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Lei Chen 0088

dblp:09/3666-88 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0002-1524-3000ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 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
Collaborative and social computing · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
automated assessment
1.012026
Learning from Scoring Disagreements: Contrastive Error Mining for Efficient and Robust LLM-based Assessment · AAAI 2026
Virtual and augmented reality › immersive interaction
collaborative virtual environments
1.012026
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026
Collaborative and social computing › social interaction › group dynamics
conflict resolution
1.012026
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026
Collaborative and social computing
collaborative virtual environments
0.912025
TeamPortal: Exploring Virtual Reality Collaboration Through Shared and Manipulating Parallel Views · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
immersive interaction
0.312026
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation
0.312026
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026
Collaborative and social computing
social presence
0.312025
TeamPortal: Exploring Virtual Reality Collaboration Through Shared and Manipulating Parallel Views · IEEE Trans. Vis. Comput. Graph. 2025

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

user study · 2.9large language model · 1.0contrastive error mining · 1.0LoRA fine-tuning · 1.0
YearPublicationVenuePosition
2026 Learning from Scoring Disagreements: Contrastive Error Mining for Efficient and Robust LLM-based Assessment
abstract
Automated grading of student responses still faces numerous challenges, particularly when dealing with complex and ambiguous answers. In particular, large models are prone to scoring bias when handling uncertain responses, and few-shot reasoning methods often lack stability, which limits their applicability in real educational scenarios. To tackle these challenges, we propose the Contrastive Error Mining and FineTuning (CEM-FT) framework, which automatically identifies high-value hard samples by analyzing scoring disagreements between a full fine-tuned model and a few-shot model. A lightweight LoRA adapter is then trained on these samples to refine model performance with minimal computational overhead. Experiments on the SciEntsbank, Beetle, and Mohler datasets show that CEM-FT can improve QWK by up to 3.9% compared to the fine-tuned Qwen model on SciEntsbank datasets, which is a significant improvement over the few-shot baseline. The proposed framework substantially enhances both scoring accuracy and consistency, providing a practical, robust solution for reliable automated assessment with large language models.
Lei Chen 0088, Tengteng Cheng 0002, Boyu Gao 0003, Zitao Liu 0001, Weiqi Luo 0002
AAAI1
2026 Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions
abstract
Virtual Reality (VR) co-manipulation enables multiple users to collaboratively interact with shared virtual objects. However, existing research treats objects as monolithic entities, overlooking scenarios where users need to manipulate different sub-components simultaneously. This work addresses conflict resolution when users select overlapping vertices (non-disjoint sets) during co-manipulation. We present a comprehensive framework comprising preventive strategies (Object-level and Action-level Restrictions) and reactive strategies (computational conflict resolution). Through two user studies with 76 participants (38 pairs), we evaluated these approaches in collaborative wireframe editing tasks. Study 1 identified Averaging as the optimal computational method, balancing task efficiency with user experience. Study 2 highlighted that Action-level Restriction, which permits overlapping selections but restricts concurrent identical operations, achieved better performance compared to exclusive object locking. Reactive strategies using averaging provided smooth collaboration for experienced users, while second-user priority enabled quick corrections. Our findings indicate that optimal strategy selection depends on task requirements, user expertise, and collaboration patterns. Based on the findings, we provide design implications for developing VR collaboration systems that support flexible sub-components manipulation while maintaining collaborative awareness and minimizing conflicts.
Xuanru Cheng, Rongkai Shi, Lei Chen 0088, Jingyao Zheng, Hai-Ning Liang, Lik-Hang Lee
IEEE Trans. Vis. Comput. Graph.4
2025 TeamPortal: Exploring Virtual Reality Collaboration Through Shared and Manipulating Parallel Views
abstract
Virtual Reality (VR) offers a unique collaborative experience, with parallel views playing a pivotal role in Collaborative Virtual Environments by supporting the transfer and delivery of items. Sharing and manipulating partners' views provides users with a broader perspective that helps them identify the targets and partner actions. We proposed TeamPortal accordingly and conducted two user studies with 72 participants (36 pairs) to investigate the potential benefits of interactive, shared perspectives in VR collaboration. Our first study compared ShaView and TeamPortal against a baseline in a collaborative task that encompassed a series of searching and manipulation tasks. The results show that TeamPortal significantly reduced movement and increased collaborative efficiency and social presence in complex tasks. Following the results, the second study evaluated three variants: TeamPortal+, SnapTeamPortal+, and DropTeamPortal+. The results show that both SnapTeamPortal+ and DropTeamPortal+ improved task efficiency and willingness to further adopt these technologies, though SnapTeamPortal+ reduced co-presence. Based on the findings, we proposed three design implications to inform the development of future VR collaboration systems.
Luyao Shen, Lei Chen 0088, Mingming Fan 0001, Lik-Hang Lee
IEEE Trans. Vis. Comput. Graph.3