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Ge Lin 0001

dblp:73/659 · also Ge Lin Kan · DBLP profile ↗
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5ranked-venue papers
0as first author
5since 2021 · last 2026
0000-0002-4422-9531ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 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.

Artificial intelligence
1 paper
Information extraction and text analysis · 67% Trustworthy machine learning · 33%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 37% Haptics and multimodal interaction · 37% Interaction techniques and input · 15%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Information extraction and text analysis › sentiment analysis
multimodal sentiment analysis
1.012026
QA-MoE: Towards a Continuous Reliability Spectrum with Quality-Aware Mixture of Experts for Robust Multimodal Sentiment Analysis · ACL (1) 2026
Machine learning › Trustworthy machine learning
robustness
1.012026
QA-MoE: Towards a Continuous Reliability Spectrum with Quality-Aware Mixture of Experts for Robust Multimodal Sentiment Analysis · ACL (1) 2026
Natural language and speech › Information extraction and text analysis
sentiment analysis
1.012026
QA-MoE: Towards a Continuous Reliability Spectrum with Quality-Aware Mixture of Experts for Robust Multimodal Sentiment Analysis · ACL (1) 2026
Virtual and augmented reality
locomotion
1.012026
LocoScooter: Designing a Stationary Scooter-Based Locomotion System for Navigation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › navigation
virtual environment navigation
1.012026
LocoScooter: Designing a Stationary Scooter-Based Locomotion System for Navigation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction › virtual reality
virtual heritage
0.812024
MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse Campus · ACM Multimedia 2024
Interaction techniques and input › post-WIMP interaction
embodied interaction
0.312026
LocoScooter: Designing a Stationary Scooter-Based Locomotion System for Navigation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026

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

within-subject study · 2.0mixture of experts · 1.0haptic feedback · 0.8digital twin · 0.8
YearPublicationVenuePosition
2026 QA-MoE: Towards a Continuous Reliability Spectrum with Quality-Aware Mixture of Experts for Robust Multimodal Sentiment Analysis
abstract
Yitong Zhu, Yuxuan Jiang, Guanxuan Jiang, Bojing Hou, Peng Yuan Zhou, Ge Lin, Yuyang Wang. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026.
Yitong Zhu, Guanxuan Jiang, Bojing Hou, Peng Yuan Zhou, Ge Lin 0001
ACL (1)6
2026 LocoScooter: Designing a Stationary Scooter-Based Locomotion System for Navigation in Virtual Reality
abstract
Virtual locomotion remains a challenge in VR, especially in space-limited environments where room-scale walking is impractical. We present LocoScooter, a low-cost, deployable locomotion interface combining foot-sliding on a compact treadmill with handlebar steering inspired by scooter riding. Built from commodity hardware, it supports embodied navigation through familiar, physically engaging movement. In a within-subject study $(N = 14)$, LocoScooter significantly improved immersion, enjoyment, and bodily involvement over joystick navigation, while maintaining comparable efficiency and usability. Despite higher physical demand, users did not report increased fatigue, suggesting familiar movements can enrich VR navigation.
Wei He 0028, Xiang Li 0101, Per Ola Kristensson, Ge Lin 0001
IEEE Trans. Vis. Comput. Graph.4
2025 Systematic Literature Review of Using Virtual Reality as a Social Platform in HCI Community
abstract
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive review of how VR could be used to support social interaction is required to consolidate existing practices and identify research gaps to inspire future studies. In this work, we conducted a systematic review of 94 publications in the HCI field to examine how VR is designed and evaluated for social purposes. We found that VR influences social interaction through self-representation, interpersonal interactions, and interaction environments. We summarized four positive effects of using VR for socializing, which are relaxation, engagement, intimacy, and accessibility, and showed that it could also negatively affect user social experiences by intensifying harassment experiences and amplifying privacy concerns. We introduce an evaluation framework that outlines the key aspects of social experience: intrapersonal, interpersonal, and interaction experiences. According to the results, we uncover several research gaps and propose future directions for designing and developing VR to enhance social experience.
Xiaoying Wei, Xiaofu Jin, Ge Lin 0001, Yukang Yan, Mingming Fan 0001
Proc. ACM Hum. Comput. Interact.3
2024 MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse Campus
abstract
The preservation of cultural heritage, as mandated by the United Nations Sustainable Development Goals (SDGs), is integral to sustainable urban development. This paper focuses on the Dragon Boat Festival, a prominent event in Chinese cultural heritage, and proposes leveraging Virtual Reality (VR), to enhance its preservation and accessibility. Traditionally, participation in the festival's dragon boat races was limited to elite athletes, excluding broader demographics. Our proposed solution, named MetaDragonBoat, enables virtual participation in dragon boat racing, offering immersive experiences that replicate physical exertion through a cultural journey. Thus, we build a digital twin of a university campus located in a region with a rich dragon boat racing tradition. Coupled with three paddling techniques that are enabled by either commercial controllers or physical paddle controllers with haptic feedback, diversified users can engage in realistic rowing experiences. Our results demonstrate that by integrating resistance into the paddle controls, users could simulate the physical effort of dragon boat racing, promoting a deeper understanding and appreciation of this cultural heritage.
Wei He 0028, Xiang Li 0101, Shengtian Xu, Yuzheng Chen, Chan-In Sio, Ge Lin 0001, Lik-Hang Lee
ACM Multimedia6
2024 The Framework of NAVIS: Navigating Virtual Spaces with Immersive Scooters
abstract
Virtual reality (VR) environments have greatly expanded opportunities for immersive exploration, yet physically navigating these digital spaces remains a significant challenge. In this paper, we present the conceptual framework of NAVIS (Navigating Virtual Spaces with Immersive Scooters), a novel system that utilizes a scooter-based interface to enhance both navigation and interaction within virtual environments. NAVIS combines real-time physical mobility, haptic feedback, and CAVE-like (Cave Automatic Virtual Environment) technology to create a realistic sense of travel and movement, improving both spatial awareness and the overall immersive experience. By offering a more natural and physically engaging method of exploration, NAVIS addresses key limitations found in traditional VR locomotion techniques, such as teleportation or joystick control, which can detract from immersion and realism. This approach highlights the potential of combining physical movement with virtual environments to provide a more intuitive and enjoyable experience for users, opening up new possibilities for applications in gaming, education, and beyond.
Zhixun Lin, Wei He 0028, Mingchen Ye, Xiang Li 0101, Ge Lin 0001
MUM6