Demo Data from SIGIR 2026 / reviewers in the wild / expert
Xin Li 0215
dblp:09/1365-215
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0002-2596-6410ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 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
2 papers |
Health and well-being technologies · 52% Immersive interaction · 40% Games and playful interaction · 7% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › locomotion › redirection in virtual reality
hand redirection |
0.8 | 1 | 2024 | To Reach the Unreachable: Exploring the Potential of VR Hand Redirection for Upper Limb Rehabilitation · CHI 2024 |
Health and well-being technologies › rehabilitation technology › rehabilitation robotics
upper limb rehabilitation |
0.8 | 1 | 2024 | To Reach the Unreachable: Exploring the Potential of VR Hand Redirection for Upper Limb Rehabilitation · CHI 2024 |
Health and well-being technologies › rehabilitation
motor rehabilitation |
0.2 | 1 | 2024 | To Reach the Unreachable: Exploring the Potential of VR Hand Redirection for Upper Limb Rehabilitation · CHI 2024 |
Games and playful interaction › social play
social network games |
0.1 | 1 | 2011 | Surprise Grabber: a co-located tangible social game using phone hand gesture · CSCW 2011 |
Interaction techniques and input
gesture input |
0.0 | 1 | 2011 | Surprise Grabber: a co-located tangible social game using phone hand gesture · CSCW 2011 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8semi-structured interviews · 0.8pilot user study · 0.1hand motion detection · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | To Reach the Unreachable: Exploring the Potential of VR Hand Redirection for Upper Limb RehabilitationabstractRehabilitation therapies are widely employed to assist people with motor impairments in regaining control over their affected body parts. Nevertheless, factors such as fatigue and low self-efficacy can hinder patient compliance during extensive rehabilitation processes. Utilizing hand redirection in virtual reality (VR) enables patients to accomplish seemingly more challenging tasks, thereby bolstering their motivation and confidence. While previous research has investigated user experience and hand redirection among able-bodied people, its effects on motor-impaired people remain unexplored. In this paper, we present a VR rehabilitation application that harnesses hand redirection. Through a user study and semi-structured interviews, we examine the impact of hand redirection on the rehabilitation experiences of people with motor impairments and its potential to enhance their motivation for upper limb rehabilitation. Our findings suggest that patients are not sensitive to hand movement inconsistency, and the majority express interest in incorporating hand redirection into future long-term VR rehabilitation programs. Peixuan Xiong, Yukai Zhang, Nandi Zhang, Shihan Fu, Xin Li 0215, Yadan Zheng, Jinni Zhou, Xiquan Hu, Mingming Fan 0001 |
CHI | 5 |
| 2011 | Surprise Grabber: a co-located tangible social game using phone hand gestureabstractSocial network games (SNGs) are among the most popular games recently. Different from the asynchronous and online based SNGs, we present Surprise Grabber to see how tangible gesture interface could benefit the synchronous co-located social game. In Surprise Grabber, users control a virtual grabber's moving in 3D game to catch the gifts by using their camera phone. An efficient code running on the phone detects hand motion, delivers results to Serve PC and provides feedbacks in real time. Distinguished from online SNGs, all players stand together in front of a public display. The main results of the pilot user studies showed that: 1) Gesture interface was easy to catch up and made the game more immersive; 2) Occasionally inaccuracy in hand motion detection made the game more competitive instead of frustrating players; 3) Players were eager to share their experience by talking while playing; 4) Players' performances were obviously influenced by the collocated playing social atmosphere; 5) In most cases, players' performances became better or worse at the same time instead of random results. Mingming Fan 0001, Xin Li 0215, Yuanchun Shi, Hao Wang 0021 |
CSCW | 2 |