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Rongxi Chen

dblp:44/10218 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0009-7298-7223ORCID · reported

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

Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
Human-robot interaction · 61% Personal fabrication and tangible interfaces · 30% Games and playful interaction · 9%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
attitudes toward robots
1.012026
POIROT: Investigating Direct Tangible vs. Digitally Mediated Interaction and Attitude Moderation in Multi-party Murder Mystery Games · HRI 2026
Human-robot interaction
social robot
1.012026
POIROT: Investigating Direct Tangible vs. Digitally Mediated Interaction and Attitude Moderation in Multi-party Murder Mystery Games · HRI 2026
Personal fabrication and tangible interfaces
tangible interaction
1.012026
POIROT: Investigating Direct Tangible vs. Digitally Mediated Interaction and Attitude Moderation in Multi-party Murder Mystery Games · HRI 2026

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

qualitative analysis · 1.0multivariate analysis of variance · 1.0multilevel linear model · 1.0between-subjects experiment · 1.0
YearPublicationVenuePosition
2026 POIROT: Investigating Direct Tangible vs. Digitally Mediated Interaction and Attitude Moderation in Multi-party Murder Mystery Games
abstract
As social robots take on increasingly complex roles like game masters (GMs) in multi-party games, the expectation that physicality universally enhances user experience remains debated. This study challenges the "one-size-fits-all" view of tangible interaction by identifying a critical boundary condition: users' Negative Attitudes towards Robots (NARS). In a between-subjects experiment (N = 67), a custom-built robot GM facilitated a multi-party murder mystery game (MMG) by delivering clues either through direct tangible interaction or a digitally mediated interface. Baseline multivariate analysis (MANOVA) showed no significant main effect of delivery modality, confirming that tangibility alone does not guarantee superior engagement. However, primary analysis using multilevel linear models (MLM) revealed a reliable moderation: participants high in NARS experienced markedly lower narrative immersion under tangible delivery, whereas those with low NARS scores showed no such decrement. Qualitative findings further illuminate this divergence: tangibility provides novelty and engagement for some but imposes excessive proxemic friction for anxious users, for whom the digital interface acts as a protective social buffer. These results advance a conditional model of HRI and emphasize the necessity for adaptive systems that can tailor interaction modalities to user predispositions.
Rongxi Chen, Shankai Chen, Huiyang Gong, Minghui Guo, Yingri Xu, Xintong Wu, Xinyi Fu 0003
HRI2