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Shaoteng Ke

dblp:401/6691 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative virtual environments
1.012026
Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026
Collaborative and social computing
social presence
1.012026
Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026
Virtual and augmented reality
collaborative and social computing
0.912025
Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments · VR 2025
Virtual and augmented reality
games and playful interaction
0.912025
Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments · VR 2025
Virtual and augmented reality
gamification
0.912025
Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments · VR 2025
Virtual and augmented reality
augmented reality
0.312026
Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026
Virtual and augmented reality
virtual reality
0.312026
Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users · VR 2026
Virtual and augmented reality › avatar
avatar-based interaction
0.312025
Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments · VR 2025
Virtual and augmented reality
immersive interaction
0.312025
Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments · VR 2025

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

questionnaire · 2.0between-subjects experiment · 2.0user study · 0.9
YearPublicationVenuePosition
2026 Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users
abstract
Many studies have shown that collaborative tasks in immersive virtual reality (VR) and augmented reality (AR) environments can enhance collaborative outcomes in learning, training, and game-based contexts. However, the literature offers limited information on how these environments differentially shape social presence and collaborative engagement, particularly among unfamiliar users. This study addresses this gap by examining differences in social presence and collaborative engagement between VR and AR environments for unfamiliar pairs. A between-subjects experiment used an escape room game that featured three collaborative tasks, identically implemented in both VR and AR. The key difference was that the VR experience was stationary, while the AR experience required physical movement between rooms. The study involved 52 participants, divided into VR and AR groups, where two unfamiliar participants were paired into teams to complete the tasks. The results indicate significant differences in collaborative dynamics and user perception between the two environments. Specifically, VR pairs reported a stronger sense of immersion and flow state, whereas AR pairs demonstrated greater contextual awareness and behavioral coordination. Cybersickness measures also differed between conditions; given the locomotion mismatch, this pattern should be interpreted cautiously and not attributed to the environment alone. This finding improves understanding of the impact of immersive environments on collaborative processes and offers insights for designing collaborative XR applications (e.g., training and game-based teamwork), particularly for unfamiliar users.
Lijie Zheng, Guoyueyang Cheng, Shaoteng Ke, Jiachen Yuan, Boon-Giin Lee, Matthew Pike, Alejandro Guerra-Manzanares
VR3
2025 Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments
abstract
Recent advancements in immersive virtual reality (IVR) have highlighted its expanding potential in educational settings. However, the influence of learners’ interpersonal relationships on their preferences for gamification elements in collaborative environments remains underexplored. This study introduces an avatar-based multiplayer IVR game designed to promote collaborative learning through improved social interaction. The game features a maze with three challenging puzzles, which require teamwork and problem-solving skills, encouraging communication and information sharing among participants. In addition, the study investigates the impact of different gamification elements on groups consisting of either peers or strangers, involving a total of 44 participants. The findings revealed significant improvements in communication and collaboration skills, along with increased motivation and engagement, across both group types. Moreover, participants exhibited distinct preferences for specific gamification elements, largely influenced by the nature of their social relationships and individual tendencies. This study offers valuable insights into the design of IVR-based collaborative educational environments with an emphasis on social interaction and game mechanics. It also identifies key factors shaping individual preferences for gamification elements, particularly in relation to social dynamics and personal preferences.
Shaoteng Ke, Lijie Zheng, Boon-Giin Lee
VR1