Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Yuexi Dong

dblp:329/7320 · DBLP profile ↗
← Back
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

TopicWeightPapersLastEvidence papers
Health and well-being technologies
empathy training
0.912025
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
0.912025
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
YearPublicationVenuePosition
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
PacificVis5
2025 Enhancing Empathy for Visual Impairments: A Multi-Modal Approach in VR Serious Games
abstract
Visual 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