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Wenchen Guo

dblp:349/1175 · also Winston Wenchen Guo · DBLP profile ↗
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6ranked-venue papers
3as first author
6since 2021 · last 2025
0000-0001-7757-1037ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 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
Health and well-being technologies · 45% Haptics and multimodal interaction · 34% Learning and educational technologies · 10%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
mixed reality
0.912025
"Heart Flows with Zen": Exploring Multi-Modal Mixed Reality to Promote the Inheritance and Experience of Cultural Heritage · IEEE Trans. Vis. Comput. Graph. 2025
Health and well-being technologies
autism spectrum disorder intervention
0.912025
EmoLand: Utilizing narrative animations, multilevel games, and affective computing to foster emotional development in children with autism spectrum disorder · Int. J. Hum. Comput. Stud. 2025
Haptics and multimodal interaction
multimodal interaction
0.912025
"Heart Flows with Zen": Exploring Multi-Modal Mixed Reality to Promote the Inheritance and Experience of Cultural Heritage · IEEE Trans. Vis. Comput. Graph. 2025
Human-AI interaction
affective computing
0.312025
EmoLand: Utilizing narrative animations, multilevel games, and affective computing to foster emotional development in children with autism spectrum disorder · Int. J. Hum. Comput. Stud. 2025
Learning and educational technologies
interactive learning environments
0.312025
EmoLand: Utilizing narrative animations, multilevel games, and affective computing to foster emotional development in children with autism spectrum disorder · Int. J. Hum. Comput. Stud. 2025
Health and well-being technologies
mindfulness meditation
0.312025
"Heart Flows with Zen": Exploring Multi-Modal Mixed Reality to Promote the Inheritance and Experience of Cultural Heritage · IEEE Trans. Vis. Comput. Graph. 2025

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

motion capture · 1.7generative computing · 1.7environmental sensing · 1.7narrative animation · 0.9multilevel games · 0.9affective computing · 0.9
YearPublicationVenuePosition
2025 EmoLand: Utilizing narrative animations, multilevel games, and affective computing to foster emotional development in children with autism spectrum disorder
abstract
• We designed an interactive system that utilizes narrative animations, multilevel games, and affective computing to support children with autism spectrum disorder (ASD) learning neurotypical emotions and facial expressions in social contexts. • Children with ASD achieved generalized learning gains in recognizing and producing neurotypical facial expressions. • The three-step design approach is feasible for developing interactive AI systems for children with ASD. • Narrative animations provide value social contexts, while multilevel games and interactivity help children to stay focused. • Blending AI and human support enables children's personalized, engaging, and effective learning. Emotional skills are crucial for a child's success, though children with autism spectrum disorder (ASD) face challenges in understanding social contexts, as well as recognizing and expressing facial expressions. We present EmoLand, a web-based interactive system that utilizes narrative animations, multilevel games, and artificial intelligence (AI) affective computing to instruct children with ASD about neurotypical emotions and facial expressions in social contexts. The paper sets out the iterative design process used, which was informed by ASD intervention theories, empirical studies focused on children with ASD and their educators (tutors, therapists, parents), and multiple discipline expert inputs. A preliminary evaluation involving twelve children with ASD (aged 4 to 7 years) and five tutors suggests that EmoLand is a viable teaching aid for ASD educators and effectively assists children in learning and applying generalized knowledge about emotions and facial expressions. In this paper, we discuss the design approach and key lessons learned for creating interactive AI systems for children with ASD and explore beneficial considerations for enhancing emotional development.
Sheng Jin 0008, Jianyu Fan, Wenchen Guo
Int. J. Hum. Comput. Stud.4
2025 Does Serendipity Affect Democratic Consequences? Examining the Role of Algorithmic Awareness, Intolerance of Uncertainty in Incidental News Exposure and Online Political Participation
abstract
Abstract In the context of social media becoming users' primary access to information, such as news, incidental news exposure under the influence of algorithmic recommendation and its democratic consequences are worth studying. While studies on the relationship between social media users’ incidental news exposure and online political participation have been widely explored, we know little about the current mechanisms of variable association in the context of algorithmic recommendations. This study examines the mediating role of algorithmic awareness and the moderating effect of intolerance of uncertainty on the relationship between incidental news exposure and online political participation among Chinese social media users. Findings indicate that algorithmic awareness negatively mediates this relationship, suggesting that users’ participation in online politics is heightened by their awareness of algorithmic curation. Intolerance of uncertainty positively moderates the link between incidental news exposure and online political participation, emphasizing the impact of personality traits on democratic engagement. This study underscores the importance of transparent algorithmic systems and user-centred design in fostering informed citizen participation in the digital era and offers a comprehensive perspective on the role of serendipity in Chinese democratic participation.
Wenchen Guo
Interact. Comput.2
2025 "Heart Flows with Zen": Exploring Multi-Modal Mixed Reality to Promote the Inheritance and Experience of Cultural Heritage
abstract
The preservation of cultural heritage (CH) is a complex and promising field. Driven by technological advancements, digitization has emerged as a crucial approach for revitalizing tangible/intangible cultural heritage (TCH/ICH). However, current research and practice remain limited in their exploration of abstract forms of ICH, such as traditional philosophies and ideologies. In this study, utilizing Zen as a context, we designed an immersive mixed reality (MR) experience system, Flowing with Zen, based on formative study and cultural symbol analysis. The MR system integrates multi-modal interfaces, motion capture, environmental sensing, and generative computing, enabling users to engage with four scenarios through meditation, life appreciation, and experiential Zen practice, providing the embodied experience of Zen. Comparative user evaluation (N = 51) revealed that the MR system has significant advantages in eliciting engagement and interest from users, enhancing their aesthetic appreciation and cultural understanding, and increasing the accessibility of Zen. Our research proposes a novel approach and design inspiration for the digital inheritance of abstract ICH.
Wenchen Guo, Guoyu Sun
IEEE Trans. Vis. Comput. Graph.1
2023 Factors Influencing Social Media Forgiveness Behavior and Cyber Violence Tendency Among Chinese Youth: Moderating Effects of Forgiveness Climate and Risk Perception
Wenchen Guo, Qingxiang Zeng
INTERACT (3)2
2023 The "rebirth" of traditional musical instrument: An interactive installation based on augmented reality and somatosensory technology to empower the exhibition of chimes
abstract
Abstract Tangible cultural heritage is rich in historical, artistic and scientific value, but due to its own characteristics and the constraints of museum displays, the key issue facing us today is how to utilize and activate cultural heritage to enhance the experience and learning interest of the audience. Focusing on the Chinese cultural treasure, the chimes, this article innovatively proposes an interaction system based on digital augmented projection and somatosensory technology to empower the aesthetic expression and knowledge dissemination of chimes. On this basis, a series of evaluations were carried out and the results showed that the system effectively provides a satisfying, personalized and fun way for users to interact with chimes and learn the traditional culture, successfully bringing this ancient instrument back to life. Moreover, this article shares in detail the research, design and development process, which provides inspiration and examples for other museums to present their tangible cultural heritage through mixed reality and interactive technology.
Wenchen Guo, Yiyuan Huang, Zixun Zhang, Guoyu Sun, Qingxiang Zeng
Comput. Animat. Virtual Worlds1
2023 A "magic world" for children: Design and development of a serious game to improve spatial ability
abstract
Abstract Research has shown that spatial perception is not only one of the essential abilities for success in science, technology, engineering, and mathematics (STEM), but is also closely related to the quality of human existence. However, for a variety of reasons, many students' spatial skills are less than ideal. In recent years, various video games are showing great potential as low‐cost but effective training tools to improve the educational level and cognitive skills. This paper presented a novel serious strategy game named Magic World. The game was designed to enhance children's spatial perception and motivation by using narrative, virtual contexts, and game mechanics that incorporate educational content with entertainment as a powerful extra‐curricular aid. A pilot study and evaluation experiment were conducted with primary school students (N = 68) and the results showed that the training had a measurable positive impact on students' spatial ability. In addition, user experience surveys of the game showed that Magic World was considered a fun, challenging, and popular game for children.
Wenchen Guo, Shucheng Li, Zixun Zhang, KuoHsiang Chang
Comput. Animat. Virtual Worlds1