Demo Data from SIGIR 2026 / reviewers in the wild / expert
Junxiang Liao
dblp:402/9894
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2026
0009-0006-9600-2482ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 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
5 papers |
Collaborative and social computing · 38% Learning and educational technologies · 34% Accessibility and assistive technology · 22% | |
| Network and information security
1 paper |
Web and mobile security · 100% |
Topics — the 8 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology › older adults
technology for older adults |
1.0 | 1 | 2026 | Experiencer, Helper, or Observer: Online Fraud Intervention for Older Adults Through a Role-based Simulation Approach · CHI 2026 |
Collaborative and social computing › social media › live streaming
live streaming platforms |
0.9 | 1 | 2025 | "Even When Success Seems Impossible, I Keep Streaming": How Do Chinese Elderly Streamers Interact with Platform Algorithmic (In)visibility · CHI 2025 |
Accessibility and assistive technology
older adults |
0.9 | 1 | 2025 | "Even When Success Seems Impossible, I Keep Streaming": How Do Chinese Elderly Streamers Interact with Platform Algorithmic (In)visibility · CHI 2025 |
Learning and educational technologies › immersive learning
virtual reality learning |
0.9 | 1 | 2025 | Exploring Gaze Dynamics in Vr Film Education: Gender, Avatar, and the Shift Between Male and Female Perspectives · ISMAR 2025 |
Web and mobile security
online fraud |
0.3 | 1 | 2026 | Experiencer, Helper, or Observer: Online Fraud Intervention for Older Adults Through a Role-based Simulation Approach · CHI 2026 |
Collaborative and social computing › content moderation
algorithmic content moderation |
0.3 | 1 | 2025 | "Even When Success Seems Impossible, I Keep Streaming": How Do Chinese Elderly Streamers Interact with Platform Algorithmic (In)visibility · CHI 2025 |
Collaborative and social computing
content moderation |
0.3 | 1 | 2025 | "Even When Success Seems Impossible, I Keep Streaming": How Do Chinese Elderly Streamers Interact with Platform Algorithmic (In)visibility · CHI 2025 |
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
between-subjects study · 2.0within-subjects study · 1.0behavioral analysis · 1.0NASA-TLX · 1.0user study · 0.9interview study · 0.9gaze dynamics analysis · 0.9factorial experiment · 0.92x2x2 experimental design · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Experiencer, Helper, or Observer: Online Fraud Intervention for Older Adults Through a Role-based Simulation ApproachabstractOnline fraud is a critical global threat that disproportionately targets older adults. Prior anti-fraud education for older adults has largely relied on static, traditional instruction that limits engagement and real-world transfer, whereas role-based simulation offers realistic yet low-risk opportunities for practice. Moreover, most interventions situate learners as victims, overlooking that fraud encounters often involve multiple roles, such as bystanders who witness scams and helpers who support victims. To address this gap, we developed ROLESafe, an anti-fraud educational intervention in which older adults learn through different learning roles, including Experiencer (experiencing fraud), Helper (assisting a victim), and Observer (witnessing fraud). In a between-subjects study with 144 older adults in China, we found that the Experiencer and Helper roles significantly improved participants’ ability to identify online fraud. These findings highlight the promise of role-based, multi-perspective simulations for enhancing fraud awareness among older adults and provide design implications for future anti-fraud education. Yue Deng 0003, Xiaowei Chen 0013, Junxiang Liao, Bo Li 0001, Yixin Zou |
CHI | 3 |
| 2026 | When Effort Becomes Visible: Facet-Level Shifts in Evaluation and Workload During VR TeamworkabstractSurfacing peers' workload and speed can reshape collaboration in VR, yet prior work often conflates social cues with environmental load. We isolate the social channel with TRACE-VR, which holds geometry, physics, rules, and timing constant while independently manipulating effort identifiability (traceable vs. anonymous) and peer effort (pace) (high vs. low). In a 2×2 within-subjects study $(n=32)$, each participant worked with nine scripted co-actors for three minutes, transporting 16 crates along a self-chosen path between fixed pickup/drop points; co-actors followed fixed pre-authored routes. We measured intrinsic motivation, social-evaluative load, NASA-TLX, and behavioral/process outcomes. Our findings show that identifiability and higher peer effort (pace) each modestly increased completion rates, with asymmetric effects suggesting partial substitution between accountability cues and normative pace. Perceived monitoring and temporal demand depended on their combination-identifiability raised monitoring at low pace and amplified time pressure at high pace-while composite TLX and finishers' times remained comparable across conditions. Thus, these cues chiefly determine who finishes rather than how fast finishers move. Motivation did not uniformly increase under higher pace. We frame identifiability and pace as partially substitutable levers for shaping social-evaluative experience and facet-level motivation, and outline tempo-aware, accountability-aware guidance for collaborative VR. Zheng Wei 0003, Hyeonmin Lee, Junxiang Liao, Hao Li 0102, Hayoung Oh 0002, Lik-Hang Lee, Wai Tong, Pan Hui 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | "Even When Success Seems Impossible, I Keep Streaming": How Do Chinese Elderly Streamers Interact with Platform Algorithmic (In)visibilityabstractRecent research within the HCI community has illuminated the challenges faced by marginalized groups on algorithm-driven livestreaming platforms. However, there is a notable gap in understanding how elderly livestreamers interact with the platform content moderation and algorithmic (in)visibility. This study investigates the perceptions of the algorithm-moderated (in)visibility and the coping strategies of 16 elderly streamers on Douyin. We find that, contrary to stereotypes of elderly users as digitally uninformed, these streamers actively engage with the platform to facilitate their understanding about platform algorithm. This engagement involves official guidance, peer learning, and personal experimentation. The streamers adopt various strategies to align with the perceived algorithmic preferences. Despite their rich knowledge about the platform's visibility moderation, many elderly streamers face significant challenges, such as physical and psychological strain and low viewer traffic. We conclude with design implications for livestreaming platforms to foster fairness and promote engagement among elderly streamers. Junxiang Liao, Zheng Wei 0003, Zeyu Yang 0003, Pan Hui 0001, Changyang He, Muzhi Zhou |
CHI | 1 |
| 2025 | Exploring Gaze Dynamics in Vr Film Education: Gender, Avatar, and the Shift Between Male and Female PerspectivesabstractIn virtual reality (VR) education, especially in creative fields like film production, avatar design and narrative style extend beyond appearance and aesthetics. This study explores how the interaction between avatar gender, the dominant narrative actor's gender, and the learner's gender influences film production learning in VR, focusing on gaze dynamics and gender perspectives. Using a$2 \times 2 \times 2$experimental design, 48 participants operated avatars of different genders and interacted with male or female-dominant narratives. The results show that the consistency between the avatar and gender affects presence, and learners' control over the avatar is also influenced by gender matching. Learners using avatars of the opposite gender reported stronger control, suggesting gender incongruity prompted more focus on the avatar. Additionally, female participants with female avatars were more likely to adopt a “female gaze,” favoring soft lighting and emotional shots, while male participants with male avatars were more likely to adopt a “male gaze,” choosing dynamic shots and high contrast. When male participants used female avatars, they favored “female gaze,” while female participants with male avatars focused on “male gaze”. These findings advance our understanding of how avatar design and narrative style in VRbased education influence creativity and the cultivation of gender perspectives, and they offer insights for developing more inclusive and diverse VR teaching tools going forward. Zheng Wei 0003, Jia Sun 0011, Junxiang Liao, Lik-Hang Lee, Pan Hui 0001, Huamin Qu, Wai Tong |
ISMAR | 3 |
| 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. | 3 |