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Yanyan Zong

dblp:287/6734 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0005-5894-6119ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Health and well-being technologies · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
immersive learning
1.012026
XR Module for Enhancing Glove Hygiene Skills in First-Year Chemistry Laboratories · IEEE Trans. Vis. Comput. Graph. 2026
Health and well-being technologies › mental health › mental healthcare
anxiety reduction
0.312026
XR Module for Enhancing Glove Hygiene Skills in First-Year Chemistry Laboratories · IEEE Trans. Vis. Comput. Graph. 2026

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

user study · 1.0
YearPublicationVenuePosition
2026 XR Module for Enhancing Glove Hygiene Skills in First-Year Chemistry Laboratories
abstract
Extended Reality (XR) technologies offer innovative opportunities to address inequities in laboratory preparation among first-year undergraduate chemistry students, particularly benefiting students from under-served communities. This study presents the development and evaluation of an immersive XR module specifically designed to teach glove hygiene, a critical laboratory safety skill frequently overlooked in traditional high school curricula due to resource constraints. Involving 176 student test cases across diverse institutions, this module integrates active learning and inclusive, equity-driven design principles. A previously piloted VR glove hygiene module revealed significant student enthusiasm but encountered challenges related to nausea during immersive experiences. Addressing this, our refined XR module employs practices for nausea reduction, providing an accessible virtual lab environment with interactive glove hygiene simulations. Preliminary evaluations indicate substantial improvements in students' confidence, reduction in laboratory-related anxiety, and increased engagement, highlighting XR's potential to close preparation gaps. This work underscores the broader impact of XR interventions in STEM education, fostering greater retention and success for underrepresented and first-generation college students.
Rezvan Joshaghani, Alessandra Winters, Yanyan Zong, Steve Cutchin
IEEE Trans. Vis. Comput. Graph.3