Demo Data from EDBT 2026 / reviewers in the wild / expert
Jun-Hsiang Yao
dblp:408/1439
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0009-0000-8944-1942ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 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
3 papers |
Visualization and visual analytics · 83% Virtual and augmented reality · 17% | |
| Human-computer interaction and pervasive computing
2 papers |
Human-AI interaction · 77% Immersive interaction · 23% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Bioinformatics and computational biology · 100% |
Topics — the 5 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › information visualization
embedded visualization |
1.0 | 1 | 2026 | Beyond the Broadcast: Enhancing VR Tennis Broadcasting Through Embedded Visualizations and Camera Techniques · IEEE Trans. Vis. Comput. Graph. 2026 |
Visualization and visual analytics › data storytelling
infographic authoring |
1.0 | 1 | 2026 | InfoAlign: A Human-AI Co-Creation System for Storytelling with Infographics · CHI 2026 |
Human-AI interaction
human-AI co-creation |
1.0 | 1 | 2026 | InfoAlign: A Human-AI Co-Creation System for Storytelling with Infographics · CHI 2026 |
Visualization and visual analytics › visual analytics
immersive analytics |
0.9 | 1 | 2025 | DTBIA: An Immersive Visual Analytics System for Brain-Inspired Research · IEEE Trans. Vis. Comput. Graph. 2025 |
Visualization and visual analytics
visual analytics |
0.9 | 1 | 2025 | DTBIA: An Immersive Visual Analytics System for Brain-Inspired Research · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 2.0system evaluation · 2.0quantitative analysis · 2.0formative interviews · 2.0cinematic camera movement · 2.0hierarchical workflow · 1.73d edge bundling · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | InfoAlign: A Human-AI Co-Creation System for Storytelling with InfographicsabstractStorytelling infographics are a powerful medium for communicating data-driven stories through visual presentation. However, existing authoring tools lack support for maintaining story consistency and aligning with users’ story goals throughout the design process. To address this gap, we conducted formative interviews and a quantitative analysis to identify design needs and common story-informed layout patterns in infographics. Based on these insights, we propose a narrative-centric workflow for infographic creation consisting of three phases: story construction, visual encoding, and spatial composition. Building on this workflow, we developed InfoAlign, a human–AI co-creation system that transforms long or unstructured text into stories, recommends semantically aligned visual designs, and generates layout blueprints. Users can intervene and refine the design at any stage, ensuring their intent is preserved and the infographic creation process remains transparent. Evaluations show that InfoAlign preserves story coherence across authoring stages and effectively supports human–AI co-creation for storytelling infographic design. Jielin Feng, Xinwu Ye, Qianhui Li, Verena Ingrid Prantl, Jun-Hsiang Yao, Yuheng Zhao, Yun Wang 0012, Siming Chen 0001 |
CHI | 5 |
| 2026 | Beyond the Broadcast: Enhancing VR Tennis Broadcasting Through Embedded Visualizations and Camera TechniquesabstractVirtual Reality (VR) broadcasting has emerged as a promising medium for providing immersive viewing experiences of major sports events such as tennis. However, current VR broadcast systems often lack an effective camera language and do not adequately incorporate dynamic, in-game visualizations, limiting viewer engagement and narrative clarity. To address these limitations, we analyze 400 out-of-play segments from eight major tennis broadcasts to develop a tennis-specific design framework that effectively combines cinematic camera movements with embedded visualizations. We further refine our framework by examining 25 cinematic VR animations, comparing their camera techniques with traditional tennis broadcasts to identify key differences and inform adaptations for VR. Based on data extracted from the broadcast videos, we reconstruct a simulated game that captures the players' and ball's motion and trajectories. Leveraging this design framework and processing pipeline, we develope Beyond the Broadcast, a VR tennis viewing system that integrates embedded visualizations with adaptive camera motions to construct a comprehensive and engaging narrative. Our system dynamically overlays tactical information and key match events onto the simulated environment, enhancing viewer comprehension and narrative engagement while ensuring perceptual immersion and viewing comfort. A user study involving tennis viewers demonstrate that our approach outperforms traditional VR broadcasting methods in delivering an immersive, informative viewing experience. Jun-Hsiang Yao, Jielin Feng, Xinfang Tian, Kai Xu 0003, Gulshat Amirkhanova, Siming Chen 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2026 | Enhancing spatial learning under visual cues: A comparative study of virtual environments and perspectivesabstractSpatial learning is a crucial cognitive process through which individuals acquire and retain information about their environment, playing a vital role in real-world applications such as emergency training and urban planning. Recent research has increasingly focused on virtual environments, where visualizations such as path encoding can significantly aid in understanding spatial knowledge, such as escape routes in emergency situations. To explore how different virtual environments and perspectives enhance spatial learning under visualization, this study investigated two different virtual environments — desktop and Virtual Reality (VR) — and the impacts of first-person and third-person perspectives. We developed a prototype based on expert interviews and real-world needs, conducting a between-subjects study involving 48 participants. The experimental design systematically varied the virtual environments and perspectives to assess their effects on participants’ performance of spatial learning under the same visual cues. The focus was on three types of spatial knowledge: landmark knowledge, route knowledge, and survey knowledge. The results indicate that, under the same virtual environment, the third-person perspective is more effective in enhancing survey knowledge, while the first-person perspective is better suited for acquiring landmark knowledge. Furthermore, using the third-person perspective in VR environments and the first-person perspective in desktop environments yields better spatial learning outcomes compared to other conditions. Lizhe Chen, Jun-Hsiang Yao, Zhan Wang 0001, Siming Chen 0001 |
Vis. Informatics | 3 |
| 2025 | Social Media Island: Interactive User Profiling and Information Diffusion Exploration with 3D Visual MetaphorsabstractUnderstanding user profiling on social media poses significant challenges due to the intertwined complexities of network structures, user interactions, and the multi-dimensional nature of the data. To reduce visual clutter and offer complementary perspectives for engagingly exploring user profiling within these networks, we propose Social Media Island, an interactive 3D metaphoric visualization system. Our system uses 3D mountain metaphors to visualize user profiling, capturing user influence and activity, while tree metaphors visualize the information forwarding process. To support a flexible scope for users to explore in a more intriguing way, we design various interactions such as cutting the mountain to split out a subset with similarity to some extent for further exploration. By using these 3D visualizations with user interactions, Social Media Island facilitates immersion in the data, the fluid exploration of user influence, topic evolution, and the spread of information. The effectiveness of metaphors is evaluated by user studies, and that of the system is evaluated through two case studies. Jinjing Jiang, Yuheng Zhao, Jun-Hsiang Yao, Huiting Wang, Xuexi Wang, Lana Blue, Siming Chen 0001 |
PacificVis | 3 |
| 2025 | DTBIA: An Immersive Visual Analytics System for Brain-Inspired ResearchabstractThe Digital Twin Brain (DTB) is an advanced artificial intelligence framework that integrates spiking neurons to simulate complex cognitive functions and collaborative behaviors. For domain experts, visualizing the DTB's simulation outcomes is essential to understanding complex cognitive activities. However, this task poses significant challenges due to DTB data's inherent characteristics, including its high-dimensionality, temporal dynamics, and spatial complexity. To address these challenges, we developed DTBIA, an Immersive Visual Analytics System for Brain-Inspired Research. In collaboration with domain experts, we identified key requirements for effectively visualizing spatiotemporal and topological patterns at multiple levels of detail. DTBIA incorporates a hierarchical workflow - ranging from brain regions to voxels and slice sections - along with immersive navigation and a 3D edge bundling algorithm to enhance clarity and provide deeper insights into both functional (BOLD) and structural (DTI) brain data. The utility and effectiveness of DTBIA are validated through two case studies involving with brain research experts. The results underscore the system's role in enhancing the comprehension of complex neural behaviors and interactions. Jun-Hsiang Yao, Mingzheng Li, Yuxiao Li 0002, Jielin Feng, Jun Han 0010, Qibao Zheng, Jianfeng Feng, Siming Chen 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |