Demo Data from SIGIR 2026 / reviewers in the wild / expert
Yuexi Dong
dblp:329/7320
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0008-6729-4679ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 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 |
Health and well-being technologies · 44% Games and playful interaction · 44% Immersive interaction · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
empathy training |
0.9 | 1 | 2025 | Enhancing Empathy for Visual Impairments: A Multi-Modal Approach in VR Serious Games · IEEE Trans. Vis. Comput. Graph. 2025 |
Games and playful interaction
serious games |
0.9 | 1 | 2025 | Enhancing Empathy for Visual Impairments: A Multi-Modal Approach in VR Serious Games · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Digital Preservation and Cultural Computing Practice: The Visualisation System and Multidimensional Quantitative Model for the Illustrated Catalogue of Famous Porcelains Through the Ages
Yuexi Dong |
PacificVis | 5 |
| 2025 | Enhancing Empathy for Visual Impairments: A Multi-Modal Approach in VR Serious GamesabstractVisual impairments significantly impact individuals' ability to perceive their surroundings, affecting everyday tasks and spatial navigation. This study explores SEEK VR,s a multi-modal virtual reality game designed to foster empathy and raise awareness about the challenges faced by visually impaired individuals. By integrating visual feedback, 3D spatial audio, and haptic feedback, the game provides an immersive experience that helps participants understand the physical and emotional struggles of visual impairment. The paper includes a review of related work on empathy-driven VR games, a detailed description of the design and implementation of SEEK VR, and the technical aspects of its multimodal interactions. A user study with 24 participants demonstrated significant increases in empathy, particularly in empathy and willingness to help visually impaired individuals in real-world scenarios. These findings highlight the potential of VR serious games to promote social awareness and empathy through immersive, multi-modal interactions. Yuexi Dong, Jingya Li 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |