Demo Data from SIGIR 2026 / reviewers in the wild / expert
Wen-Tong Shu
dblp:420/7707
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
collaborative virtual environments |
0.9 | 1 | 2025 | Exploring the Influence of Crowd Size Across Different Tasks on User Performance, Experience and Social Presence in Shared Virtual Environments · ISMAR 2025 |
Immersive interaction › virtual reality › presence
social presence in VR |
0.3 | 1 | 2025 | Exploring the Influence of Crowd Size Across Different Tasks on User Performance, Experience and Social Presence in Shared Virtual Environments · ISMAR 2025 |
Methods — techniques the papers use, named apart from their topics
within-subjects experiment · 1.7user study · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | MySpace: Metaphor Design of Personal Space Visualization in Social VR
Wen-Tong Shu, Yijun Li 0006, Miao Wang 0004 |
ICXR | 1 |
| 2025 | Exploring the Influence of Crowd Size Across Different Tasks on User Performance, Experience and Social Presence in Shared Virtual EnvironmentsabstractShared virtual environments are becoming essential platforms for collaborative interaction and immersive entertainment, enabling users to be co-located and engage in activities together. The presence of surrounding virtual humans forms an environmental crowd, serving as a component of ambient stimuli in these environments. However, it remains unclear how crowd size affects users under different cognitive and motor demands. This study investigates the influence of crowd size on user performance, experience and social presence across three fundamental VR tasks: Spatial Locomotion, Memory Search, and Motor Coordination. We conducted a controlled within-subjects experiment, manipulating each task's crowd size at Small, Medium, and Large levels. Our results show that crowd size significantly impacts user performance, experience, and social presence, but these effects are task-dependent. While Medium size can enhance performance, Large size in cognitively demanding tasks may induce attentional blindness and diminish sensitivity to social cues. Task functionality further shapes how users perceive and respond to virtual crowds. Additionally, users' preferences for crowd size varied across different tasks, and most participants expressed a desire for control over the number of visible avatars. These findings provide novel insights into human crowd perception mechanisms, revealing cross-task perceptual variations that pave the way for further exploring crowd perception in shared virtual environments. Hao-Zhong Yang, Yijun Li 0006, Zi-Nan Han, Wen-Tong Shu, Miao Wang 0004 |
ISMAR | 4 |