening Zhu |
IEEE Trans. Vis. Comput. Graph. | 3 |