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Hongxi Chen

dblp:359/9130 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2026
0009-0000-4790-1349ORCID · reported

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 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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
Games and playful interaction · 50% Human-robot interaction · 50%

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

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
1.012026
XR Intergenerational Exergaming: Exploring the Complementary Roles of VR, MR, and Environmental Context · IEEE Trans. Vis. Comput. Graph. 2026
Human-robot interaction
intergenerational collaboration
1.012026
XR Intergenerational Exergaming: Exploring the Complementary Roles of VR, MR, and Environmental Context · IEEE Trans. Vis. Comput. Graph. 2026

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

within-subjects study · 1.0
YearPublicationVenuePosition
2026 XR Intergenerational Exergaming: Exploring the Complementary Roles of VR, MR, and Environmental Context
abstract
Intergenerational households often involve children and older adults sharing daily life. Yet, it remains challenging to find shared exercise activities due to the significant differences in motor ability, motivational preferences, and user experience needs. Existing exergames lower the entry barriers through body-based interaction, but screen-based setups restrict play to indoor environments. XR HMDs extend exergames into public contexts, yet the differential impact of VR and MR on intergenerational play remains underexplored. To address this gap, we developed an asymmetric-role XR exergame and conducted a $2\times 2$ within-subjects study with 20 intergenerational pairs (N=40) to explore the effect of Display Mode (VR vs MR) and Environmental Context (Private Space vs Public Space) on their user experience and collaborative performance. This work reveals clear age-related patterns: children exhibited greater engagement in immersive VR environments, whereas older adults preferred MR for improved safety and enhanced visibility of their intergenerational partners. Finally, we offer design guidelines for leveraging complementary strengths of XR display modes and environmental contexts to support inclusive and engaging intergenerational exergames.
Hongxi Chen, Zixuan Guo 0003, Nilufar Baghaei, Hai-Ning Liang
IEEE Trans. Vis. Comput. Graph.1
2023 Spatio-Temporal Evolution Characteristics and Driving Mechanism of Gazelle Enterprises: a Case Study on Jiangsu Province, China
abstract
Gazelle enterprise are those small- and medium-sized high-tech enterprises that across the death valley of start-up. They have core technologies and good growth, and have been the main powers that lead the advanced technologies. The spatial distribution of gazelle enterprises plays an important role in shaping the economic space of a region or a city. However, the driving mechanism affecting the distribution of gazelle enterprise is unclear. This paper analyzes the spatio-temporal characteristics of gazelle enterprises of Jiangsu, China from 2017 to 2021, and uses geodetector to explore the driving mechanism behind the distribution of gazelle enterprise. The results show that gazelle enterprises present the pattern of cluster. The center moves to northeast firstly, and then moves to northwest. Moreover, the workforce environment, and the scientific & technological innovation environment significantly affect the spatial distribution of gazelle enterprises.
Hongxi Chen, Ge Zheng, Maomiao Lü
IGARSS1