EDBT 2026 Demo / reviewers in the wild / expert
Yupei Duan
dblp:399/3078
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0008-8268-8107ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 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.
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 61% Immersive interaction · 30% Learning and educational technologies · 9% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Usability and user experience research
cognitive load |
1.0 | 1 | 2026 | The Role of Cognitive Load and Engagement in Students' Adoption of an AI-supported VR Training System · IEEE Trans. Vis. Comput. Graph. 2026 |
Usability and user experience research
technology acceptance |
1.0 | 1 | 2026 | The Role of Cognitive Load and Engagement in Students' Adoption of an AI-supported VR Training System · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
virtual reality training |
1.0 | 1 | 2026 | The Role of Cognitive Load and Engagement in Students' Adoption of an AI-supported VR Training System · IEEE Trans. Vis. Comput. Graph. 2026 |
Learning and educational technologies
nursing education |
0.3 | 1 | 2026 | The Role of Cognitive Load and Engagement in Students' Adoption of an AI-supported VR Training System · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
technology acceptance model · 1.0semi-structured interviews · 1.0mixed-methods study · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Role of Cognitive Load and Engagement in Students' Adoption of an AI-supported VR Training SystemabstractThe Technology Acceptance Model (TAM) has been used extensively to understand technology adoption in the context of virtual reality (VR). The model includes external variables that are important drivers of attitudes towards adopting technology. In this mixed-methods study, we assessed the effects of cognitive engagement and individual dimensions of cognitive load (CL) on the attitudes driving the intention to use an AI-supported VR system for nursing students' patient management training: perceived usefulness (PU) and perceived ease of use (PEOU). The participants were a group of nursing students from a university in the Midwestern United States. We also explored interview data to understand the participants' perceptions about the resulting factors. The quantitative results showed that engagement and PEOU are significant predictors of PU, and so are frustration (one of the dimensions of CL) and engagement with PEOU. Interview data revealed that participants' frustrations did not always have a negative effect. They generally enhanced their engagement by making the scenarios feel realistic and valuable for skill development. Jhon Bueno Vesga, Hao He 0009, Shangman Li, Yupei Duan |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | Enhancing Student Self-Efficacy and Interest in Microelectronics Through Immersive Virtual Reality in an Informal Learning EnvironmentabstractThis study investigates iVRLab, an immersive virtual reality (VR) microfabrication training system, and its influence on college students' self-efficacy and interest in microelectronics during a one-hour workshop held within a 1.5-day training camp. iVRLab simulates photolithography cleanroom operations, providing hands-on virtual experiences that merge theory with practice. A pre-post analysis revealed a significant rise in self-efficacy (M = 4.11 to 4.37, p = 0.0066), demonstrating the system's effectiveness in building confidence. Although interest only showed slight gains, high baseline scores (3.6-3.7 on a 4-point scale) indicate a ceiling effect. Correlations among engagement, embodiment (r = 0.91, p < 0.001), and immersion (r = 0.60, p < 0.01) underscore the value of active, embodied VR learning. Qualitative feedback further highlighted iVRLab's immersive realism and its capacity to spark curiosity about microfabrication careers. These findings suggest that VR training can effectively boost self-efficacy in microelectronics, reinforcing students' enthusiasm in an informal learning setting and indicating the potential broader adoption across STEM fields. Yupei Duan, Fang Wang 0024, Chi-Ren Shyu, Syed K. Islam, Sazia A. Eliza, Jim Flink, Hao He 0009, Shangman Li, Scottie Murrell, Amith Nalmas |
ICALT | 1 |
| 2024 | Preliminary Analysis of Empathy-Driven Design and Inclusive Cybersecurity Education: The Initial Phase of the uSucceed Project's Virtual Reality Curriculum for Neurodiverse Adults in STEM
Noah Glaser, Prasad Calyam, Yupei Duan, Shangman Li, Sai Shreya Nuguri, Cannon Ousley, Anirudh Kambhampati, Zeinab Parishani, Amogh Chetankumar Joshi, Mohan Yang |
iLRN (1) | 3 |