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Jingjie Zheng

dblp:168/1910 · DBLP profile ↗
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9ranked-venue papers
4as first author
1since 2021 · last 2025
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 3 first-authorArtificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021

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
8 papers
Interaction techniques and input · 87% Accessibility and assistive technology · 10% User interface design and tools · 3%
Artificial intelligence
2 papers
Trustworthy machine learning · 56% Vision and language · 28% Language models and text generation · 17%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
robustness
0.912025
GRADA: Graph-based Reranking against Adversarial Documents Attack · EMNLP 2025
Information retrieval
retrieval-augmented generation
0.912025
GRADA: Graph-based Reranking against Adversarial Documents Attack · EMNLP 2025
Computer vision › Vision and language
image captioning
0.412020
Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements · EMNLP (1) 2020
Accessibility and assistive technology › image accessibility
alt-text generation
0.412020
Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements · EMNLP (1) 2020
Interaction techniques and input › selection techniques
command selection
0.412020
Using Bayes' Theorem for Command Input: Principle, Models, and Applications · CHI 2020
Interaction techniques and input
touch interaction
0.412020
Using Bayes' Theorem for Command Input: Principle, Models, and Applications · CHI 2020
Interaction techniques and input
text entry
0.412019
i'sFree: Eyes-Free Gesture Typing via a Touch-Enabled Remote Control · CHI 2019
Interaction techniques and input › selection techniques › command selection
keyboard shortcuts
0.312018
FingerArc and FingerChord: Supporting Novice to Expert Transitions with Guided Finger-Aware Shortcuts · UIST 2018
Natural language and speech › Language models and text generation
retrieval-augmented generation
0.312025
GRADA: Graph-based Reranking against Adversarial Documents Attack · EMNLP 2025
Interaction techniques and input › mobile interaction
mobile interface design
0.112020
Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements · EMNLP (1) 2020
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.112019
i'sFree: Eyes-Free Gesture Typing via a Touch-Enabled Remote Control · CHI 2019

Methods — techniques the papers use, named apart from their topics

graph-based reranking · 1.7controlled experiment · 1.0multimodal deep learning · 0.9crowdsourcing · 0.9simulation · 0.4probabilistic modeling · 0.4predictive modeling · 0.4interpolation · 0.4extrapolation · 0.4bayes' theorem · 0.4SHARK2 algorithm · 0.4
YearPublicationVenuePosition
2025 GRADA: Graph-based Reranking against Adversarial Documents Attack
abstract
Retrieval Augmented Generation (RAG) frameworks can improve the factual accuracy of large language models (LLMs) by integrating external knowledge from retrieved documents, which is useful for overcoming the limitations of models' static intrinsic knowledge.However, these systems are susceptible to adversarial attacks that manipulate the retrieval process by introducing documents that are adversarial yet semantically similar to the query.Notably, while these adversarial documents resemble the query, they exhibit weak similarity to benign documents in the retrieval set.Thus, we propose a simple yet effective Graph-based Reranking against Adversarial Document Attacks (GRADA) framework aimed at preserving retrieval quality while significantly reducing the success of adversaries.Our study evaluates the effectiveness of our approach through experiments conducted on six LLMs: GPT-3.5-Turbo,GPT-4o, Llama3.1-8b-Instruct,Llama3.1-70b-Instruct,Qwen2.5-7b-Instruct, and Qwen2.5-14b-Instruct.We use three datasets to assess performance, with results from the Natural Questions dataset showing up to an 80% reduction in attack success rates while maintaining minimal loss in accuracy.
Jingjie Zheng, Aryo Pradipta Gema, Giwon Hong, Xuanli He, Pasquale Minervini, Youcheng Sun, Qiongkai Xu
EMNLP1
2020 Using Bayes' Theorem for Command Input: Principle, Models, and Applications
abstract
Entering commands on touchscreens can be noisy, but existing interfaces commonly adopt deterministic principles for deciding targets and often result in errors. Building on prior research of using Bayes' theorem to handle uncertainty in input, this paper formalized Bayes' theorem as a generic guiding principle for deciding targets in command input (referred to as "BayesianCommand"), developed three models for estimating prior and likelihood probabilities, and carried out experiments to demonstrate the effectiveness of this formalization. More specifically, we applied BayesianCommand to improve the input accuracy of (1) point-and-click and (2) word-gesture command input. Our evaluation showed that applying BayesianCommand reduced errors compared to using deterministic principles (by over 26.9% for point-and-click and by 39.9% for word-gesture command input) or applying the principle partially (by over 28.0% and 24.5%).
Suwen Zhu, Yoonsang Kim, Jingjie Zheng, Jennifer Yi Luo, Ryan Qin, Liuping Wang, Xiangmin Fan, Feng Tian 0001, Xiaojun Bi 0001
CHI3
2020 Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements
abstract
Natural language descriptions of user interface (UI) elements such as alternative text are crucial for accessibility and language-based interaction in general.Yet, these descriptions are constantly missing in mobile UIs.We propose widget captioning, a novel task for automatically generating language descriptions for UI elements from multimodal input including both the image and the structural representations of user interfaces.We collected a largescale dataset for widget captioning with crowdsourcing.Our dataset contains 162,859 language phrases created by human workers for annotating 61,285 UI elements across 21,750 unique UI screens.We thoroughly analyze the dataset, and train and evaluate a set of deep model configurations to investigate how each feature modality as well as the choice of learning strategies impact the quality of predicted captions.The task formulation and the dataset as well as our benchmark models contribute a solid basis for this novel multimodal captioning task that connects language and user interfaces.
Yang Li 0058, Gang Li 0021, Luheng He, Jingjie Zheng, Zhiwei Guan
EMNLP (1)4
2020 Modeling and Reducing Spatial Jitter caused by Asynchronous Input and Output Rates
abstract
Jitter in interactive systems occurs when visual feedback is perceived as unstable or trembling even though the input signal is smooth or stationary. It can have multiple causes such as sensing noise, or feedback calculations introducing or exacerbating sensing imprecisions. Jitter can however occur even when each individual component of the pipeline works perfectly, as a result of the differences between the input frequency and the display refresh rate. This asynchronicity can introduce rapidly-shifting latencies between the rendered feedbacks and their display on screen, which can result in trembling cursors or viewports. % This paper contributes a better understanding of this particular type of jitter. We first detail the problem from a mathematical standpoint, from which we develop a predictive model of jitter amplitude as a function of input and output frequencies, and a new metric to measure this spatial jitter. Using touch input data gathered in a study, we developed a simulator to validate this model and to assess the effects of different techniques and settings with any output frequency. The most promising approach, when the time of the next display refresh is known, is to estimate (interpolate or extrapolate) the user's position at a fixed time interval before that refresh. % When input events occur at 125~Hz, as is common in touch screens, we show that an interval of 4 to 6~ms works well for a wide range of display refresh rates. This method effectively cancels most of the jitter introduced by input/output asynchronicity, while introducing minimal imprecision or latency.
Axel Antoine, Mathieu Nancel, Ella Ge, Jingjie Zheng, Navid Zolghadr, Géry Casiez
UIST4
2019 HotStrokes: Word-Gesture Shortcuts on a Trackpad
abstract
Expert interaction techniques like hotkeys are efficient, but poorly adopted because they are hard to learn. HotStrokes removes the need for learning arbitrary mappings of commands to hotkeys. A user enters a HotStroke by holding a modifier key, then gesture typing a command name on a laptop trackpad as if on an imaginary virtual keyboard. The gestures are recognized using an adaptation of the SHARK2 algorithm with a new spatial model and a refined method for dynamic suggestions. A controlled experiment shows HotStrokes effectively augments the existing "menu and hotkey" command activation paradigm. Results show the method is efficient by reducing command activation time by 43% compared to linear menus. The method is also easy to learn with a high adoption rate, replacing 91% of linear menu usage. Finally, combining linear menus, hotkeys, and HotStrokes leads to 24% faster command activation overall.
Wenzhe Cui, Jingjie Zheng, Blaine Lewis, Daniel Vogel 0001, Xiaojun Bi 0001
CHI2
2019 i'sFree: Eyes-Free Gesture Typing via a Touch-Enabled Remote Control
abstract
Entering text without having to pay attention to the keyboard is compelling but challenging due to the lack of visual guidance. We propose i'sFree to enable eyes-free gesture typing on a distant display from a touch-enabled remote control. i'sFree does not display the keyboard or gesture trace but decodes gestures drawn on the remote control into text according to an invisible and shifting Qwerty layout. i'sFree decodes gestures similar to a general gesture typing decoder, but learns from the instantaneous and historical input gestures to dynamically adjust the keyboard location. We designed it based on the understanding of how users perform eyes-free gesture typing. Our evaluation shows eyes-free gesture typing is feasible: reducing visual guidance on the distant display hardly affects the typing speed. Results also show that the i'sFree gesture decoding algorithm is effective, enabling an input speed of 23 WPM, 46% faster than the baseline eyes-free condition built on a general gesture decoder. Finally, i'sFree is easy to learn: participants reached 22 WPM in the first ten minutes, even though 40% of them were first-time gesture typing users.
Suwen Zhu, Jingjie Zheng, Shumin Zhai, Xiaojun Bi 0001
CHI2
2018 M3 Gesture Menu: Design and Experimental Analyses of Marking Menus for Touchscreen Mobile Interaction
abstract
Despite their learning advantages in theory, marking menus have faced adoption challenges in practice, even on today's touchscreen-based mobile devices. We address these challenges by designing, implementing, and evaluating multiple versions of M3 Gesture Menu (M3), a reimagination of marking menus targeted at mobile interfaces. M3 is defined on a grid rather than in a radial space, relies on gestural shapes rather than directional marks, and has constant and stationary space use. Our first controlled experiment on expert performance showed M3 was faster and less error-prone by a factor of two than traditional marking menus. A second experiment on learning demonstrated for the first time that users could successfully transition to recall-based execution of a dozen commands after three ten-minute practice sessions with both M3 and Multi-Stroke Marking Menu. Together, M3, with its demonstrated resolution, learning, and space use benefits, contributes to the design and understanding of menu selection in the mobile-first era of end-user computing.
Jingjie Zheng, Xiaojun Bi 0001, Yang Li 0058, Shumin Zhai
CHI1
2018 FingerArc and FingerChord: Supporting Novice to Expert Transitions with Guided Finger-Aware Shortcuts
abstract
Keyboard shortcuts can be more efficient than graphical input, but they are underused by most users. To alleviate this, we present "Guided Finger-Aware Shortcuts" to reduce the gulf between graphical input and shortcut activation. The interaction technique works by recognising when a special hand posture is used to press a key, then allowing secondary finger movements to select among related shortcuts if desired. Novice users can learn the mappings through dynamic visual guidance revealed by holding a key down, but experts can trigger shortcuts directly without pausing. Two variations are described: FingerArc uses the angle of the thumb, and FingerChord uses a second key press. The techniques are motivated by an interview study identifying factors hindering the learning, use, and exploration of keyboard shortcuts. A controlled comparison with conventional keyboard shortcuts shows the techniques encourage overall shortcut usage, make interaction faster, less error-prone, and provide advantages over simply adding visual guidance to standard shortcuts.
Jingjie Zheng, Blaine Lewis, Jeff Avery, Daniel Vogel 0001
UIST1
2016 Finger-Aware Shortcuts
abstract
We evaluate and demonstrate finger, hand, and posture identification as keyboard shortcuts. By detecting the hand and finger used to press a key, and open or closed hand postures, a key press can have multiple command mappings. A formative study reveals performance and preference patterns when using different fingers and postures to press a key. The results are used to develop a computer vision algorithm to identify fingers and hands on a keyboard captured by a built-in lap top camera and reflector. This algorithm is built into a background service to enable system-wide finger-aware shortcut keys in any application. A controlled experiment uses the service to compare the performance of Finger-Aware Shortcuts with existing methods. The results show Finger-Aware Shortcuts are comparable with a common class of shortcuts using multiple modifier keys. Finally, application demonstrations illustrate different use cases and mappings for Finger-Aware Shortcuts and extend the idea to two-handed key presses, continuous parameter control, and menu selection.
Jingjie Zheng, Daniel Vogel 0001
CHI1