Jingyu Shi

dblp:02/9658 · DBLP profile ↗
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13ranked-venue papers
2as first author
13since 2021 · last 2027
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 1 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2027 Combating mental health misinformation on social media: A knowledge-guided multimodal framework
Jingyu Shi, Zhijun Yan
Inf. Process. Manag.1
2026 Inverse Rendering for High-Genus Surface Meshes from Multi-View Images
abstract
We present a topology-informed inverse rendering approach for reconstructing high-genus surface meshes from multi-view images. Compared to 3D representations like voxels and point clouds, mesh-based representations are preferred as they enable the application of differential geometry theory and are optimized for modern graphics pipelines. However, existing inverse rendering methods often fail catastrophically on high-genus surfaces, leading to the loss of key topological features, and tend to oversmooth low-genus surfaces, resulting in the loss of surface details. This failure stems from their overreliance on Adambased optimizers, which can lead to vanishing and exploding gradients. To overcome these challenges, we introduce an adaptive V-cycle remeshing scheme in conjunction with a re-parametrized Adam optimizer to enhance topological and geometric awareness. By periodically coarsening and refining the deforming mesh, our method informs mesh vertices of their current topology and geometry before optimization, mitigating gradient issues while preserving essential topological features. Additionally, we enforce topological consistency by constructing topological primitives with genus numbers that match those of ground truth using Gauss-Bonnet theorem. Experimental results demonstrate that our inverse rendering approach outperforms the current state-of-the-art method, achieving significant improvements in Chamfer Distance and Volume IoU, particularly for high-genus surfaces, while also enhancing surface details for low-genus surfaces.
Xiang Gao 0045, Xinmu Wang, Jiazhi Li 0001, Jingyu Shi, Yu Guo 0007, Xiyun Song, Hong Heather Yu, Zongfang Lin, Xianfeng Gu
3DV5
2026 SketchConcept: Sketching-based Concept Composition for Product Design using Multimodal Large Language Model
abstract
Sketches are widely used in conceptual design to externalize early ideas and communicate intent. With the rise of generative AI, sketch-to-design workflows have advanced rapidly. However, sketches are limited for organizing component-level structure and intent: parts, functions, and relations are often implicit, making systematic design space exploration difficult. We present SketchConcept, a sketch-to-design system that enables multimodal exploration through sketching and language. It allows designers to sketch out the form, then use voice or text to articulate and refine component functions and structural organization. This enables designers to explore not only satisfying appearances, but also functional and structural alternatives that are essential for design. To support this workflow, SketchConcept introduces a function-to-visual mapping mechanism that connects visual components to functional properties for component-wise iteration. We demonstrate the system through a set of representative use cases and evaluate its efficacy and usability in a two-session user study.
Runlin Duan, Chenfei Zhu, Yuzhao Chen, Dizhi Ma, Jingyu Shi, Yichen Hu, Ziyi Liu 0004, Karthik Ramani
DIS5
2026 Canvas3D: Empowering Precise Spatial Control for Image Generation with Constraints from a 3D Virtual Canvas
abstract
Generative AI (GenAI) has significantly advanced the ease and flexibility of image creation. However, it remains a challenge to precisely control spatial compositions, including object arrangement and scene conditions. To bridge this gap, we propose Canvas3D, an interactive system leveraging a 3D engine to enable precise spatial manipulation for image generation. Upon user prompt, Canvas3D automatically converts textual descriptions into interactive objects within a 3D engine-driven virtual canvas, empowering direct and precise spatial configuration. These user-defined arrangements generate explicit spatial constraints that guide generative models in accurately reflecting user intentions in the resulting images. We conducted a closed-ended comparative study between Canvas3D and a baseline system, and an open-ended, free-form study to assess overall system usability. The results indicate that Canvas3D outperforms the baseline on spatial control, interactivity, and overall user experience.
Yuzhao Chen, Runlin Duan, Rahul Jain 0018, Yichen Hu, Chenfei Zhu, Jingyu Shi, Karthik Ramani
IUI6
2025 DesignFromX: Empowering Consumer-Driven Design Space Exploration through Feature Composition of Referenced Products
abstract
Generated Design SpaceIteration-1 Iteration-2 Iteration-3Figure 1: Exploring the design space of a desk using DesignFromX.The process begins with the user selecting a component from a reference product image-here, the legs of a wooden chair.The system identifies and suggests design features of the selected component.The user then composes this feature, in this case, the structural form, into a designated part of the desk.Based on the user-defined composition, a Generative AI model generates a new design space for the desk.In subsequent iterations, the user can incorporate additional design features from other reference products to further explore the design space while retaining the features of their previous selections.
Runlin Duan, Chenfei Zhu, Yuzhao Chen, Yichen Hu, Jingyu Shi, Karthik Ramani
Conference on Designing Interactive Systems5
2025 CARING-AI: Towards Authoring Context-aware Augmented Reality INstruction through Generative Artificial Intelligence
Jingyu Shi, Rahul Jain 0018, Seunggeun Chi, Hyungjun Doh, Hyung-Gun Chi, Alexander J. Quinn, Karthik Ramani
CHI1
2025 Transparent Barriers: Natural Language Access Control Policies for XR-Enhanced Everyday Objects
Kentaro Taninaka, Rahul Jain 0018, Jingyu Shi, Kazunori Takashio, Karthik Ramani
CHI3
2025 agentAR: Creating Augmented Reality Applications with Tool-Augmented LLM-based Autonomous Agents
Chenfei Zhu, Shao-Kang Hsia, Xiyun Hu, Ziyi Liu 0004, Jingyu Shi, Karthik Ramani
UIST5
2025 Visualizing Causality in Mixed Reality for Manual Task Learning: A Study
abstract
Mixed Reality (MR) is gaining prominence in manual task skill learning due to its in-situ, embodied, and immersive experience. To teach manual tasks, current methodologies break the task into hierarchies (tasks into subtasks) and visualize not only the current subtasks but also the future ones that are causally related. We investigate the impact of visualizing causality within an MR framework on manual task skill learning. We conducted a user study with 48 participants, experimenting with how presenting tasks in hierarchical causality levels (no causality, event-level, interaction-level, and gesture-level causality) affects user comprehension and performance in a complex assembly task. The research finds that displaying all causality levels enhances user understanding and task execution, with a compromise of learning time. Based on the results, we further provide design recommendations and in-depth discussions for future manual task learning systems.
Rahul Jain 0018, Jingyu Shi, Andrew Benton, Moiz Rasheed, Hyungjun Doh, Subramanian Chidambaram, Karthik Ramani
IEEE Trans. Vis. Comput. Graph.2
2024 avaTTAR: Table Tennis Stroke Training with Embodied and Detached Visualization in Augmented Reality
abstract
Table tennis stroke training is a critical aspect of player development. We designed a new augmented reality (AR) system, avaTTAR, for table tennis stroke training. The system provides both “on-body” (first-person view) and “detached” (third-person view) visual cues, enabling users to visualize target strokes and correct their attempts effectively with this dual perspectives setup. By employing a combination of pose estimation algorithms and IMU sensors, avaTTAR captures and reconstructs the 3D body pose and paddle orientation of users during practice, allowing real-time comparison with expert strokes. Through a user study, we affirm avaTTAR ’s capacity to amplify player experience and training results.
Dizhi Ma, Xiyun Hu, Jingyu Shi, Mayank Patel 0005, Rahul Jain 0018, Ziyi Liu 0004, Zhengzhe Zhu, Karthik Ramani
UIST3
2024 A single dwell velocity estimation method for pulse Doppler radar using multicarrier signals
Kanghui Jiang, Defu Jiang, Mingxing Fu, Jingyu Shi
Signal Process.7
2023 Ubi Edge: Authoring Edge-Based Opportunistic Tangible User Interfaces in Augmented Reality
abstract
Edges are one of the most ubiquitous geometric features of physical objects. They provide accurate haptic feedback and easy-to-track features for camera systems, making them an ideal basis for Tangible User Interfaces (TUI) in Augmented Reality (AR). We introduce Ubi Edge, an AR authoring tool that allows end-users to customize edges on daily objects as TUI inputs to control varied digital functions. We develop an integrated AR-device and an integrated vision-based detection pipeline that can track 3D edges and detect the touch interaction between fingers and edges. Leveraging the spatial-awareness of AR, users can simply select an edge by sliding fingers along it and then make the edge interactive by connecting it to various digital functions. We demonstrate four use cases including multi-function controllers, smart homes, games, and TUI-based tutorials. We also evaluated and proved our system’s usability through a two-session user study, where qualitative and quantitative results are positive.
Fengming He, Xiyun Hu, Jingyu Shi, Xun Qian, Tianyi Wang 0004, Karthik Ramani
CHI3
2023 Ubi-TOUCH: Ubiquitous Tangible Object Utilization through Consistent Hand-object interaction in Augmented Reality
abstract
Utilizing everyday objects as tangible proxies for Augmented Reality (AR) provides users with haptic feedback while interacting with virtual objects. Yet, existing methods focus on the attributes of the objects, constraining the possible proxies and yielding inconsistency in user experience. Therefore, we propose Ubi-TOUCH, an AR system that assists users in seeking a wider range of tangible proxies for AR applications based on the hand-object interaction (HOI) they desire. Given the target interaction with a virtual object, the system scans the users’ vicinity and recommends object proxies with similar interactions. Upon user selection, the system simultaneously tracks and maps users’ physical HOI to the virtual HOI, adaptively optimizing object 6 DoF and the hand gesture to provide consistency between the interactions. We showcase promising use cases of Ubi-TOUCH, such as remote tutorials, AR gaming, and Smart Home control. Finally, we evaluate the performance and usability of Ubi-TOUCH with a user study.
Rahul Jain 0018, Jingyu Shi, Runlin Duan, Zhengzhe Zhu, Xun Qian, Karthik Ramani
UIST2