Lingyuan Li, Guo Freeman, & Nathan J. McNeese. (2022).  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]
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] 
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), October 23–27, 2021, Virtual Event, USA. ACM, New York, NY, USA 4 Pages. https://doi.org/10.1145/3462204.3481790 [PDF]
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]
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 [PDF]
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]
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]
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]
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]
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]
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]
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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