Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Nasi Wang

dblp:424/9642 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0008-5515-4695ORCID · corroborated

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 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
Health and well-being technologies · 50% Human-AI interaction · 50%

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

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health › mental healthcare › psychotherapy
art therapy
1.012026
"Who moved my heart brush?" Realms of the Heart: A Human-AI Collaborative Gamified Adjuvant Treatment Application for Depressed Teens Based on Painting Therapy · CHI 2026
Human-AI interaction
human-AI co-creation
1.012026
"Who moved my heart brush?" Realms of the Heart: A Human-AI Collaborative Gamified Adjuvant Treatment Application for Depressed Teens Based on Painting Therapy · CHI 2026

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

randomized controlled trial · 1.0controlnet · 1.0
YearPublicationVenuePosition
2026 "Who moved my heart brush?" Realms of the Heart: A Human-AI Collaborative Gamified Adjuvant Treatment Application for Depressed Teens Based on Painting Therapy
abstract
Painting therapy has become an important approach to the treatment of depression in adolescents. However, depressed adolescents face low self-confidence, low engagement, and self-absorption when undergoing painting therapy. Informed by need-finding investigations, We developed Realms of the Heart, a human-AI collaborative gamified complementary treatment system for depressed adolescents. Realms of the Heart includes two AI-driven strategies: the transformation of natural objects collected by teens’ exploration into brushes, and the generation of sketches corresponding to natural objects by using brushes based on ControlNet. We conducted a randomized controlled trial. Participants were randomized into an experimental group and a control group. The results showed that Realms of the Heart increased users’ motivation and significantly alleviated their level of depression. These findings not only shed light on the role of human-AI co-created painting therapy in the treatment of adolescent depression but also pave the way for more informed design strategies for art therapy.
Nasi Wang, Fangyuan Chang, Biyu Shen
CHI1
2025 Beyond looks: the effect of voice personality traits and gestures in virtual agent interactions
abstract
Abstract With the expansion of extended reality (XR), virtual agents engage more with humans across fields. While the influence of anthropomorphic traits on user perceptions is studied, the combined effects of voice traits and gestures need further investigation. We explored the impact of a virtual agent's voice personality and gestures on subjective perception and visual behaviors in a hospital guidance setting. Using a 2 × 2 within-subjects design, we assessed the influence of voice traits (calm vs. lively) and gestures (with vs. without) through subjective reports and eye tracking. Results show that the impact of gestures on content comprehension ease varied depending on the voice personality traits. Specifically, a lively voice with gestures significantly increased comprehension while a calm voice with gestures did not. Additionally, a calm voice led to longer average fixation durations on body-related areas of interest (AOIs), shorter time to first fixation, and fewer fixation counts on dialog content-related AOIs. Gestures decreased fixation counts on face-related AOIs. For some eye metrics, the impact of gestures varied depending on voice personality traits, whereas for others, the influence of voice traits depended on the presence of gestures. Thus, voice traits and gestures influence user perceptions and visual attention differently.
Mingxuan Wang, Nasi Wang, Zhanxun Dong
Interact. Comput.2