Zhicong Lu

Zhicong Lu

Auto-generated profile, based on publicly available information

Zhicong Lu

George Mason University

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 April 2024 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
QWQian Wan
Qian Wan
SHSiying Hu
Siying Hu
YZYu Zhang
Yu Zhang
PWPiaohong Wang
Piaohong Wang
Bo WenBo Wen
Bo Wen
ZLZhicong Lu
Zhicong Lu
Prewriting is the process of discovering and developing ideas before writing a first draft, which requires divergent thinking and often implies unstructured strategies such as diagramming, outlining, free-writing, etc. Although large language models (LLMs) have been demonstrated to be useful for a variety of tasks including creative writing, little is known about how users would collaborate with LLMs to support prewriting. The preferred collaborative role and initiative of LLMs during such a creative process is also unclear. To investigate human-LLM collaboration patterns and dynamics during prewriting, we conducted a three-session qualitative study with 15 participants in two creative tasks: story writing and slogan writing. The findings indicated that during collaborative prewriting, there appears to be a three-stage iterative Human-AI Co-creativity process that includes Ideation, Illumination, and Implementation stages. This collaborative process champions the human in a dominant role, in addition to mixed and shifting levels of initiative that exist between humans and LLMs. This research also reports on collaboration breakdowns that occur during this process, user perceptions of using existing LLMs during Human-AI Co-creativity, and discusses design implications to support this co-creativity process.

10 July 2023
Verified
Conference Paper
Open access
QWQian Wan
Qian Wan
ZLZhicong Lu
Zhicong Lu
During past decades, Artificial Intelligence (AI) has been consistently used in Creativity Support Tools (CSTs). Recently, with the development of generative AI models, particularly Generative Adversarial Nets (GAN) in Computer Vision, it became possible that AI directly generates visual ideas. However, there were rarely any work in creativity research that harnessed the design ideas generated by such models directly for design space exploration. In this paper, we propose a StyleGAN-driven digital mood board, GANCollage, that integrates AI generated visual ideas into the ideation phase for creativity support. GANCollage supports semantic explorations of StyleGAN generations in an iterative human-in-the-loop manner, using an AI-driven interactive tagging system. Our evaluation involving 10 participants manifests that GANCollage provides more creativity support without compromising the final results. It also offers a more enjoyable, explicit and effective way of exploring AI generated visual ideas for ideation.

10 June 2023 in ACM Transactions on Computer-Human Interaction
Verified
Journal Article
Open access
QWQunfang Wu
Qunfang Wu
YSYisi Sang
Yisi Sang
DWDakuo Wang
Dakuo Wang
ZLZhicong Lu
Zhicong Lu
Due to the limitations imposed by the COVID-19 pandemic, customers have shifted their shopping patterns from offline to online. Livestream shopping has become popular as one of the online shopping media. However, various streamers’ malicious selling behaviors have been reported. In this research, we sought to explore streamers’ malicious selling strategies and understand how viewers perceive these strategies. First, we recorded 40 livestream shopping sessions from two popular livestream platforms in China—Taobao, and TikTok. We identified 16 malicious selling strategies that were used to deceive, coerce, or manipulate viewers and found that platform designs enhanced nine of the malicious selling strategies. Second, through an interview study with 13 viewers, we report three challenges of overcoming malicious selling in relation to imbalanced power between viewers, streamers, and the platforms. We conclude by discussing the policy and design implications of countering malicious selling.

11 May 2024
Verified
Conference Paper
Open access
LFLi Feng
Li Feng
RYRyan Yen
Ryan Yen
YYYuzhe You
Yuzhe You
MFMingming Fan
Mingming Fan
JZJian Zhao
Jian Zhao
ZLZhicong Lu
Zhicong Lu
Natural language (NL) programming has become more approachable due to the powerful code-generation capability of large language models (LLMs). This shift to using NL to program enhances collaborative programming by reducing communication barriers and context-switching among programmers from varying backgrounds. However, programmers may face challenges during prompt engineering in a collaborative setting as they need to actively keep aware of their collaborators’ progress and intents. In this paper, we aim to investigate ways to assist programmers’ prompt engineering in a collaborative context. We first conducted a formative study to understand the workflows and challenges of programmers when using NL for collaborative programming. Based on our findings, we implemented a prototype, CoPrompt, to support collaborative prompt engineering by providing referring, requesting, sharing, and linking mechanisms. Our user study indicates that CoPrompt assists programmers in comprehending collaborators’ prompts and building on their collaborators’ work, reducing repetitive updates and communication costs.

17 April 2024 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
QWQian Wan
Qian Wan
ZLZhicong Lu
Zhicong Lu
VTubers, or Virtual YouTubers, are live streamers who create streaming content using animated 2D or 3D virtual avatars. In recent years, there has been a significant increase in the number of VTuber creators and viewers across the globe. This practice has drawn research attention into topics such as viewers' engagement behaviors and perceptions, however, as animated avatars offer more identity and performance flexibility than traditional live streaming where one uses their own body, little research has focused on how this flexibility influences how creators present themselves. This research thus seeks to fill this gap by presenting results from a qualitative study of 16 Chinese-speaking VTubers' streaming practices. The data revealed that the virtual avatars that were used while live streaming afforded creators opportunities to present themselves using inflated presentations and resulted in inclusive interactions with viewers. The results also unveiled the inflated, and often sexualized, gender expressions of VTubers while they were situated in misogynistic environments. The socio-technical facets of VTubing were found to potentially reduce sexual harassment and sexism, whilst also raising self-objectification concerns.