1. Kelsea Schulenberg, Lingyuan Li, Caitlin Lancaster, Douglas Zytko, & Guo Freeman (Accepted, 2023). "We Don't Want a Bird Cage, We Want Guardrails": Understanding & Designing for Preventing Interpersonal Harm in Social VR through the Lens of Consent. In Proceedings of the ACM on Human Computer Interaction (PACM HCI), CSCW.
2. Kelsea Schulenberg, Guo Freeman, Lingyuan Li, & Catherine Barwulor. (Accepted, 2023). "Creepy Towards My Avatar Body, Creepy Towards My Body": How Women Experience and Manage Harassment Risks in Social Virtual Reality. In Proceedings of the ACM on Human Computer Interaction (PACM HCI), CSCW
3. Lingyuan Li, Guo Freeman, Kelsea Schulenberg, & Dane Acena (2023) "We Cried on Each Other's Shoulders": How LGBTQ+ Individuals Experience Social Support in Social Virtual Reality. The 2023 ACM Conference on Human Factors in Computing Systems (CHI' 23) (Acceptance rate: 28.39%) [Honorable Mention Award: Top 3%] [PDF]
4. Guo Freeman, Lingyuan Li, Nathan McNeese, & Kelsea Schulenberg (2023) Understanding and Mitigating Challenges for Non-Profit Driven Indie Game Development to Innovate Game Production. The 2023 ACM Conference on Human Factors in Computing Systems (CHI' 23) (Acceptance rate: 28.39%) [PDF]
5. Kelsea Schulenberg, Lingyuan Li, Guo Freeman, Samaneh Zamanifard, & Nathan McNeese (2023) Towards Leveraging AI-based Moderation to Address Emergent Harassment in Social Virtual Reality. The 2023 ACM Conference on Human Factors in Computing Systems (CHI' 23) (Acceptance rate: 28.39%) [PDF]
6. Lingyuan Li, Guo Freeman, & Nathan J. McNeese. (2022). Channeling End-User Creativity: Leveraging Live Streaming for Distributed Collaboration in Indie Game Development. Proc. ACM Hum.-Comput. Interact. 6, CSCW2, Article 282 (November 2022), 28 pages. https://doi.org/10.1145/3555173 [PDF] 
7. Lingyuan Li. (2022). Report from ACM IMX 2021. ACM SIGMultimedia Records, 13(3), pp.1-1. https://doi.org/10.1145/3578495.3578497 [PDF] [HTML]
8. Carvalho Stephen, Aaron Gluck, Daniel Quinn, Mengyuan Zhang, Lingyuan Li, Kimberly Groves, & Julian Brinkley. (2021) An Accessible Autonomous Vehicle Ridesharing Ecosystem. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 65, no. 1, pp. 342-346. Sage CA: Los Angeles, CA: SAGE Publications. https://doi.org/10.1177/1071181321651227 [PDF] 
9. Lingyuan Li. (2021). Redesigning Digital Peer-to-Peer Payments for Social Connections. In Companion Publication of the 2021 Conference on Computer Supported Cooperative Work and Social Computing (CSCW '21), pp. 263-266. 2021. 
10. Lingyuan Li, Guo Freeman, & Donghee Yvette Wohn. (2021). The Interplay of Financial Exchanges and Offline Interpersonal Relationships through Digital Peer-to-Peer Payments, Telematics and Informatics, 101671. https://doi.org/10.1016/j.tele.2021.101671 [PDF]
11. Lingyuan Li. (2021). Redesigning Digital Peer-to-Peer Payments for Social Connections: A Sociotechnical Approach. In Adjunct Proceedings of the ACM IMX ’21: ACM International Conference on Interactive Media Experiences, June 21–23, 2021, New York City. ACM, New York, NY, USA, 4 pages. https://doi.org/10.6084/m9.figshare.14699715.v1
12. Lingyuan Li, & Guo Freeman. (2021). Money vs. Social Life: Why People Choose Not to Use Facebook Messenger Payment. In Proceedings of the 54th Hawaii International Conference on System Sciences (HICSS 2021) (p. 4466). http://hdl.handle.net/10125/71159 [PDF]
13. Lingyuan Li, Divine Maloney, & Guo Freeman. (2021). Collaboration, Dedication, and Social Pressure: A Comparative Analysis of Virtual and Face-to-Face Game Jams. In Proceedings of the 54th Hawaii International Conference on System Sciences (HICSS 2021) (p. 2824). http://hdl.handle.net/10125/70959  [PDF]
14. Lingyuan Li, Jirassaya Uttarapong, Guo Freeman, & Donghee Yvette Wohn. (2020). Spontaneous, Yet Studious: Esports Commentators’ Live Performance and Self-Presentation Practices. Proc. ACM Hum.-Comput. Interact. 4, CSCW2, Article 103 (October 2020), 25 pages. https://doi.org/10.1145/3415174 [PDF]
15. Lingyuan Li, Guo Freeman, & Donghee Yvette Wohn. (2020). Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’20), November 2–4, 2020, Virtual Event, Canada. ACM, New York, NY, USA, 10 pages. https://doi.org/10.1145/3410404.3414262 (Acceptance rate: 29.3%) [PDF]
16. Lingyuan Li. (2017). The Study on Human-Computer Interaction Design Based on the Users’ Subconscious Behavior. In IOP Conference Series: Materials Science and Engineering (Vol. 242, No. 1, p. 012125). IOP Publishing. https://doi.org/10.1088/1757-899x/242/1/012125 [PDF]
17. Lingyuan Li. (2017). The Optimization for the Technology Management in the Development of the Front-end Business. In 2017 7th International Conference on Social Network, Communication and Education (SNCE 2017), pp. 328-330. Atlantis Press, 2017. https://doi.org/10.2991/snce-17.2017.67 [PDF]
18. Lingyuan Li. (2015). The Interface Design of Human-Computer Interaction Based on the Needs of
Users' Psychology, Electronic Technology & Software Engineering, (21), pp.29-30, ISSN 2095-5650, CN10-1108/TP [PDF_Chinese] [PDF_English]
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