Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jiayi Zhang 0013
dblp:23/8208-13
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-1718-8022ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 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 |
Learning and educational technologies · 40% Immersive interaction · 20% Health and well-being technologies · 20% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › mixed reality
augmented virtuality |
0.9 | 1 | 2025 | Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025 |
Learning and educational technologies › immersive learning
immersive training |
0.9 | 1 | 2025 | Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025 |
Learning and educational technologies
simulation-based training |
0.9 | 1 | 2025 | Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025 |
Virtual and augmented reality
virtual reality |
0.3 | 1 | 2025 | Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025 |
Methods — techniques the papers use, named apart from their topics
landscape analysis · 1.7empirical evaluation · 1.7field study · 0.9co-design workshops · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical InsightsabstractLive drills are the gold standard for mass casualty incident (MCI) training but are often too resource-intensive for widespread implementation. Immersive technologies offer a promising alternative, but can they deliver comparable fidelity and effectiveness? Working with a local disaster response academy, this paper investigated the potential of Augmented Virtuality (AV) in MCI training through two phases. First, we conducted a landscape analysis of 126 papers across the virtuality continuum, revealing trends in population, training focus, and evaluation metrics. Second, we empirically evaluated an AV system for mass casualty triage training against traditional role-playing and Virtual Reality (VR) approaches, involving 60 trainees in an operational curriculum. Results indicated that both AV and VR surpassed traditional simulations, with AV’s tactile integration significantly enhancing physical engagement, satisfaction, and triage accuracy. Through the lens of triage, we discussed the broader practical implications of integrating immersive technologies like AV into real-world MCI education. Yang Chen 0054, Katherine Fennedy, Jiayi Zhang 0013, Yong Jie Sim, Clement Zheng, Ching Chiuan Yen |
CHI | 3 |
| 2025 | ViFeed: Promoting Slow Eating and Food Awareness through Strategic Video Manipulation during Screen-Based DiningabstractGiven the widespread presence of screens during meals, the notion that digital engagement is inherently incompatible with mindfulness. We demonstrate how the strategic design of digital content can enhance two core aspects of mindful eating: slow eating and food awareness. Our research unfolded in three sequential studies: (1). Zoom Eating Study: Contrary to the assumption that video-watching leads to distraction and overeating, this study revealed that subtle video speed manipulations—can promote slower eating (by 15.31%) and controlled food intake (by 9.65%) while maintaining meal satiation and satisfaction. (2). Co-design workshop: Informed the development of ViFeed, a video playback system strategically incorporating subtle speed adjustments and glanceable visual cues. (3). Field Study: A week-long deployment of ViFeed in daily eating demonstrated its efficacy in fostering food awareness, food appreciation, and sustained engagement. By bridging the gap between ideal mindfulness practices and screen-based behaviors, this work offers insights for designing digital-wellbeing interventions that align with, rather than against, existing habits. © 2025 Copyright held by the owner/author(s). Yang Chen 0054, Felicia Fang-Yi Tan, Zhuoyu Wang 0001, Jiayi Zhang 0013, Yun Huang 0003, Shengdong Zhao 0001, Ching Chiuan Yen |
CHI | 5 |