Demo Data from VLDB 2026 / reviewers in the wild / expert
Dingtian Zhang
dblp:160/4283
· DBLP profile ↗
5ranked-venue papers
0as first author
0since 2021 · last 2019
0009-0006-7284-5151ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
2 papers |
Wearable and physiological sensing · 32% Personal fabrication and tangible interfaces · 32% Learning and educational technologies · 27% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces › tangible interaction
deformable input devices |
0.4 | 1 | 2019 | Serpentine: A Self-Powered Reversibly Deformable Cord Sensor for Human Input · CHI 2019 |
Virtual and augmented reality › augmented reality
projection-based augmented reality |
0.2 | 1 | 2016 | Using projection AR to add design studio pedagogy to a CS classroom · VR 2016 |
Learning and educational technologies › computing education
computer science education |
0.2 | 1 | 2016 | Using projection AR to add design studio pedagogy to a CS classroom · VR 2016 |
Learning and educational technologies › active learning
peer learning |
0.1 | 1 | 2016 | Using projection AR to add design studio pedagogy to a CS classroom · VR 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.4recognition model · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Serpentine: A Self-Powered Reversibly Deformable Cord Sensor for Human InputabstractWe introduce Serpentine, a self-powered sensor that is a reversibly deformable cord capable of sensing a variety of human input. The material properties and structural design of Serpentine allow it to be flexible, twistable, stretchable and squeezable, enabling a broad variety of expressive input modalities. The sensor operates using the principle of Triboelectric Nanogenerators (TENG), which allows it to sense mechanical deformation without an external power source. The affordances of the cord include six interactions---Pluck, Twirl, Stretch, Pinch, Wiggle and Twist. Serpentine demonstrates the ability to simultaneously recognize these inputs through a single physical interface. A 12-participant user study illustrates 95.7% accuracy for a user-dependent recognition model using a realtime system and 92.17% for user-independent offline detection. We conclude by demonstrating how Serpentine can be employed in everyday ubiquitous computing applications. Fereshteh Shahmiri, Chaoyu Chen, Anandghan Waghmare, Dingtian Zhang, Shivan Mittal, Steven L. Zhang, Yi-Cheng Wang, Zhong Lin Wang, Thad Starner, Gregory D. Abowd |
CHI | 4 |
| 2016 | Using projection AR to add design studio pedagogy to a CS classroomabstractThe goal of this project is to use projection augmented reality to add design studio learning models to a classroom for an introductory Media Computation computer science class. Students do classwork using an enhanced version of Pythy, a web IDE for Python and Jython, that captures students' work and displays it around the room. We leverage the Microsoft RoomAlive Toolkit to construct a room-scale augmented reality using pairs of projectors and depth cameras. The system “pins” students' work to the walls, where teachers and students can see and discuss the work. We hope that by seeing each other's work, the system will foster collaboration and support the creation of STEM learning experiences that encourage creativity, innovation, and help build strong peer learning environments. Blair MacIntyre, Dingtian Zhang, Ryan Jones, Amber Solomon, Betsy James DiSalvo, Mark Guzdial |
VR | 2 |
| 2016 | Beyond the Touchscreen: An Exploration of Extending Interactions on Commodity SmartphonesabstractMost smartphones today have a rich set of sensors that could be used to infer input (e.g., accelerometer, gyroscope, microphone); however, the primary mode of interaction is still limited to the front-facing touchscreen and several physical buttons on the case. To investigate the potential opportunities for interactions supported by built-in sensors, we present the implementation and evaluation of BeyondTouch, a family of interactions to extend and enrich the input experience of a smartphone. Using only existing sensing capabilities on a commodity smartphone, we offer the user a wide variety of additional inputs on the case and the surface adjacent to the smartphone. Although most of these interactions are implemented with machine learning methods, compact and robust rule-based detection methods can also be applied for recognizing some interactions by analyzing physical characteristics of tapping events on the phone. This article is an extended version of Zhang et al. [2015], which solely covered gestures implemented by machine learning methods. We extended our previous work by adding gestures implemented with rule-based methods, which works well with different users across devices without collecting any training data. We outline the implementation of both machine learning and rule-based methods for these interaction techniques and demonstrate empirical evidence of their effectiveness and usability. We also discuss the practicality of BeyondTouch for a variety of application scenarios and compare the two different implementation methods. Cheng Zhang 0011, Anhong Guo, Dingtian Zhang, Yang Li 0058, Caleb Southern, Rosa I. Arriaga, Gregory D. Abowd |
ACM Trans. Interact. Intell. Syst. | 3 |
| 2015 | BeyondTouch: Extending the Input Language with Built-in Sensors on Commodity SmartphonesabstractWhile most smartphones today have a rich set of sensors that could be used to infer input (.e.g., accelerometer, gyroscope, microphone), the primary mode of interaction is still limited to the front-facing touchscreen and several physical buttons on the case. To investigate the potential opportunities for interactions supported by built-in sensors, we present the implementation and evaluation of BeyondTouch, a family of interactions to extend and enrich the input experience of a smartphone. Using only existing sensing capabilities on a commodity smartphone, we offer the user a wide variety of additional tapping and sliding inputs on the case of and the surface adjacent to the smartphone. We outline the implementation of these interaction techniques and demonstrate empirical evidence of their effectiveness and usability. We also discuss the practicality of BeyondTouch for a variety of application scenarios. Cheng Zhang 0011, Anhong Guo, Dingtian Zhang, Caleb Southern, Rosa I. Arriaga, Gregory D. Abowd |
IUI | 3 |
| 2014 | Building Artistic Computer Colleagues with an Enactive Model of Creativity
Nicholas Davis 0001, Yanna Popova, Ivan Sysoev, Chih-Pin Hsiao, Dingtian Zhang, Brian Magerko |
ICCC | 5 |