Xiangshi Ren
Biographic Data
| ID | 9560451 |
|---|---|
| NAME | Xiangshi Ren |
| GIVEN NAMES | Xiangshi |
| FAMILY NAME | Ren |
| SIGNATURE | REN X |
| AFFILIATIONS | Kochi University of Technology |
| ORCID | 0000-0003-0463-0352 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
An exploratory study of the relationship between objective game difficulty and subjective game difficulty
Design issues related to game difficulty in video games have attracted much attention. Although existing studies suggest a discrepancy between subjective game difficulty (SGD) and objective game difficulty (OGD), research exploring this relationship and its impacts on players remains limited. This study investigates whether there is a mismatch between OGD and SGD and their impacts on player enjoyment, engagement, and self-efficacy. A research fra…
An interpretable metric of visual aesthetics for GUI design
Computation-based aesthetics metrics have been developed to help designers predict visual aesthetics scores for GUI design. However, designers find these evaluative scores difficult to understand. This paper proposed an interpretable aesthetics metric for GUI design that integrates visual aesthetics (visual similarity and spatial proximity) and GUI structure (semantic similarity and white space) to model visual grouping distribution. Two experime…
Guiding gaze gestures on smartwatches
Designing successive target selection in virtual reality via penetrating the intangible interface with handheld controllers
Learning to type with mobile keyboards
This paper demonstrates the learning process of typing by tracing the development of eye and finger movement strategies over time. We conducted a controlled experiment in which users typed with Qwerty and randomized keyboards on a smartphone, allowing us to induce and analyze users’ behavioral strategies with different amounts of accumulated typing experience. We demonstrate how strategies, such as speed-accuracy trade-offs and gaze deployment be…
ArmMenu
In this paper, we present ArmMenu, a command input approach for distant displays. ArmMenu has a circular interface like pie menus and menu selection is performed by proprioception-based lateral arm movements. We implemented ArmMenu with an off-the-shelf body tracking device (Kinect) and conducted two experiments to validate its efficacy. In the first experiment, we explored the design space of ArmMenu by varying the number of menu items, with exp…
Adaptive feature guidance
We present a computational model of visual search on graphical layouts. It assumes that the visual system is maximising expected utility when choosing where to fixate next. Three utility estimates are available for each visual search target: one by unguided perception only, and two, where perception is guided by long-term memory (location or visual feature). The system is adaptive, starting to rely more upon long-term memory when its estimates im…
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Adaptive feature guidance
We present a computational model of visual search on graphical layouts. It assumes that the visual system is maximising expected utility when choosing where to fixate next. Three utility estimates are available for each visual search target: one by unguided perception only, and two, where perception is guided by long-term memory (location or visual feature). The system is adaptive, starting to rely more upon long-term memory when its estimates im…
ArmMenu
In this paper, we present ArmMenu, a command input approach for distant displays. ArmMenu has a circular interface like pie menus and menu selection is performed by proprioception-based lateral arm movements. We implemented ArmMenu with an off-the-shelf body tracking device (Kinect) and conducted two experiments to validate its efficacy. In the first experiment, we explored the design space of ArmMenu by varying the number of menu items, with exp…
Designing successive target selection in virtual reality via penetrating the intangible interface with handheld controllers
Learning to type with mobile keyboards
This paper demonstrates the learning process of typing by tracing the development of eye and finger movement strategies over time. We conducted a controlled experiment in which users typed with Qwerty and randomized keyboards on a smartphone, allowing us to induce and analyze users’ behavioral strategies with different amounts of accumulated typing experience. We demonstrate how strategies, such as speed-accuracy trade-offs and gaze deployment be…
Guiding gaze gestures on smartwatches
An exploratory study of the relationship between objective game difficulty and subjective game difficulty
Design issues related to game difficulty in video games have attracted much attention. Although existing studies suggest a discrepancy between subjective game difficulty (SGD) and objective game difficulty (OGD), research exploring this relationship and its impacts on players remains limited. This study investigates whether there is a mismatch between OGD and SGD and their impacts on player enjoyment, engagement, and self-efficacy. A research fra…
An interpretable metric of visual aesthetics for GUI design
Computation-based aesthetics metrics have been developed to help designers predict visual aesthetics scores for GUI design. However, designers find these evaluative scores difficult to understand. This paper proposed an interpretable aesthetics metric for GUI design that integrates visual aesthetics (visual similarity and spatial proximity) and GUI structure (semantic similarity and white space) to model visual grouping distribution. Two experime…
Computer Science (7 works) · Artificial Intelligence (6 works) · Human–computer interaction (6 works) · Psychology (5 works) · Interactive and Immersive Displays (4 works) · Tactile and Sensory Interactions (4 works) · Artificial Intelligence (2 works) · Computer vision (2 works) · Gaze (2 works) · Gaze Tracking and Assistive Technology (2 works)