Lei Shi
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Lei Shi has a total of 177 co-authors. Here are the top co-authors by number of shared publications:
- Alexandra Ioana Cristea
Durham University
24 shared publications - Zhaoxing Li
University of Southampton
18 shared publications - Jindi Wang
Durham University
16 shared publications Alexandra I. Cristea
Durham University
10 shared publications- Ioannis Ivrissimtzis
Durham University
9 shared publications - Yunzhan Zhou
School of Software Technology, Zhejiang University, Hangzhou, Zhejiang, China
8 shared publications
Latest Publications
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 383-389
Historical Clues: From Multiple-Choice to Evidence-Based Refutation in a Bilibili Audience Participation Game
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 383-389
Open AccessHistorical Clues: From Multiple-Choice to Evidence-Based Refutation in a Bilibili Audience Participation Game
- Open Access
- 19 August 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-25
From Observer to Creator: Unpacking the Tradeoff between Conceptual Understanding and Transfer in VR Cultural Heritage Learning
1. Cultural heritage (CH) education confronts a unique pedagogical challenge, extending beyond the mere preservation and accessibility of artifacts; the deeper objective aims to foster an embodied ...
- 19 August 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-25
Open AccessFrom Observer to Creator: Unpacking the Tradeoff between Conceptual Understanding and Transfer in VR Cultural Heritage Learning
1. Cultural heritage (CH) education confronts a unique pedagogical challenge, extending beyond the mere preservation and accessibility of artifacts; the deeper objective aims to foster an embodied ...
- Open Access
- 25 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 5864-5885
Accountability Gaps in the Fake Follower Market
- 25 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 5864-5885
Open AccessAccountability Gaps in the Fake Follower Market
- Open Access
- 13 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 4709-4727
Implicit Affective Steering: A Design Probe for Generative Curatorial Storytelling
- 13 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 4709-4727
Open AccessImplicit Affective Steering: A Design Probe for Generative Curatorial Storytelling
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-19
FretFlow: Adaptive Haptics for Rhythm and Articulation in Guitar Learning
Rhythm and articulation are essential for expressive guitar performance. Existing tools provide basic beat cues, whereas beginners often struggle to align with these cues when playing complex techniques, such as strumming and muting. Informed by a formative study with five instructors and grounded in embodied learning theories, we present FretFlow, a haptic vest-based tool that simulates common instructional practices to guide learners through physical interactions like tapping. The key to FretFlow is its design space that maps rhythmic and articulation patterns in various playing techniques to distinct haptic patterns, enabling authoring of haptic scores. FretFlow further dynamically adapts haptic intensity based on learners’ real-time performance accuracy, accompanied by multimodal guidance across haptic, visual, and audio channels. We iteratively refined haptic designs across two rounds with 46 participants, followed by a two-week user study with 20 beginners. Results show that FretFlow improves learners’ rhythmic accuracy and expressive performance.
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-19
Open AccessFretFlow: Adaptive Haptics for Rhythm and Articulation in Guitar Learning
Rhythm and articulation are essential for expressive guitar performance. Existing tools provide basic beat cues, whereas beginners often struggle to align with these cues when playing complex techniques, such as strumming and muting. Informed by a formative study with five instructors and grounded in embodied learning theories, we present FretFlow, a haptic vest-based tool that simulates common instructional practices to guide learners through physical interactions like tapping. The key to FretFlow is its design space that maps rhythmic and articulation patterns in various playing techniques to distinct haptic patterns, enabling authoring of haptic scores. FretFlow further dynamically adapts haptic intensity based on learners’ real-time performance accuracy, accompanied by multimodal guidance across haptic, visual, and audio channels. We iteratively refined haptic designs across two rounds with 46 participants, followed by a two-week user study with 20 beginners. Results show that FretFlow improves learners’ rhythmic accuracy and expressive performance.
- Open Access
- 22 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 1283-1297
Playing with Privacy: Uncovering Everyday Judgments of Data Sensitivity Through an Arcade Machine Interface
- 22 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 1283-1297
Open AccessPlaying with Privacy: Uncovering Everyday Judgments of Data Sensitivity Through an Arcade Machine Interface
- Open Access
- 22 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Quiz Traveller: A Crowdsourced Educational Game on Chat-Based Interactive Live-Streaming Platforms
Live-streaming platforms have become an important medium for online learning, especially amid growing demand for interactive remote education. However, conventional text-based interactions on these platforms often perpetuate learner passivity and limit collaborative agency, hindering sustained engagement and knowledge retention. To address this gap, we present Quiz Traveller, an audience-participation game (APG) for world history learning that employs multi-player single-character control (MSCC), a crowdsourced interaction mechanism popularised by Twitch Plays Pokémon, as its core interaction paradigm. The game enables learners to collectively steer gameplay (e.g., navigating quizzes, solving historical challenges) via real-time chat commands, implementing two control modes: Anarchy (sequential command execution) and Democracy (voting-based aggregation). We evaluated this game through a single-group study (N = 25) using parallel-form pre- and post-tests (i.e., to measure short-term knowledge retention) and the Game Experience Questionnaire (GEQ) (i.e., to assess subjective engagement and experience). Results from the single-group pre-test and post-test evaluation reveal substantial improvement in short-term knowledge retention (i.e., enhanced quiz performance). GEQ responses indicate moderately positive ratings for competence, performance, and positive affect, alongside lower scores for flow and immersion, and minimal negative affect. Our work demonstrates that Quiz Traveller, an educational game employing MSCC mechanics, achieves substantial learning gains whilst maintaining positive player experience, providing proof of concept that MSCC-based games warrant further investigation in educational live-streaming. This study offers a scalable, chat-native initial design instantiation of MSCC for educational contexts for educators and platform designers, providing a concrete foundation for future mechanism-focused research whilst offering practical implications for game-based learning in remote and hybrid education settings.
- 22 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Open AccessQuiz Traveller: A Crowdsourced Educational Game on Chat-Based Interactive Live-Streaming Platforms
Live-streaming platforms have become an important medium for online learning, especially amid growing demand for interactive remote education. However, conventional text-based interactions on these platforms often perpetuate learner passivity and limit collaborative agency, hindering sustained engagement and knowledge retention. To address this gap, we present Quiz Traveller, an audience-participation game (APG) for world history learning that employs multi-player single-character control (MSCC), a crowdsourced interaction mechanism popularised by Twitch Plays Pokémon, as its core interaction paradigm. The game enables learners to collectively steer gameplay (e.g., navigating quizzes, solving historical challenges) via real-time chat commands, implementing two control modes: Anarchy (sequential command execution) and Democracy (voting-based aggregation). We evaluated this game through a single-group study (N = 25) using parallel-form pre- and post-tests (i.e., to measure short-term knowledge retention) and the Game Experience Questionnaire (GEQ) (i.e., to assess subjective engagement and experience). Results from the single-group pre-test and post-test evaluation reveal substantial improvement in short-term knowledge retention (i.e., enhanced quiz performance). GEQ responses indicate moderately positive ratings for competence, performance, and positive affect, alongside lower scores for flow and immersion, and minimal negative affect. Our work demonstrates that Quiz Traveller, an educational game employing MSCC mechanics, achieves substantial learning gains whilst maintaining positive player experience, providing proof of concept that MSCC-based games warrant further investigation in educational live-streaming. This study offers a scalable, chat-native initial design instantiation of MSCC for educational contexts for educators and platform designers, providing a concrete foundation for future mechanism-focused research whilst offering practical implications for game-based learning in remote and hybrid education settings.
- Open Access
- 1 December 2025
- Published by Institute of Advanced Engineering and Science in Bulletin of Electrical Engineering and Informatics
- Vol. 14 (6) , 4988-5011
Advances in artificial intelligence-driven 3D model generation: a review of GAN and VAE methodologies
This paper offers a comprehensive review of current developments in artificial intelligence (AI)-based 3D model creation, with an emphasis on techniques utilizing variational autoencoders (VAEs) and generative adversarial networks (GANs). 3DGAN, paired 3D model generation with GAN, conditional GAN, FaceVAE, voxel-based 3D object reconstruction, and 3D-VAE-SDFRaGAN are the six main techniques that are studied in this work. Each method is discussed, highlighting its architectural framework, data representation, and specific approach to generating 3D models. First, the paper introduces basic terms and classical 3D modeling techniques and provides a comparative analysis of them based on their workflow, purpose and field of application. In subsequent chapters, methods for generating 3D models based on the use of GANs and VAEs are reviewed, describing its methodology, experimentation technique, results, and comparison with other methods. The review outlines the strengths and limitations of each approach and their applications in object reconstruction, shape generation, and maintaining model consistency. It concludes by emphasizing how AI-driven methods can advance 3D modeling, underscoring the need for further research to enhance quality, control, and training reliability. The findings show AI’s significant impact on automating complex modeling tasks and enabling new creative opportunities in 3D content development.
- 1 December 2025
- Published by Institute of Advanced Engineering and Science in Bulletin of Electrical Engineering and Informatics
- Vol. 14 (6) , 4988-5011
Open AccessAdvances in artificial intelligence-driven 3D model generation: a review of GAN and VAE methodologies
This paper offers a comprehensive review of current developments in artificial intelligence (AI)-based 3D model creation, with an emphasis on techniques utilizing variational autoencoders (VAEs) and generative adversarial networks (GANs). 3DGAN, paired 3D model generation with GAN, conditional GAN, FaceVAE, voxel-based 3D object reconstruction, and 3D-VAE-SDFRaGAN are the six main techniques that are studied in this work. Each method is discussed, highlighting its architectural framework, data representation, and specific approach to generating 3D models. First, the paper introduces basic terms and classical 3D modeling techniques and provides a comparative analysis of them based on their workflow, purpose and field of application. In subsequent chapters, methods for generating 3D models based on the use of GANs and VAEs are reviewed, describing its methodology, experimentation technique, results, and comparison with other methods. The review outlines the strengths and limitations of each approach and their applications in object reconstruction, shape generation, and maintaining model consistency. It concludes by emphasizing how AI-driven methods can advance 3D modeling, underscoring the need for further research to enhance quality, control, and training reliability. The findings show AI’s significant impact on automating complex modeling tasks and enabling new creative opportunities in 3D content development.
- 12 September 2025
- Published by Springer Nature
- p. 137-141
The Role of Extraversion in AI-Mediated Communication: User Personality and AI Trait Preferences in Chinese Dyads
- 12 September 2025
- Published by Springer Nature
- p. 137-141
The Role of Extraversion in AI-Mediated Communication: User Personality and AI Trait Preferences in Chinese Dyads