VLDB 2026 Research / reviewers in the wild / expert
Zhiming Hu 0003
dblp:140/7090-3
· DBLP profile ↗
21ranked-venue papers
9as first author
18since 2021 · last 2026
0000-0002-5105-9753ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 8 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 9 · 9 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DiffEyeSyn: User-specific Subtle Eye Movement Synthesis Using Diffusion Models
Chuhan Jiao, Yeonjoo Cho, Zhiming Hu 0003, Andreas Bulling |
FG | 4 |
| 2026 | DiffGaze: A Diffusion Model for Modelling Fine-grained Human Gaze Behaviour on 360\({}^{\circ}\) ImagesabstractModelling human gaze behaviour on 360 \({}^{\circ}\) images is important for various human–computer interaction applications. However, existing methods are limited to predicting discrete fixation sequences or aggregated saliency maps, thereby neglecting fine-grained gaze behaviour such as saccadic eye movements that can be captured by commercial eye-trackers. We introduce a more challenging task— fine-grained gaze sequence generation . This task aims to generate eye-tracker-like gaze data for given stimuli. We propose DiffGaze , a diffusion-based method for generating realistic and diverse fine-grained human gaze sequences conditioned on 360 \({}^{\circ}\) images. We evaluate DiffGaze on two 360 \({}^{\circ}\) image benchmarks for fine-grained gaze sequence generation as well as two downstream tasks, scanpath prediction and saliency prediction. Our evaluations show that DiffGaze outperforms the fine-grained gaze generation baselines in all tasks on both benchmarks. We also report a 21-participant survey study showing that our method generates gaze sequences that are indistinguishable from real human sequences. Taken together, our evaluations not only demonstrate the effectiveness of DiffGaze but also point towards a new generation of methods that faithfully model the rich spatial and temporal nature of natural human gaze behaviour. Chuhan Jiao, Yao Wang 0018, Mihai Bâce, Zhiming Hu 0003, Andreas Bulling |
ACM Trans. Interact. Intell. Syst. | 5 |
| 2025 | SummAct: Uncovering User Intentions Through Interactive Behaviour Summarisation
Mohamed Adel Naguib Ahmed, Zhiming Hu 0003, Andreas Bulling |
CHI | 3 |
| 2025 | HAGI: Head-Assisted Gaze Imputation for Mobile Eye Trackers
Chuhan Jiao, Zhiming Hu 0003, Andreas Bulling |
UIST | 2 |
| 2025 | Pose2Gaze: Eye-Body Coordination During Daily Activities for Gaze Prediction From Full-Body PosesabstractHuman eye gaze plays a significant role in many virtual and augmented reality (VR/AR) applications, such as gaze-contingent rendering, gaze-based interaction, or eye-based activity recognition. However, prior works on gaze analysis and prediction have only explored eye-head coordination and were limited to human-object interactions. We first report a comprehensive analysis of eye-body coordination in various human-object and human-human interaction activities based on four public datasets collected in real-world (MoGaze), VR (ADT), as well as AR (GIMO and EgoBody) environments. We show that in human-object interactions, e.g., pick and place, eye gaze exhibits strong correlations with full-body motion while in human-human interactions, e.g., chat and teach, a person's gaze direction is correlated with the body orientation towards the interaction partner. Informed by these analyses we then present Pose2Gaze - a novel eye-body coordination model that uses a convolutional neural network and a spatio-temporal graph convolutional neural network to extract features from head direction and full-body poses, respectively, and then uses a convolutional neural network to predict eye gaze. We compare our method with state-of-the-art methods that predict eye gaze only from head movements and show that Pose2Gaze outperforms these baselines with an average improvement of 24.0% on MoGaze, 10.1% on ADT, 21.3% on GIMO, and 28.6% on EgoBody in mean angular error, respectively. We also show that our method significantly outperforms prior methods in the sample downstream task of eye-based activity recognition. These results underline the significant information content available in eye-body coordination during daily activities and open up a new direction for gaze prediction. Zhiming Hu 0003, Syn Schmitt, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended RealityabstractHuman hand and head movements are the most pervasive input modalities in extended reality (XR) and are significant for a wide range of applications. However, prior works on hand and head modelling in XR only explored a single modality or focused on specific applications. We present HaHeAE - a novel self-supervised method for learning generalisable joint representations of hand and head movements in XR. At the core of our method is an autoencoder (AE) that uses a graph convolutional network-based semantic encoder and a diffusion-based stochastic encoder to learn the joint semantic and stochastic representations of hand-head movements. It also features a diffusion-based decoder to reconstruct the original signals. Through extensive evaluations on three public XR datasets, we show that our method 1) significantly outperforms commonly used self-supervised methods by up to 74.1% in terms of reconstruction quality and is generalisable across users, activities, and XR environments, 2) enables new applications, including interpretable hand-head cluster identification and variable hand-head movement generation, and 3) can serve as an effective feature extractor for downstream tasks. Together, these results demonstrate the effectiveness of our method and underline the potential of self-supervised methods for jointly modelling hand-head behaviours in extended reality. Zhiming Hu 0003, Zheming Yin, Daniel F. B. Haeufle, Syn Schmitt, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | SalChartQA: Question-driven Saliency on Information VisualisationsabstractUnderstanding the link between visual attention and users’ information needs when visually exploring information visualisations is under-explored due to a lack of large and diverse datasets to facilitate these analyses. To fill this gap we introduce SalChartQA – a novel crowd-sourced dataset that uses the BubbleView interface to track user attention and a question-answering (QA) paradigm to induce different information needs in users. SalChartQA contains 74,340 answers to 6,000 questions on 3,000 visualisations. Informed by our analyses demonstrating the close correlation between information needs and visual saliency, we propose the first computational method to predict question-driven saliency on visualisations. Our method outperforms state-of-the-art saliency models for several metrics, such as the correlation coefficient and the Kullback-Leibler divergence. These results show the importance of information needs for shaping attentive behaviour and pave the way for new applications, such as task-driven optimisation of visualisations or explainable AI in chart question-answering. Yao Wang 0018, Weitian Wang, Abdullah Abdelhafez, Mayar Elfares, Zhiming Hu 0003, Mihai Bâce, Andreas Bulling |
CHI | 5 |
| 2024 | Mouse2Vec: Learning Reusable Semantic Representations of Mouse BehaviourabstractThe mouse is a pervasive input device used for a wide range of interactive applications. However, computational modelling of mouse behaviour typically requires time-consuming design and extraction of handcrafted features, or approaches that are application-specific. We instead propose Mouse2Vec – a novel self-supervised method designed to learn semantic representations of mouse behaviour that are reusable across users and applications. Mouse2Vec uses a Transformer-based encoder-decoder architecture, which is specifically geared for mouse data: During pretraining, the encoder learns an embedding of input mouse trajectories while the decoder reconstructs the input and simultaneously detects mouse click events. We show that the representations learned by our method can identify interpretable mouse behaviour clusters and retrieve similar mouse trajectories. We also demonstrate on three sample downstream tasks that the representations can be practically used to augment mouse data for training supervised methods and serve as an effective feature extractor. Zhiming Hu 0003, Mihai Bâce, Andreas Bulling |
CHI | 2 |
| 2024 | GazeMotion: Gaze-guided Human Motion ForecastingabstractWe present GazeMotion – a novel method for human motion forecasting that combines information on past human poses with human eye gaze. Inspired by evidence from behavioural sciences showing that human eye and body movements are closely coordinated, GazeMotion first predicts future eye gaze from past gaze, then fuses predicted future gaze and past poses into a gaze-pose graph, and finally uses a residual graph convolutional network to forecast body motion. We extensively evaluate our method on the MoGaze, ADT, and GIMO benchmark datasets and show that it outperforms state-of-the-art methods by up to 7.4% improvement in mean per joint position error. Using head direction as a proxy to gaze, our method still achieves an average improvement of 5.5%. We finally report an online user study showing that our method also outperforms prior methods in terms of perceived realism. These results show the significant information content available in eye gaze for human motion forecasting as well as the effectiveness of our method in exploiting this information. Zhiming Hu 0003, Syn Schmitt, Daniel F. B. Haeufle, Andreas Bulling |
IROS | 1 |
| 2024 | DisMouse: Disentangling Information from Mouse Movement DataabstractMouse movement data contain rich information about users, performed tasks, and user interfaces, but separating the respective components remains challenging and unexplored. As a first step to address this challenge, we propose DisMouse – the first method to disentangle user-specific and user-independent information and stochastic variations from mouse movement data. At the core of our method is an autoencoder trained in a semi-supervised fashion, consisting of a self-supervised denoising diffusion process and a supervised contrastive user identification module. Through evaluations on three datasets, we show that DisMouse 1) captures complementary information of mouse input, hence providing an interpretable framework for modelling mouse movements, 2) can be used to produce refined features, thus enabling various applications such as personalised and variable mouse data generation, and 3) generalises across different datasets. Taken together, our results underline the significant potential of disentangled representation learning for explainable, controllable, and generalised mouse behaviour modelling. Zhiming Hu 0003, Andreas Bulling |
UIST | 2 |
| 2024 | PrivatEyes: Appearance-based Gaze Estimation Using Federated Secure Multi-Party ComputationabstractLatest gaze estimation methods require large-scale training data but their collection and exchange pose significant privacy risks. We propose PrivatEyes - the first privacy-enhancing training approach for appearance-based gaze estimation based on federated learning (FL) and secure multi-party computation (MPC). PrivatEyes enables training gaze estimators on multiple local datasets across different users and server-based secure aggregation of the individual estimators' updates. PrivatEyes guarantees that individual gaze data remains private even if a majority of the aggregating servers is malicious. We also introduce a new data leakage attack DualView that shows that PrivatEyes limits the leakage of private training data more effectively than previous approaches. Evaluations on the MPIIGaze, MPIIFaceGaze, GazeCapture, and NVGaze datasets further show that the improved privacy does not lead to a lower gaze estimation accuracy or substantially higher computational costs - both of which are on par with its non-secure counterparts. Mayar Elfares, Pascal Reisert, Zhiming Hu 0003, Wenwu Tang, Ralf Küsters, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | VisRecall++: Analysing and Predicting Visualisation Recallability from Gaze BehaviourabstractQuestion answering has recently been proposed as a promising means to assess the recallability of information visualisations. However, prior works are yet to study the link between visually encoding a visualisation in memory and recall performance. To fill this gap, we propose VisRecall++ -- a novel 40-participant recallability dataset that contains gaze data on 200 visualisations and 1,000 questions, including identifying the title and retrieving values. We measured recallability by asking participants questions after they observed the visualisation for 10 seconds. Our analyses reveal several insights, such as saccade amplitude, number of fixations, and fixation duration significantly differ between high and low recallability groups. Finally, we propose GazeRecallNet -- a novel computational method to predict recallability from gaze behaviour that outperforms the state-of-the-art model RecallNet and three other baselines on this task. Taken together, our results shed light on assessing recallability from gaze behaviour and inform future work on recallability-based visualisation optimisation. Yao Wang 0018, Yue Jiang 0002, Zhiming Hu 0003, Constantin Ruhdorfer, Mihai Bâce, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | HOIMotion: Forecasting Human Motion During Human-Object Interactions Using Egocentric 3D Object Bounding BoxesabstractWe present HOIMotion - a novel approach for human motion forecasting during human-object interactions that integrates information about past body poses and egocentric 3D object bounding boxes. Human motion forecasting is important in many augmented reality applications but most existing methods have only used past body poses to predict future motion. HOIMotion first uses an encoder-residual graph convolutional network (GCN) and multi-layer perceptrons to extract features from body poses and egocentric 3D object bounding boxes, respectively. Our method then fuses pose and object features into a novel pose-object graph and uses a residual-decoder GCN to forecast future body motion. We extensively evaluate our method on the Aria digital twin (ADT) and MoGaze datasets and show that HOIMotion consistently outperforms state-of-the-art methods by a large margin of up to 8.7% on ADT and 7.2% on MoGaze in terms of mean per joint position error. Complementing these evaluations, we report a human study (N=20) that shows that the improvements achieved by our method result in forecasted poses being perceived as both more precise and more realistic than those of existing methods. Taken together, these results reveal the significant information content available in egocentric 3D object bounding boxes for human motion forecasting and the effectiveness of our method in exploiting this information. Zhiming Hu 0003, Zheming Yin, Daniel F. B. Haeufle, Syn Schmitt, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | Exploring Natural Language Processing Methods for Interactive Behaviour Modelling
Matteo Bortoletto, Zhiming Hu 0003, Lei Shi 0032, Mihai Bâce, Andreas Bulling |
INTERACT (3) | 3 |
| 2023 | SUPREYES: SUPer Resolutin for EYES Using Implicit Neural Representation LearningabstractWe introduce SUPREYES – a novel self-supervised method to increase the spatio-temporal resolution of gaze data recorded using low(er)-resolution eye trackers. Despite continuing advances in eye tracking technology, the vast majority of current eye trackers – particularly mobile ones and those integrated into mobile devices – suffer from low-resolution gaze data, thus fundamentally limiting their practical usefulness. SUPREYES learns a continuous implicit neural representation from low-resolution gaze data to up-sample the gaze data to arbitrary resolutions. We compare our method with commonly used interpolation methods on arbitrary scale super-resolution and demonstrate that SUPREYES outperforms these baselines by a significant margin. We also test on the sample downstream task of gaze-based user identification and show that our method improves the performance of original low-resolution gaze data and outperforms other baselines. These results are promising as they open up a new direction for increasing eye tracking fidelity as well as enabling new gaze-based applications without the need for new eye tracking equipment. Chuhan Jiao, Zhiming Hu 0003, Mihai Bâce, Andreas Bulling |
UIST | 2 |
| 2023 | EHTask: Recognizing User Tasks From Eye and Head Movements in Immersive Virtual RealityabstractUnderstanding human visual attention in immersive virtual reality (VR) is crucial for many important applications, including gaze prediction, gaze guidance, and gaze-contingent rendering. However, previous works on visual attention analysis typically only explored one specific VR task and paid less attention to the differences between different tasks. Moreover, existing task recognition methods typically focused on 2D viewing conditions and only explored the effectiveness of human eye movements. We first collect eye and head movements of 30 participants performing four tasks, i.e., Free viewing, Visual search, Saliency, and Track, in 15 360-degree VR videos. Using this dataset, we analyze the patterns of human eye and head movements and reveal significant differences across different tasks in terms of fixation duration, saccade amplitude, head rotation velocity, and eye-head coordination. We then propose EHTask - a novel learning-based method that employs eye and head movements to recognize user tasks in VR. We show that our method significantly outperforms the state-of-the-art methods derived from 2D viewing conditions both on our dataset (accuracy of 84.4% versus 62.8%) and on a real-world dataset ( 61.9% versus 44.1%). As such, our work provides meaningful insights into human visual attention under different VR tasks and guides future work on recognizing user tasks in VR. Zhiming Hu 0003, Andreas Bulling, Sheng Li 0008 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | Intentional Head-Motion Assisted Locomotion for Reducing CybersicknessabstractWe present an efficient locomotion technique that can reduce cybersickness through aligning the visual and vestibular induced self-motion illusion. Our locomotion technique stimulates proprioception consistent with the visual sense by intentional head motion, which includes both the head's translational movement and yaw rotation. A locomotion event is triggered by the hand-held controller together with an intended physical head motion simultaneously. Based on our method, we further explore the connections between the level of cybersickness and the velocity of self motion through a series of experiments. We first conduct Experiment 1 to investigate the cybersickness induced by different translation velocities using our method and then conduct Experiment 2 to investigate the cybersickness induced by different angular velocities. Our user studies from these two experiments reveal a new finding on the correlation between translation/angular velocities and the level of cybersickness. The cybersickness is greatest at the lowest velocity using our method, and the statistical analysis also indicates a possible U-shaped relation between the translation/angular velocity and cybersickness degree. Finally, we conduct Experiment 3 to evaluate the performances of our method and other commonly-used locomotion approaches, i.e., joystick-based steering and teleportation. The results show that our method can significantly reduce cybersickness compared with the joystick-based steering and obtain a higher presence compared with the teleportation. These advantages demonstrate that our method can be an optional locomotion solution for immersive VR applications using commercially available HMD suites only. Sheng Li 0008, Zhiming Hu 0003 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | FixationNet: Forecasting Eye Fixations in Task-Oriented Virtual EnvironmentsabstractHuman visual attention in immersive virtual reality (VR) is key for many important applications, such as content design, gaze-contingent rendering, or gaze-based interaction. However, prior works typically focused on free-viewing conditions that have limited relevance for practical applications. We first collect eye tracking data of 27 participants performing a visual search task in four immersive VR environments. Based on this dataset, we provide a comprehensive analysis of the collected data and reveal correlations between users' eye fixations and other factors, i.e. users' historical gaze positions, task-related objects, saliency information of the VR content, and users' head rotation velocities. Based on this analysis, we propose FixationNet - a novel learning-based model to forecast users' eye fixations in the near future in VR. We evaluate the performance of our model for free-viewing and task-oriented settings and show that it outperforms the state of the art by a large margin of 19.8% (from a mean error of 2.93° to 2.35°) in free-viewing and of 15.1% (from 2.05° to 1.74°) in task-oriented situations. As such, our work provides new insights into task-oriented attention in virtual environments and guides future work on this important topic in VR research. Zhiming Hu 0003, Andreas Bulling, Sheng Li 0008 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | DGaze: CNN-Based Gaze Prediction in Dynamic ScenesabstractWe conduct novel analyses of users' gaze behaviors in dynamic virtual scenes and, based on our analyses, we present a novel CNN-based model called DGaze for gaze prediction in HMD-based applications. We first collect 43 users' eye tracking data in 5 dynamic scenes under free-viewing conditions. Next, we perform statistical analysis of our data and observe that dynamic object positions, head rotation velocities, and salient regions are correlated with users' gaze positions. Based on our analysis, we present a CNN-based model (DGaze) that combines object position sequence, head velocity sequence, and saliency features to predict users' gaze positions. Our model can be applied to predict not only realtime gaze positions but also gaze positions in the near future and can achieve better performance than prior method. In terms of realtime prediction, DGaze achieves a 22.0% improvement over prior method in dynamic scenes and obtains an improvement of 9.5% in static scenes, based on using the angular distance as the evaluation metric. We also propose a variant of our model called DGaze_ET that can be used to predict future gaze positions with higher precision by combining accurate past gaze data gathered using an eye tracker. We further analyze our CNN architecture and verify the effectiveness of each component in our model. We apply DGaze to gaze-contingent rendering and a game, and also present the evaluation results from a user study. Zhiming Hu 0003, Sheng Li 0008, Congyi Zhang 0001, Kangrui Yi, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Temporal continuity of visual attention for future gaze prediction in immersive virtual realityabstractBackground Eye tracking technology is receiving increased attention in the field of virtual reality. Specifically, future gaze prediction is crucial in pre-computation for many applications such as gaze-contingent rendering, advertisement placement, and content-based design. To explore future gaze prediction, it is necessary to analyze the temporal continuity of visual attention in immersive virtual reality. Methods In this paper, the concept of temporal continuity of visual attention is presented. Subsequently, an autocorrelation function method is proposed to evaluate the temporal continuity. Thereafter, the temporal continuity is analyzed in both free-viewing and task-oriented conditions. Results Specifically, in free-viewing conditions, the analysis of a free-viewing gaze dataset indicates that the temporal continuity performs well only within a short time interval. A task-oriented game scene condition was created and conducted to collect users' gaze data. An analysis of the collected gaze data finds the temporal continuity has a similar performance with that of the free-viewing conditions. Temporal continuity can be applied to future gaze prediction and if it is good, users' current gaze positions can be directly utilized to predict their gaze positions in the future. Conclusions The current gaze's future prediction performances are further evaluated in both free-viewing and task-oriented conditions and discover that the current gaze can be efficiently applied to the task of short-term future gaze prediction. The task of long-term gaze prediction still remains to be explored. Zhiming Hu 0003, Sheng Li 0008, Meng Gai |
Virtual Real. Intell. Hardw. | 1 |
| 2019 | SGaze: A Data-Driven Eye-Head Coordination Model for Realtime Gaze PredictionabstractWe present a novel, data-driven eye-head coordination model that can be used for realtime gaze prediction for immersive HMD-based applications without any external hardware or eye tracker. Our model (SGaze) is computed by generating a large dataset that corresponds to different users navigating in virtual worlds with different lighting conditions. We perform statistical analysis on the recorded data and observe a linear correlation between gaze positions and head rotation angular velocities. We also find that there exists a latency between eye movements and head movements. SGaze can work as a software-based realtime gaze predictor and we formulate a time related function between head movement and eye movement and use that for realtime gaze position prediction. We demonstrate the benefits of SGaze for gaze-contingent rendering and evaluate the results with a user study. Zhiming Hu 0003, Congyi Zhang 0001, Sheng Li 0008, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 1 |