Demo Data from SIGIR 2026 / reviewers in the wild / expert
Chan-In Sio
dblp:385/1166 · also Chan-In Devin Sio
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0002-2701-5424ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers |
Immersive interaction · 35% Learning and educational technologies · 30% Haptics and multimodal interaction · 26% |
Topics — the 2 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
virtual heritage |
0.8 | 1 | 2024 | MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse Campus · ACM Multimedia 2024 |
Immersive interaction
virtual reality |
0.3 | 1 | 2025 | Illuminating the Scene: How Virtual Environments and Learning Modes Shape Film Lighting Mastery in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 0.9factorial experiment · 0.9haptic feedback · 0.8digital twin · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | When Generative Artificial Intelligence Meets Extended Reality: A Systematic ReviewabstractWith the continuous advancement of technology, the application of generative artificial intelligence (AI) in various fields is gradually demonstrating great potential, particularly when combined with Extended Reality (XR), creating unprecedented possibilities. This survey article systematically reviews the applications of generative AI in XR, covering as much relevant literature as possible from 2023 to 2025. The application areas of generative AI in XR and its key technology implementations are summarised through PRISMA screening and analysis of the final 26 articles. The survey highlights existing articles from the last three years related to how XR utilises generative AI, providing insights into current trends and research gaps. We also explore potential opportunities for future research to further empower XR through generative AI, providing guidance and information for future generative XR research. Xinyu Ning, Yan Zhuo, Chan-In Sio, Lik-Hang Lee |
Int. J. Hum. Comput. Interact. | 4 |
| 2025 | Illuminating the Scene: How Virtual Environments and Learning Modes Shape Film Lighting Mastery in Virtual RealityabstractIn virtual reality (VR) education, particularly in creative fields like film production, the role of different virtual environments in shaping learning outcomes remains underexplored. This study investigates how three distinct environments-baseline, a dynamic beach setting, and a familiar office space-affect students' ability to learn film lighting techniques and whether team-based learning offers advantages over individual learning. We conducted a 3×2 factorial experiment with 36 participants to examine the effects of these environments on learning performance. Our results show for individual learners, the dynamic and potentially distracting beach environment increased frustration and effort but also heightened their sense of engagement and perceived performance. In contrast, team-based learning in familiar environments like the office significantly reduced frustration and fostered collaboration, leading to improved performance. Interestingly, team-based learning excelled in the baseline environment, whereas individual learners performed better in more challenging settings like the beach. These findings provide practical insights into optimizing virtual environments to enhance both individual and collaborative learning in VR education. Zheng Wei 0003, Jia Sun 0011, Junxiang Liao, Lik-Hang Lee, Chan-In Sio, Pan Hui 0001, Huamin Qu, Wai Tong |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse CampusabstractThe preservation of cultural heritage, as mandated by the United Nations Sustainable Development Goals (SDGs), is integral to sustainable urban development. This paper focuses on the Dragon Boat Festival, a prominent event in Chinese cultural heritage, and proposes leveraging Virtual Reality (VR), to enhance its preservation and accessibility. Traditionally, participation in the festival's dragon boat races was limited to elite athletes, excluding broader demographics. Our proposed solution, named MetaDragonBoat, enables virtual participation in dragon boat racing, offering immersive experiences that replicate physical exertion through a cultural journey. Thus, we build a digital twin of a university campus located in a region with a rich dragon boat racing tradition. Coupled with three paddling techniques that are enabled by either commercial controllers or physical paddle controllers with haptic feedback, diversified users can engage in realistic rowing experiences. Our results demonstrate that by integrating resistance into the paddle controls, users could simulate the physical effort of dragon boat racing, promoting a deeper understanding and appreciation of this cultural heritage. Wei He 0028, Xiang Li 0101, Shengtian Xu, Yuzheng Chen, Chan-In Sio, Ge Lin 0001, Lik-Hang Lee |
ACM Multimedia | 5 |