Weimin Zhai
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
Weimin Zhai has a total of 34 co-authors. Here are the top co-authors by number of shared publications:
- Chien-Hsiung Chen
National Taiwan University of Science and Technology
4 shared publications - Bingrun Li
School of Design and Innovation of Shenzhen Technology University
1 shared publication Biwen Xu
School of Design, Hunan University, Changsha, China
1 shared publicationCheng Pan
School of Tourism and Cultural Industry, Hunan University of Science and Engineering
1 shared publicationChien-Hsiung Chen
1 shared publication- Fei Xu
School of Design and Innovation, Shenzhen Technology University, Shenzhen, China
1 shared publication
Latest Publications
- 19 October 2026
- Published by Emerald Publishing in Asia Pacific Journal of Marketing and Logistics
- p. 1-18
Towards age-friendly live streaming: the impact of bullet-screen comments speed and density on older adults' user experience in health-oriented live streaming
Purpose: This study examines how bullet-screen comment (BSC) speed and density jointly shape older adults' information acquisition, perceived effort and consumer experience in health-oriented live streaming, with implications for platform engagement and health-marketing communication. Design/methodology/approach: A 2 (speed: slow vs. fast) × 3 (density: low vs. medium vs. high) between-subjects experiment involved 60 healthy Chinese adults aged 60–65 (n = 10 per condition). Participants viewed a 60-second simulated health stream and completed a ten-item information-acquisition test and five single-item ratings. Two-way ANOVAs assessed main and interaction effects; brief interviews contextualised the quantitative findings. Findings: Speed and density interacted for information-acquisition accuracy, willingness to use, and perceived effort. Density significantly affected all subjective outcomes. Low density generally supported more favourable evaluations, whereas medium density produced greater immersion than high density. The predicted universal advantage of slow comments was not supported. Research limitations/implications: The small sample, narrow age range, one-minute simulation, single-item subjective indicators and incomplete archival records for absolute comment velocity and exposure limit construct validity and generalisability. Practical implications: Platforms should avoid fixed bullet-screen settings. Low density is advisable for information-intensive health content, while speed should be adjusted jointly with density and user preference. Originality/value: The study extends digital-inclusion research to dynamic comment overlays in health-oriented live streaming and identifies speed-density interactions and non-linear boundary conditions in older adults' responses.
- 19 October 2026
- Published by Emerald Publishing in Asia Pacific Journal of Marketing and Logistics
- p. 1-18
Towards age-friendly live streaming: the impact of bullet-screen comments speed and density on older adults' user experience in health-oriented live streaming
Purpose: This study examines how bullet-screen comment (BSC) speed and density jointly shape older adults' information acquisition, perceived effort and consumer experience in health-oriented live streaming, with implications for platform engagement and health-marketing communication. Design/methodology/approach: A 2 (speed: slow vs. fast) × 3 (density: low vs. medium vs. high) between-subjects experiment involved 60 healthy Chinese adults aged 60–65 (n = 10 per condition). Participants viewed a 60-second simulated health stream and completed a ten-item information-acquisition test and five single-item ratings. Two-way ANOVAs assessed main and interaction effects; brief interviews contextualised the quantitative findings. Findings: Speed and density interacted for information-acquisition accuracy, willingness to use, and perceived effort. Density significantly affected all subjective outcomes. Low density generally supported more favourable evaluations, whereas medium density produced greater immersion than high density. The predicted universal advantage of slow comments was not supported. Research limitations/implications: The small sample, narrow age range, one-minute simulation, single-item subjective indicators and incomplete archival records for absolute comment velocity and exposure limit construct validity and generalisability. Practical implications: Platforms should avoid fixed bullet-screen settings. Low density is advisable for information-intensive health content, while speed should be adjusted jointly with density and user preference. Originality/value: The study extends digital-inclusion research to dynamic comment overlays in health-oriented live streaming and identifies speed-density interactions and non-linear boundary conditions in older adults' responses.
- 14 October 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-28
Effects of Visual Display Modes and Auditory Cues of Teleoperation Interfaces on Remote Drivers’ Presence, Spatial Perception, and Emotional Experience
1. The rapid advancement of autonomous driving technology is reshaping the automotive industry landscape, yet fully autonomous vehicles (SAE Level 5) capable of operating without any human interven...
- 14 October 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-28
Effects of Visual Display Modes and Auditory Cues of Teleoperation Interfaces on Remote Drivers’ Presence, Spatial Perception, and Emotional Experience
1. The rapid advancement of autonomous driving technology is reshaping the automotive industry landscape, yet fully autonomous vehicles (SAE Level 5) capable of operating without any human interven...
- 12 July 2026
- Published by Springer Nature
- p. 171-181
Visual Design of Pedagogical Agents in 360-Degree Panoramic Shopping Interfaces Impacts on Consumer Shopping Experience
- 12 July 2026
- Published by Springer Nature
- p. 171-181
Visual Design of Pedagogical Agents in 360-Degree Panoramic Shopping Interfaces Impacts on Consumer Shopping Experience
- 3 July 2026
- Published by Springer Nature
- p. 230-239
The Effect of Gender Variations and Adaptive Persona-Driven Gazes in Virtual Pedagogical Agents on Learner Experience
- 3 July 2026
- Published by Springer Nature
- p. 230-239
The Effect of Gender Variations and Adaptive Persona-Driven Gazes in Virtual Pedagogical Agents on Learner Experience
- Open Access
- 19 November 2025
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 6, 1622522
The impact of virtual map visual design and landmark description location on users’ wayfinding visual search performance and experience in intelligent shopping guide terminals
In large shopping malls, shoppers often require assistance with wayfinding. Intelligent shopping guide terminals are increasingly being used for this purpose, and their interface usability plays a crucial role in influencing both wayfinding visual search performance and the overall shopping experience. This study investigates the effects of map visual presentations and landmark description locations in virtual environments on users’ wayfinding visual search performance and subjective evaluations using intelligent shopping guide terminals. A 2x3 between subject design was employed to examine how different virtual map types (2D and 3D) and landmark description locations (on, within, or below the map) affect task performance and subjective evaluations. A total of 60 participants were selected via purposive sampling and asked to complete five wayfinding tasks. Task completion times were recorded, and data were collected using the System Usability Scale (SUS), a 7-point Likert scale for subjective evaluation, and semi-structured interviews. The key findings are as follows: (1) Landmark descriptions on or below the map led to better wayfinding visual search performance than those within the map; (2) Users demonstrated superior wayfinding visual search performance with 3D maps compared to 2D maps; (3) When landmarks were placed on or below the map, 3D maps outperformed 2D maps in task performance, attractiveness, and information clarity. However, the reverse was true when landmarks were placed within the map, (4) Landmark descriptions within the map generated higher physical demand, with no significant difference between descriptions on or below the map. (5) Overall, subjective evaluations and SUS scores indicated a clear preference for landmark descriptions placed on or below the map. These findings contribute to improving wayfinding visual search performance in shopping malls and offer valuable insights for enhancing user interface design in intelligent shopping guide terminals, ultimately leading to better user experiences.
- 19 November 2025
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 6, 1622522
Open AccessThe impact of virtual map visual design and landmark description location on users’ wayfinding visual search performance and experience in intelligent shopping guide terminals
In large shopping malls, shoppers often require assistance with wayfinding. Intelligent shopping guide terminals are increasingly being used for this purpose, and their interface usability plays a crucial role in influencing both wayfinding visual search performance and the overall shopping experience. This study investigates the effects of map visual presentations and landmark description locations in virtual environments on users’ wayfinding visual search performance and subjective evaluations using intelligent shopping guide terminals. A 2x3 between subject design was employed to examine how different virtual map types (2D and 3D) and landmark description locations (on, within, or below the map) affect task performance and subjective evaluations. A total of 60 participants were selected via purposive sampling and asked to complete five wayfinding tasks. Task completion times were recorded, and data were collected using the System Usability Scale (SUS), a 7-point Likert scale for subjective evaluation, and semi-structured interviews. The key findings are as follows: (1) Landmark descriptions on or below the map led to better wayfinding visual search performance than those within the map; (2) Users demonstrated superior wayfinding visual search performance with 3D maps compared to 2D maps; (3) When landmarks were placed on or below the map, 3D maps outperformed 2D maps in task performance, attractiveness, and information clarity. However, the reverse was true when landmarks were placed within the map, (4) Landmark descriptions within the map generated higher physical demand, with no significant difference between descriptions on or below the map. (5) Overall, subjective evaluations and SUS scores indicated a clear preference for landmark descriptions placed on or below the map. These findings contribute to improving wayfinding visual search performance in shopping malls and offer valuable insights for enhancing user interface design in intelligent shopping guide terminals, ultimately leading to better user experiences.