VLDB 2026 Research / reviewers in the wild / expert
Qian Zhu 0010
dblp:02/562-10
· DBLP profile ↗
11ranked-venue papers
5as first author
10since 2021 · last 2025
0000-0001-5108-3414ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 4 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Ego vs. Exo and Active vs. Passive: Investigating the Individual and Combined Effects of Viewpoint and Navigation on Spatial Immersion and Understanding in Immersive StorytellingabstractVisual storytelling combines visuals and narratives to communicate important insights. While web-based visual storytelling is well-established, leveraging the next generation of digital technologies for visual storytelling, specifically immersive technologies, remains underexplored. We investigated the impact of the story viewpoint (from the audience's perspective) and navigation (when progressing through the story) on spatial immersion and understanding. First, we collected web-based 3D stories and elicited design considerations from three VR developers. We then adapted four selected web-based stories to an immersive format. Finally, we conducted a user study (N=24) to examine egocentric and exocentric viewpoints, active and passive navigation, and the combinations they form. Our results indicated significantly higher preferences for egocentric+active (higher agency and engagement) and exocentric+passive (higher focus on content). We also found a marginal significance of viewpoints on story understanding and a strong significance of navigation on spatial immersion. Tao Lu 0013, Qian Zhu 0010, Tiffany Ma, Kamkwai Wong, Anlan Xie, Alex Endert, Yalong Yang 0001 |
CHI | 2 |
| 2025 | Signaling Human Intentions to Service Robots: Understanding the Use of Social Cues during In-Person ConversationsabstractAs social service robots become commonplace, it is essential for them to effectively interpret human signals, such as verbal, gesture, and eye gaze, when people need to focus on their primary tasks to minimize interruptions and distractions. Toward such a socially acceptable Human-Robot Interaction, we conducted a study ($N=24$) in an AR-simulated context of a coffee chat. Participants elicited social cues to signal intentions to an anthropomorphic, zoomorphic, grounded technical, or aerial technical robot waiter when they were speakers or listeners. Our findings reveal common patterns of social cues over intentions, the effects of robot morphology on social cue position and conversational role on social cue complexity, and users' rationale in choosing social cues. We offer insights into understanding social cues concerning perceptions of robots, cognitive load, and social context. Additionally, we discuss design considerations on approaching, social cue recognition, and response strategies for future service robots. Hanfang Lyu, Nandi Zhang, Shuai Ma 0005, Qian Zhu 0010, Yuhan Luo 0002, Fugee Tsung, Xiaojuan Ma |
CHI | 5 |
| 2025 | CompositingVis: Exploring Interactions for Creating Composite Visualizations in Immersive EnvironmentsabstractComposite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments typically occurs asynchronously outside of the immersive space and is carried out by experienced experts. In this work, we aim to empower users to participate in the creation of composite visualization within immersive environments through embodied interactions. This could provide a flexible and fluid experience with immersive visualization and has the potential to facilitate understanding of the relationship between visualization views. We begin with developing a design space of embodied interactions to create various types of composite visualizations with the consideration of data relationships. Drawing inspiration from people's natural experience of manipulating physical objects, we design interactions based on the combination of 3D manipulations in immersive environments. Building upon the design space, we present a series of case studies showcasing the interaction to create different kinds of composite visualizations in virtual reality. Subsequently, we conduct a user study to evaluate the usability of the derived interaction techniques and user experience of creating composite visualizations through embodied interactions. We find that empowering users to participate in composite visualizations through embodied interactions enables them to flexibly leverage different visualization views for understanding and communicating the relationships between different views, which underscores the potential of several future application scenarios. Qian Zhu 0010, Tao Lu 0013, Shunan Guo, Xiaojuan Ma, Yalong Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | CineFolio: Cinematography-guided camera planning for immersive narrative visualizationabstractNarrative visualization facilitates data presentation and communicates insights, while virtual reality can further enhance immersive and engaging experiences. The combination of these two research interests shows the potential to revolutionize the way data is presented and understood. Within the realm of narrative visualization, empirical evidence has particularly highlighted the importance of camera planning. However, existing works primarily rely on user-intensive manipulation of the camera, with little effort put into automating the process. To fill the gap, this paper proposes CineFolio , a semi-automated camera planning method to reduce manual effort and enhance user experience in immersive narrative visualization. CineFolio combines cinematic theories with graphics criteria, considering both information delivery and aesthetic enjoyment to ensure a comfortable and engaging experience. Specifically, we parametrize the considerations into optimizable camera properties and solve it as a constraint satisfaction problem (CSP) to realize common camera types for narrative visualization, namely overview camera for absorbing the scale, focus camera for detailed views, moving camera for animated transitions, and user-controlled camera allowing users to provide inputs to camera planning. We demonstrate the feasibility of our approach with cases of various data and chart types. To further evaluate our approach, we conducted a within-subject user study, comparing our automated method with manual camera control, and the results confirm both effectiveness of the guided navigation and expressiveness of the cinematic design for narrative visualization. Zhan Wang 0001, Qian Zhu 0010, David Kei-Man Yip, Fugee Tsung, Wei Zeng 0004 |
Vis. Informatics | 2 |
| 2024 | Towards Feature Engineering with Human and AI's Knowledge: Understanding Data Science Practitioners' Perceptions in Human&AI-Assisted Feature Engineering DesignabstractAs AI technology continues to advance, the importance of human-AI collaboration becomes increasingly evident, with numerous studies exploring its potential in various fields. One vital field is data science, including feature engineering (FE), where both human ingenuity and AI capabilities play pivotal roles. Despite the existence of AI-generated recommendations for FE, there remains a limited understanding of how to effectively integrate and utilize humans’ and AI’s knowledge. To address this gap, we design a readily-usable prototype, human&AI-assisted FE in Jupyter notebooks. It harnesses the strengths of humans and AI to provide feature suggestions to users, seamlessly integrating these recommendations into practical workflows. Using the prototype as a research probe, we conducted an exploratory study to gain valuable insights into data science practitioners’ perceptions, usage patterns, and their potential needs when presented with feature suggestions from both humans and AI. Through qualitative analysis, we discovered that the “Creator” of the feature (i.e., AI or human) significantly influences users’ feature selection, and the semantic clarity of the suggested feature greatly impacts its adoption rate. Furthermore, our findings indicate that users perceive both differences and complementarity between features generated by humans and those generated by AI. Lastly, based on our study results, we derived a set of design recommendations for future human&AI FE design. Our findings show the collaborative potential between humans and AI in the field of FE. Qian Zhu 0010, Dakuo Wang, Shuai Ma 0005, April Yi Wang, Zixin Chen, Udayan Khurana, Xiaojuan Ma |
Conference on Designing Interactive Systems | 1 |
| 2024 | Make Interaction Situated: Designing User Acceptable Interaction for Situated Visualization in Public EnvironmentsabstractSituated visualization blends data into the real world to fulfill individuals’ contextual information needs. However, interacting with situated visualization in public environments faces challenges posed by users’ acceptance and contextual constraints. To explore appropriate interaction design, we first conduct a formative study to identify users’ needs for data and interaction. Informed by the findings, we summarize appropriate interaction modalities with eye-based, hand-based and spatially-aware object interaction for situated visualization in public environments. Then, through an iterative design process with six users, we explore and implement interactive techniques for activating and analyzing with situated visualization. To assess the effectiveness and acceptance of these interactions, we integrate them into an AR prototype and conduct a within-subjects study in public scenarios using conventional hand-only interactions as the baseline. The results show that participants preferred our prototype over the baseline, attributing their preference to the interactions being more acceptable, flexible, and practical in public. Qian Zhu 0010, Wei Zeng 0004, Wai Tong, Weiyue Lin, Xiaojuan Ma |
CHI | 1 |
| 2024 | From reader to experiencer: Design and evaluation of a VR data story for promoting the situation awareness of public health threats
Qian Zhu 0010, Linping Yuan, Zian Xu, Leni Yang, Meng Xia 0002, Hai-Ning Liang, Xiaojuan Ma |
Int. J. Hum. Comput. Stud. | 1 |
| 2024 | The Contemporary Art of Image Search: Iterative User Intent Expansion via Vision-Language ModelabstractImage search is an essential and user-friendly method to explore vast galleries of digital images. However, existing image search methods heavily rely on proximity measurements like tag matching or image similarity, requiring precise user inputs for satisfactory results. To meet the growing demand for a contemporary image search engine that enables accurate comprehension of users' search intentions, we introduce an innovative user intent expansion framework. Our framework leverages visual-language models to parse and compose multi-modal user inputs to provide more accurate and satisfying results. It comprises two-stage processes: 1) a parsing stage that incorporates a language parsing module with large language models to enhance the comprehension of textual inputs, along with a visual parsing module that integrates an interactive segmentation module to swiftly identify detailed visual elements within images; and 2) a logic composition stage that combines multiple user search intents into a unified logic expression for more sophisticated operations in complex searching scenarios. Moreover, the intent expansion framework enables users to perform flexible contextualized interactions with the search results to further specify or adjust their detailed search intents iteratively. We implemented the framework into an image search system for NFT (non-fungible token) search and conducted a user study to evaluate its usability and novel properties. The results indicate that the proposed framework significantly improves users' image search experience. Particularly the parsing and contextualized interactions prove useful in allowing users to express their search intents more accurately and engage in a more enjoyable iterative search experience. Qian Zhu 0010, Shishi Xiao, Kang Zhang 0001, Wei Zeng 0004 |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2022 | Persua: A Visual Interactive System to Enhance the Persuasiveness of Arguments in Online DiscussionabstractPersuading people to change their opinions is a common practice in online discussion forums on topics ranging from political campaigns to relationship consultation. Enhancing people's ability to write persuasive arguments could not only practice their critical thinking and reasoning but also contribute to the effectiveness and civility in online communication. It is, however, not an easy task in online discussion settings where written words are the primary communication channel. In this paper, we derived four design goals for a tool that helps users improve the persuasiveness of arguments in online discussions through a survey with 123 online forum users and interviews with five debating experts. To satisfy these design goals, we analyzed and built a labeled dataset of fine-grained persuasive strategies (i.e., logos, pathos, ethos, and evidence) in 164 arguments with high ratings on persuasiveness from ChangeMyView, a popular online discussion forum. We then designed an interactive visual system, Persua, which provides example-based guidance on persuasive strategies to enhance the persuasiveness of arguments. In particular, the system constructs portfolios of arguments based on different persuasive strategies applied to a given discussion topic. It then presents concrete examples based on the difference between the portfolios of user input and high-quality arguments in the dataset. A between-subjects study shows suggestive evidence that Persua encourages users to submit more times for feedback and helps users improve more on the persuasiveness of their arguments than a baseline system. Finally, a set of design considerations was summarized to guide future intelligent systems that improve the persuasiveness in text. Meng Xia 0002, Qian Zhu 0010, Xingbo Wang 0001, Fei Nie, Huamin Qu, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2022 | Bias-Aware Design for Informed Decisions: Raising Awareness of Self-Selection Bias in User Ratings and ReviewsabstractPeople often take user ratings/reviews into consideration when shopping for products or services online. However, such user-generated data contains self-selection bias that could affect people's decisions and it is hard to resolve this issue completely by algorithms. In this work, we propose to raise people's awareness of the self-selection bias by making three types of information concerning user ratings/reviews transparent. We distill these three pieces of information, i.e., reviewers' experience, the extremity of emotion, and reported aspect(s), from the definition of self-selection bias and exploration of related literature. We further conduct an online survey to assess people's perceptions of the usefulness of such information and identify the exact facets (e.g., negative emotion) people care about in their decision process. Then, we propose a visual design to make such details behind user reviews transparent and integrate the design into an experimental website for evaluation. The results of a between-subjects study demonstrate that our bias-aware design significantly increases people's awareness of bias and their satisfaction with decision-making. We further offer a series of design implications for improving information transparency and awareness of bias in user-generated content. Qian Zhu 0010, Leo Yu-Ho Lo, Meng Xia 0002, Zixin Chen, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2020 | EmotionMap: Visual Analysis of Video Emotional Content on a Map
CuiXia Ma, Jian-Cheng Song, Qian Zhu 0010, Kevin T. Maher, Hongan Wang |
J. Comput. Sci. Technol. | 3 |