Xiaoying Wei |
xweias@connect.ust.hk |
Xiaoying Wei |
xweias@connect.ust.hk |
As a Human-Computer Interaction (HCI) researcher, I focus on designing, developing, and evaluating innovative interactive technologies — such as VR, AR, and AI — to enhance social connectedness, promote healthy aging, and explore innovative interaction. By applying a user-centered design approach, along with qualitative research and prototype development, I aim to propose more inclusive and socially impactful interaction technologies. I got my Ph.D. in Computational Media and Arts (CMA) at HKUST in 2025, supervised by Prof. Mingming Fan. I received my Master's degree from the Department of CST at Tsinghua University in 2020 and my bachelor's degree from Xiamen University in 2017. In recent years, I have published multiple academic papers in top-tier HCI conferences, including CHI, CSCW, TVCG, Ubicomp, UIST, and MM, accumulating a wealth of scholarly contributions. I also serve as a reviewer for several prestigious conferences, where I actively contribute to the academic development and exchange within the field. |
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CSCW 2025 (TH-CPL A)
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections in an immersive virtual environment. We conducted a systematic review of 94 publications in the HCI field to examine how VR is designed and evaluated for social purposes. According to the results, we uncover several research gaps and further propose future directions for designing and developing VR for enhancing social experience...
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CSCW 2025 (TH-CPL A)
Inter-generational communication is essential for bridging generational gaps and fostering mutual understanding. We explored the opportunities of AI in supporting inter-generational communication in VR. We developed three technology probes (e.g., Content Generator, Communication Facilitator, and Info Assistant) in VR and employed them in a probe-based participatory design study with twelve inter-generational pairs...
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TVCG 25 (SCI Q1 Journal)
We present FocalSelect, a heuristic selection technique that builds 3D disambiguation through head-hand coordination and scoring-based functions in VR. Two experiments indicate that FocalSelect enhances selection experiences in occluded and remote scenarios while preserving the spatial context among objects. We also explore potential applications to demonstrate more practical implementations.
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CHI 2025 (TH-CPL A)
The decline of social connectedness caused by distance and physical limitations severely affects older adults’ well-being and mental health. We designed RemoteChess, which constructs a social community and a culturally relevant activity (i.e., Chinese chess) for older adults to play while engaging in social interaction. Our findings indicate that RemoteChess enhanced participants’ social connectedness by offering familiar environments, culturally relevant social catalysts, and asymmetric interactions...
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CHI 2025 (TH-CPL A)
Digital journaling offers a means for older adults to express themselves, document their lives, and engage in self-reflection. We designed a Large Language Model (LLM) empowered tool, JournalAIde, which provides vicarious experience, idea organization, sample text generation, and visual editing cues to enhance older adults' confidence, writing ability, and sustained attention during digital journaling...
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CHI 2025 (TH-CPL A)
Daily practice plays a vital role in revitalizing intangible cultural heritage (ICH) by fostering continuous learning and improvement. This study explores VR’s potential in facilitating ICH daily practice through a case study of Traditional Chinese Flower Arrangement (TCFA). We designed and evaluated FloraJing, a VR system enriched with cultural elements to support sustained TCFA practice...
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CHI 2024 (TH-CPL A)
The decline of cognitive inhibition significantly impacts older adults’ quality of life and well-being. However, existing commercial VR exergames were unsuitable for older adults’ long-term cognitive training. We developed a customized VR cognitive training exergame (LightSword) based on Dual-task and Stroop paradigms for long-term cognitive inhibition training among healthy older adults...
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CHI 2024 (TH-CPL A)
The global aging trend compels older adults to navigate the evolving digital landscape, presenting a substantial challenge in mastering smartphone applications. While Augmented Reality (AR) holds promise for enhancing learning and user experience, its role in aiding older adults’ smartphone app exploration remains insufficiently explored. Our research highlights AR’s effectiveness in reducing physical and cognitive strain among older adults during app...
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MM 2024 (TH-CPL A)
Loving-kindness meditation (LKM) is used in clinical psychology for couples’ relationship therapy, but physical isolation can make the relationship more strained and inaccessible to LKM. This paper organized a series of workshops with couples to build a prototype of a couple-preferred LKM app. We derived design considerations for such VR apps and created a prototype for couples to experience...
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CHI 2023 (TH-CPL A)
When living apart, grandparents and grandchildren often use audio-visual communication approaches to stay connected. However, these approaches seldom provide sufficient companionship due to a lack of co-presence and spatial interaction, which can be fulfilled by immersive virtual reality. To understand how grandparents and grandchildren might leverage VR to facilitate their remote communication and better inform future design, we conducted this work...
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ChineseCHI 2022 Honorable Mention Award
As virtual reality technologies have improved in the past decade, more research has investigated how they could support more effective communication in various contexts to improve collaboration and social connectedness. We conducted a systematic review of the studies investigating communication in social VR in the past ten years by following the PRISMA guidelines.
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UbiComp 2022 (TH-CPL A)
As smartphones are widely adopted, mobile applications are emerging to provide critical services. This trend may create barriers for older adults. We designed an app-independent mobile service for help-givers to create a multimodal interactive tutorial on a smartphone and for help-receivers (e.g., older adults) to receive interactive guidance with trial-and-error support when they work on the same task...
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CHI 2021 (TH-CPL A)
We propose Auth+Track, a novel authentication model that aims to reduce redundant authentication in everyday smartphone usage. By sparse authentication and continuous tracking of the user's status, Auth+Track eliminates the "gap" authentication between fragmented sessions and enables "Authentication Free when User is Around"...
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UbiComp 2021 (TH-CPL A)
The software keyboard is widely used on digital devices such as smartphones, computers, and tablets. The software keyboard operates via touch, which is efficient, convenient, and familiar to users. However, some emerging technology devices such as AR/VR headsets and smart TVs do not support touch-based text entry. In this paper, we present QwertyRing, a technique that supports text entry on physical surfaces using an IMU ring...
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CHI 2019 (TH-CPL A)
We present HandSee, a novel sensing technique that can capture the state of the user’s hands touching or gripping a smartphone. We place a prism mirror on the front camera to achieve a stereo vision of the scene above the touchscreen surface. HandSee enables a variety of novel interaction techniques and expands the design space for full hand interaction on smartphones...
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UIST 2019 (TH-CPL A)
Head-mounted MR systems enable touch interaction on any physical surface. However, optical methods (i.e., with cameras on the headset) have difficulty in determining the touch contact accurately. We show that a finger ring with IMU can substantially improve the accuracy of contact sensing from 84.74% to 98.61% (f1 score), with a low latency of 10 ms...
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HKUST | 02/2022 - 07/2025 |
Ph.D. in Computational Media and Arts |
Tsinghua University | 09/2017 - 06/2020 |
Master's Degree in Computer Science and Technology |
Xiamen University | 09/2013 - 06/2017 |
Bachelor's Degree in Software Institute && Economics (Dual Degree) |
Product Manager, Meituan | 06/2020 - 12/2021 |
UX designer, Huawei | 06/2018 - 09/2018 |
Outstanding award of Tsinghua University Challenge Cup | 2018 |
Second prize of Service Outsourcing Enterpreneurship Competition for Chinese College Student | 2016 |
Silver & best Popularity Award of Creative Public Service Advertising Competition in Fujian | 2016 |
Using Maya, Blender, Flash, AE, Pr, and PS for prototyping, 3D modeling, and effect display. | Using Unity3D, Andriod Studio, and Processing for DEMO development. |
Updated in April 2025