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Xin Li 0215

dblp:09/1365-215 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Immersive interaction › locomotion › redirection in virtual reality
hand redirection
0.812024
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
0.812024
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
0.212024
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
0.112011
Surprise Grabber: a co-located tangible social game using phone hand gesture · CSCW 2011
Interaction techniques and input
gesture input
0.012011
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
YearPublicationVenuePosition
2024 To Reach the Unreachable: Exploring the Potential of VR Hand Redirection for Upper Limb Rehabilitation
abstract
Rehabilitation 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
CHI5
2011 Surprise Grabber: a co-located tangible social game using phone hand gesture
abstract
Social 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
CSCW2