Mingming Fan
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
Research Subjects
Mingming Fan has a total of 335 co-authors. Here are the top co-authors by number of shared publications:
- Emily Kuang
Electrical Engineering and Computer Science, York University, Toronto, Ontario, CANADA
17 shared publications - Xiaoying Wei
The Hong Kong University of Science and Technology, Hong Kong Sar, China
15 shared publications - Xiaofu Jin
University of Stuttgart, Stuttgart, Germany
12 shared publications - Pan Hui
Computational Media and Arts thrust, The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, Guangdong, China
11 shared publications - Zhiqing Wu
Computational Media and Arts Thrust, The Hong Kong University of Science and Technology, Guangzhou, Guangdong, China
11 shared publications - Jiawei Li
Computational Media and Arts Thrust, The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China
10 shared publications
Latest Publications
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Vision-Language Models with In-Context Learning for In-Camera Portrait Composition Guidance
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessVision-Language Models with In-Context Learning for In-Camera Portrait Composition Guidance
- Open Access
- 30 September 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Vol. 10 (3) , 1-36
FocalFlow: Facilitating Decision-Making in Multi-Step Mobile Tasks for Blind and Low Vision People
Multi-step decision-making tasks, such as booking a hospital appointment, on mobile devices present a two-fold challenge for blind and low vision (BLV) users: they might struggle to gather relevant information and make informed decisions, as screen readers present task-relevant elements sequentially alongside irrelevant ones. We present FocalFlow, an LLM-powered system that (1) decomposes tasks into actionable subtasks and provides an error recovery process, (2) dynamically filters out task-irrelevant information while preserving the original interface layout, and (3) utilizes progressive disclosure to present critical information first, with decision-support details available on demand. Our evaluation with twelve BLV participants demonstrated that FocalFlow enables them to engage in more deliberate decision-making. We then discuss design implications for future non-visual systems to balance automated information curation with user agency.
- 30 September 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Vol. 10 (3) , 1-36
Open AccessFocalFlow: Facilitating Decision-Making in Multi-Step Mobile Tasks for Blind and Low Vision People
Multi-step decision-making tasks, such as booking a hospital appointment, on mobile devices present a two-fold challenge for blind and low vision (BLV) users: they might struggle to gather relevant information and make informed decisions, as screen readers present task-relevant elements sequentially alongside irrelevant ones. We present FocalFlow, an LLM-powered system that (1) decomposes tasks into actionable subtasks and provides an error recovery process, (2) dynamically filters out task-irrelevant information while preserving the original interface layout, and (3) utilizes progressive disclosure to present critical information first, with decision-support details available on demand. Our evaluation with twelve BLV participants demonstrated that FocalFlow enables them to engage in more deliberate decision-making. We then discuss design implications for future non-visual systems to balance automated information curation with user agency.
- 24 September 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-21
Cognitive Load as a Hidden Cost of Empathy: Tradeoffs in Using VR for Inclusive Design
1. Inclusive design aims to create products and services that are accessible and usable by the widest possible range of people, yet its success depends on bridging the “empathy gap” between designe...
- 24 September 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-21
Cognitive Load as a Hidden Cost of Empathy: Tradeoffs in Using VR for Inclusive Design
1. Inclusive design aims to create products and services that are accessible and usable by the widest possible range of people, yet its success depends on bridging the “empathy gap” between designe...
- Open Access
- 18 August 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-37
Visual Generative Artificial Intelligence (GenAI) in Mixed Reality (MR): A Survey of Techniques, Interaction Designs, and Evaluations
1. Immersive environments (VR/AR) (Billinghurst and Nebeling, 2021; Azuma, 1997; Speicher et al., 2019) are increasingly adopted across design, education, and entertainment. However, content creati...
- 18 August 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-37
Open AccessVisual Generative Artificial Intelligence (GenAI) in Mixed Reality (MR): A Survey of Techniques, Interaction Designs, and Evaluations
1. Immersive environments (VR/AR) (Billinghurst and Nebeling, 2021; Azuma, 1997; Speicher et al., 2019) are increasingly adopted across design, education, and entertainment. However, content creati...
- 17 August 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-30
EngageCue: Enabling Balanced Engagement in Face-to-Face Group Collaboration via AI Cues Through Smart Glasses
1. Group collaboration has become a central approach for addressing multifaceted problems and advancing decision-making processes. In classroom group discussions, design critique sessions, or proje...
- 17 August 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-30
EngageCue: Enabling Balanced Engagement in Face-to-Face Group Collaboration via AI Cues Through Smart Glasses
1. Group collaboration has become a central approach for addressing multifaceted problems and advancing decision-making processes. In classroom group discussions, design critique sessions, or proje...
- Open Access
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 194-210
Beyond Compliance: How AI Could Help Creative Writers by Refusing Them
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 194-210
Open AccessBeyond Compliance: How AI Could Help Creative Writers by Refusing Them
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (7) , 6430-6446
Optimal Raycast Selection Feedback in VR for Older Adults: A Design and Analysis Study
Target selection is a fundamental interaction task in virtual reality (VR) systems, particularly for older adults who face unique challenges due to age-related declines in motor and cognitive abilities. While controller-based raycasting is widely used for its accuracy and efficiency, the design of selection feedback remains an open question, particularly in enhancing usability and accessibility for aging populations. In this study, we propose seven feedback techniques, including three uni-modal (visual, audio, haptic) and four multimodal (visual-audio, visual-haptic, audio-haptic, visual-audio-haptic) approaches. To evaluate these techniques, we conducted two user studies focusing on selection tasks in controlled and realistic scenarios. Our results indicate that visual-based feedback, particularly expansion techniques, significantly improves selection accuracy and user experience. Moreover, multimodal feedback does not always yield better performance; rather, a combination of visual and haptic feedback provides the most effective balance between usability and cognitive load. Based on our findings, we derive six design implications to guide the development of VR selection feedback tailored to older adults. This work contributes to the understanding of optimal selection feedback mechanisms, promoting more inclusive and accessible VR interactions for aging users.
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (7) , 6430-6446
Optimal Raycast Selection Feedback in VR for Older Adults: A Design and Analysis Study
Target selection is a fundamental interaction task in virtual reality (VR) systems, particularly for older adults who face unique challenges due to age-related declines in motor and cognitive abilities. While controller-based raycasting is widely used for its accuracy and efficiency, the design of selection feedback remains an open question, particularly in enhancing usability and accessibility for aging populations. In this study, we propose seven feedback techniques, including three uni-modal (visual, audio, haptic) and four multimodal (visual-audio, visual-haptic, audio-haptic, visual-audio-haptic) approaches. To evaluate these techniques, we conducted two user studies focusing on selection tasks in controlled and realistic scenarios. Our results indicate that visual-based feedback, particularly expansion techniques, significantly improves selection accuracy and user experience. Moreover, multimodal feedback does not always yield better performance; rather, a combination of visual and haptic feedback provides the most effective balance between usability and cognitive load. Based on our findings, we derive six design implications to guide the development of VR selection feedback tailored to older adults. This work contributes to the understanding of optimal selection feedback mechanisms, promoting more inclusive and accessible VR interactions for aging users.
- Open Access
- 29 June 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Computer Graphics and Interactive Techniques
- Vol. 9 (3) , 1-12
To Perform/ To Live: Decolonizing of Digital Music Instruments and Feminism with Human-AI Co-Created Embodied Experience of Daily Objects 45
This paper proposes a decolonial approach to interactive music performance grounded in Chinese everyday life. Responding to critiques that dominant interaction models and evaluation norms often reflect Western legacies, we design locally situated digital musical instruments (DMIs) that treat domestic routines as primary interface logic. Our embodied performance system, To Perform/To Live , repurposes familiar objects used in Chinese women’s daily lives: an abacus, a vegetable washing basin, a soup pot, a fan, and a massage hammer. Across three stages, performers transform counting, soup-making, and restoration gestures into musical control through tempo, pressure, repetition, and pause, rendering gendered labor audible without romanticizing it. After each performance, we extend the work through human–AI co-creation: recorded audio is analyzed to generate a terrain-like surface, 3D printed as a tactile disk that encodes the performance for touch and re-performance. We contribute a China-situated decolonial DMI strategy, a feminist sonic practice of performable labor, and the E2E framework linking embodied knowledge to AI-enabled material extensions.
- 29 June 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Computer Graphics and Interactive Techniques
- Vol. 9 (3) , 1-12
Open AccessTo Perform/ To Live: Decolonizing of Digital Music Instruments and Feminism with Human-AI Co-Created Embodied Experience of Daily Objects 45
This paper proposes a decolonial approach to interactive music performance grounded in Chinese everyday life. Responding to critiques that dominant interaction models and evaluation norms often reflect Western legacies, we design locally situated digital musical instruments (DMIs) that treat domestic routines as primary interface logic. Our embodied performance system, To Perform/To Live , repurposes familiar objects used in Chinese women’s daily lives: an abacus, a vegetable washing basin, a soup pot, a fan, and a massage hammer. Across three stages, performers transform counting, soup-making, and restoration gestures into musical control through tempo, pressure, repetition, and pause, rendering gendered labor audible without romanticizing it. After each performance, we extend the work through human–AI co-creation: recorded audio is analyzed to generate a terrain-like surface, 3D printed as a tactile disk that encodes the performance for touch and re-performance. We contribute a China-situated decolonial DMI strategy, a feminist sonic practice of performable labor, and the E2E framework linking embodied knowledge to AI-enabled material extensions.