Yidan Zhang 0003

dblp:11/8540-3 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0001-9936-2463ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 first-author · 3 since 2021
YearPublicationVenuePosition
2026 Consideration of Human Values in Extended Reality: A Systematic Review
abstract
With the increasing emphasis on real-world applications of Extended Reality (XR), the field faces growing challenges in creating meaningful, user-centred, and ethical experiences. Understanding how human values have been considered in prior research is essential for ensuring that future XR experiences are designed with a deep awareness of human needs, behaviours, and cultural contexts. This study presents a systematic review of human values in the extant XR literature. It aims to address which values have been explored, how they have been studied, and why they have been considered in XR contexts. We report findings on authors' research motivations, approaches to studying values, application domains, forms of technology, target groups and associated values, as well as identified directions for future research. Based on these findings, we propose a structured analysis that synthesises key trends and gaps, providing a foundation for future research to advance more inclusive, ethically grounded, and context-aware XR design.
Mengxing Li, Yidan Zhang 0003, Tim Dwyer, Taghreed Alshehri, Joanne Evans, Sarah Goodwin
IEEE Trans. Vis. Comput. Graph.2
2025 Streamlining Eye-Tracking and Observational Data for Field Study Visual Analysis
abstract
Wearable eye-tracking in field studies presents challenges in synchronising gaze data with dynamic stimuli and integrating observational notes from multiple observers. Existing tools often struggle to visualise eye-tracking patterns in complex, real-world environments with frequently changing areas of interest (AOIs). To address this, we propose a streamlined workflow that simplifies analysis preparation by integrating real-time observer notes with eye-tracking data with enhanced timestamp-based synchronisation, improving data mapping, and automating AOI detection with an energy control room use case. This workflow makes eye-tracking tools like Gazealytics more practical for complex field studies. By streamlining data preparation and automation, our method enhances the scalability and usability of eye-tracking analysis in complex environments, enabling more efficient and accurate visual analysis of real-world decision-making.
Yidan Zhang 0003, Nethara Athukorala, Ziying Liang, Yidan Qiao, Simran 0001, Yu Xuan Yio, Lawrence Lee, Benjamin Tag, Mor Vered, Michael Wybrow, Sarah Goodwin
ETRA1
2023 Embodied Provenance for Immersive Sensemaking
abstract
Immersive analytics research has explored how embodied data representations and interactions can be used to engage users in sensemaking. Prior research has broadly overlooked the potential of immersive space for supporting analytic provenance, the understanding of sensemaking processes through users’ interaction histories. We propose the concept of embodied provenance, the use of three-dimensional space and embodied interactions in supporting recalling, reproducing, annotating and sharing analysis history in immersive environments. We design a conceptual framework for embodied provenance by highlighting a set of design criteria for analytic provenance drawn from prior work and identifying essential properties for embodied provenance. We develop a prototype system in virtual reality to demonstrate the concept and support the conceptual framework by providing multiple data views and embodied interaction metaphors in a large virtual space. We present a use case scenario of energy consumption analysis and evaluated the system through a qualitative evaluation with 17 participants, which show the system’s potential for assisting analytic provenance using embodiment. Our exploration of embodied provenance through this prototype provides lessons learnt to guide the design of immersive analytic tools for embodied provenance.
Yidan Zhang 0003, Barrett Ens, Kadek Ananta Satriadi, Sarah Goodwin
Proc. ACM Hum. Comput. Interact.1
2022 TimeTables: Embodied Exploration of Immersive Spatio-Temporal Data
abstract
We propose TimeTables, a novel prototype system that aims to support data exploration, using embodiment with space-time cubes in virtual reality. TimeTables uses multiple space-time cubes on virtual tabletops, which users can manipulate by extracting time layers or individual buildings to create new tabletop views. The surrounding environment includes a large space for multiple linked tabletops and a storage wall. TimeTables presents information at different time scales by stretching layers to drill down in time. Users can also jump into tabletops to inspect data from an egocentric perspective. We present a use case scenario of energy consumption displayed on a university campus to demonstrate how our system could support data exploration and analysis over space and time. From our experience and analysis we believe the system has a high potential in assisting spatio-temporal data exploration and analysis.
Yidan Zhang 0003, Barrett Ens, Kadek Ananta Satriadi, Arnaud Prouzeau, Sarah Goodwin
VR1