VLDB 2026 Research / reviewers in the wild / expert
Qiushi Zhou
dblp:211/2921
· DBLP profile ↗
20ranked-venue papers
6as first author
16since 2021 · last 2026
0000-0001-6880-6594ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 17 · 4 first-author · 15 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | StylusPort: Investigating Teleportation using Stylus in VRabstractWith a stylus, users can both sweep sketches across models and pinpoint locations with precision. Building on this dual capability, we explore how teleportation can be integrated into stylus interaction without disrupting the flow of common stylus usage. We introduce two key ideas: flipping the stylus as an intuitive mode switch between drawing and teleportation, and using gaze to set orientation while the stylus handles positioning. In a user study that features a teleport-and-orient task, we evaluate six teleportation techniques, covering two mode-switching methods (Button and Flip) and three orientation approaches (StylusRoll, StylusPoint, and GazePoint). The results offer new insights into the relative merits and limitations of each technique. Our work contributes to knowledge about teleportation in VR and fills the gap in seamlessly integrating teleportation with stylus use in 3D. Yang Liu 0453, Qiushi Zhou, Mathias N. Lystbæk, Aidan Kehoe, Mario Gutierrez, Hans-Werner Gellersen, Ken Pfeuffer |
CHI | 2 |
| 2026 | Preshaping Hand Behaviour for Direct and Indirect Manipulation of 3D ObjectsabstractEffortless manipulation informs and relies on preshaping: the subconscious posing of the hand before grasping. Virtual environments and the design of interaction techniques alters interaction requirements like contact and reach, forcing behavioural adaptation. We present a comparative study investigating preshaping behaviour across direct versus indirect (gaze-assisted) and bare-hand versus controller techniques on a docking task. Results reveal that response patterns scale with anticipated task difficulty, and that direct techniques elicit effective posing of the hand. Indirect techniques shortcut hand transport and, in turn lacks the sensory feedback to guide planning, inducing efficient but attenuated responses that necessitate compensatory manipulation and clutching. Notably, controllers that afford in-hand rotation allow users to extend their range of motion. These findings can inform interaction design to better afford preshaping and optimise 3D manipulation tasks. Thorbjørn Mikkelsen, Qiushi Zhou, Mar González-Franco, Hans-Werner Gellersen, Ken Pfeuffer |
CHI | 2 |
| 2026 | A Probabilistic Approach to Understanding User Preferences for Adaptive Placement of AR Interfaces in Different Physical EnvironmentsabstractWe develop a probabilistic approach to understanding user preferences for adaptive placement of augmented reality (AR) interfaces in the physical environment through a series of user studies conducted using simulated desktop and virtual reality (VR) environments. From the first online crowdsourcing study and its validation in VR, we derived a set of potential factors behind user preferences for AR interface adaptation by assessing user-created layouts and analysing subjective user feedback. Building on this prior knowledge, we implemented a probabilistic optimisation system to generate adapted AR interfaces. Using generated layout pairs that prioritise different factors, we conducted a second online crowdsourcing study (N = 250) to elicit user preference rating data to quantify posterior probabilities for the weighting coefficients of the factors in the optimisation utility function. Overall, we found that the overall structures of layouts, such as shape and distribution, are more important to users than adapting to specific features of the environment, such as semantic associations between AR widgets and objects in the physical environments. We contribute a statistical model containing probabilistic distributions of different factors as a universal prior model that represents user preferences for AR interface placement that adapts to changing physical environments. Based on the results, we distil concrete guidelines for future adaptive AR interface systems regarding layout consistency, structure, and relationships between virtual widgets and physical objects. Qiushi Zhou, Jean Paul Vera Soto, Zhongyi Bai, Mark Parent, Kashyap Todi, Tanya R. Jonker, Eduardo Velloso |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | PinchCatcher: Enabling Multi-selection for Gaze+PinchabstractThis paper investigates multi-selection in XR interfaces based on eye and hand interaction. We propose enabling multi-selection using different variations of techniques that combine gaze with a semi-pinch gesture, allowing users to select multiple objects, while on the way to a full-pinch. While our exploration is based on the semi-pinch mode for activating a quasi-mode, we explore four methods for confirming subselections in multi-selection mode, varying in effort and complexity: dwell-time (SemiDwell), swipe (SemiSwipe), tilt (SemiTilt), and non-dominant hand input (SemiNDH), and compare them to a baseline technique. In the user study, we evaluate their effectiveness in reducing task completion time, errors, and effort. The results indicate the strengths and weaknesses of each technique, with SemiSwipe and SemiDwell as the most preferred methods by participants. We also demonstrate their utility in file managing and RTS gaming application scenarios. This study provides valuable insights to advance 3D input systems in XR. Qiushi Zhou, Mar González-Franco, Jeongmi Lee, Ken Pfeuffer |
CHI | 3 |
| 2025 | Assisting MoCap-Based Teleoperation of Robot Arm Using Augmented Reality VisualisationsabstractTeleoperating a robot arm involves the human operator positioning the robot's end-effector or programming each joint. Whereas humans can control their own arms easily by integrating visual and proprioceptive feedback, it is challenging to control an external robot arm in the same way, due to its inconsistent orientation and appearance. We explore teleoperating a robot arm through motion-capture (MoCap) of the human operator's arm with the assistance of augmented reality (AR) visualisations. We investigate how AR helps teleoperation by visualising a virtual reference of the human arm alongside the robot arm to help users understand the movement mapping. We found that the AR overlay of a humanoid arm on the robot in the same orientation helped users learn the control. We discuss findings and future work on MoCap-based robot teleoperation. Qiushi Zhou, D. Antony Chacon, Jiahe Pan, Wafa Johal |
HRI | 1 |
| 2025 | DOF-Separation for 3D Manipulation in XR: Understanding Finger-Wrist Separation to Simultaneously Translate and Rotate ObjectsabstractHand-tracking based 3D object manipulation in Extended Reality (XR) typically employs a pinch gesture for acquisition and manipulation through a direct mapping from 6-degrees-of-freedom (DOF) hand movement to that of the object. In this work, we investigate the effect of separating this mapping to concurrent 3DOF controls (DOF-Separation) of translation and rotation of the virtual object using the position and orientation of the hand independently. We aim to understand how DOF-Separation could ease manipulation for different techniques with varying requirements for hand position and orientation during acquisition, including Virtual Hand, Hand Ray, and Gaze&Pinch. Through a user study that features a docking task in VR, we found that DOF-Separation significantly improves the manipulation performance of Hand Ray, while improving that of Virtual Hand only in difficult tasks of combined translation and rotation. We suggest future XR systems to adopt DOF-Separation for input in manipulation-heavy applications, such as 3D design. Thorbjørn Mikkelsen, Qiushi Zhou, Mathias N. Lystbæk, Yang Liu 0453, Hans-Werner Gellersen, Ken Pfeuffer |
ISMAR | 2 |
| 2025 | A Study of Multimodal Pen + Gaze Interaction Techniques for Shape Point Translation in Extended RealityabstractEye-tracking offers new ways to augment our interaction possibilities in extended reality. This paper investigates how gaze can assist pen users in translating shape points within graphical models. By leveraging gaze, we can support the usual design activities with an option where objects can be selected and repositioned through eye movements, with the pen serving as a confirmation tool. This can reduce manual effort and enhance efficiency and ergonomics. To evaluate its effectiveness, we compare four interaction techniques: two pen-based baselines (direct and ray-based) and two gaze-supported methods (gaze for selection and/or object dragging), using a probability based selection scheme. In a user study, 16 participants carried out a shape point translation task and their performance, effort, and user experience were measured. The results highlight the performance trade-offs of each technique—while the gaze-based dragging method introduced marginally more errors, it significantly reduced task time. Our findings offer comparative insights into the strength and limitations of gaze-and pen-based interaction methods, supporting the design of future multimodal 3D design tools. Uta Wagner, Zhikun Wu, Qiushi Zhou, Mario Romero, Alessandro Iop, Tiare M. Feuchtner, Ken Pfeuffer |
ISMAR | 4 |
| 2025 | At a Glance to Your Fingertips: Enabling Direct Manipulation of Distant Objects Through SightWarpabstractIn 3D user interfaces, reaching out to grab and manipulate something works great until it is out of reach. Indirect techniques like gaze and pinch offer an alternative for distant interaction, but do not provide the same immediacy or proprioceptive feedback as direct gestures. To support direct gestures for faraway objects, we introduce SightWarp, an interaction technique that exploits eye-hand coordination to seamlessly summon object proxies to the user's fingertips. The idea is that after looking at a distant object, users either shift their gaze to the hand or move their hand into view-triggering the creation of a scaled near-space proxy of the object and its surrounding context. The proxy remains active until the eye-hand pattern is released. The key benefit is that users always have an option to immediately operate on the distant object through a natural, direct hand gesture. Through a user study of a 3D object docking task, we show that users can easily employ SightWarp, and that subsequent direct manipulation improves performance over gaze and pinch. Application examples illustrate its utility for 6DOF manipulation, overview-and-detail navigation, and world-in-miniature interaction. Our work contributes to expressive and flexible object interactions across near and far spaces. Yang Liu 0453, Thorbjørn Mikkelsen, Zehai Liu, Gengchen Tian, Diako Mardanbegi, Qiushi Zhou, Hans-Werner Gellersen, Ken Pfeuffer |
UIST | 6 |
| 2024 | Augmented Reality at Zoo Exhibits: A Design Framework for Enhancing the Zoo ExperienceabstractAugmented Reality (AR) offers unique opportunities for contributing to zoos’ objectives of public engagement and education about animal and conservation issues. However, the diversity of animal exhibits pose challenges in designing AR applications that are not encountered in more controlled environments, such as museums. To support the design of AR applications that meaningfully engage the public with zoo objectives, we first conducted two scoping reviews to interrogate previous work on AR and broader technology use at zoos. We then conducted a workshop with zoo representatives to understand the challenges and opportunities in using AR to achieve zoo objectives. Additionally, we conducted a field trip to a public zoo to identify exhibit characteristics that impacts AR application design. We synthesise the findings from these studies into a framework that enables the design of diverse AR experiences. We illustrate the utility of the framework by presenting two concepts for feasible AR applications. Brandon Victor Syiem, Sarah Ellen Webber, Ryan Kelly 0001, Qiushi Zhou, Jorge Gonçalves 0001, Eduardo Velloso |
CHI | 4 |
| 2024 | The Effects of Generative AI on Design Fixation and Divergent ThinkingabstractGenerative AI systems have been heralded as tools for augmenting human creativity and inspiring divergent thinking, though with little empirical evidence for these claims. This paper explores the effects of exposure to AI-generated images on measures of design fixation and divergent thinking in a visual ideation task. Through a between-participants experiment (N=60), we found that support from an AI image generator during ideation leads to higher fixation on an initial example. Participants who used AI produced fewer ideas, with less variety and lower originality compared to a baseline. Our qualitative analysis suggests that the effectiveness of co-ideation with AI rests on participants’ chosen approach to prompt creation and on the strategies used by participants to generate ideas in response to the AI’s suggestions. We discuss opportunities for designing generative AI systems for ideation support and incorporating these AI tools into ideation workflows. Samangi Wadinambiarachchi, Ryan Kelly 0001, Saumya Pareek, Qiushi Zhou, Eduardo Velloso |
CHI | 4 |
| 2023 | Volumetric Mixed Reality Telepresence for Real-time Cross Modality CollaborationabstractMixed-reality telepresence allows local and remote users feel as if they are present together in the same space. In this paper we report on a mixed-reality volumetric telepresence system that is adaptable, multi-user and cross-modal, i.e. combining augmented and virtual reality technologies with face-to-face interactions. The system extends state-of-art by creating full-body and environmental volumetric renderings in real-time over local enterprise networks. We report findings of an evaluation in a training scenario which was adapted for remote delivery and led by an industry professional. Analysis of interviews and observed behaviours identify varying attitudes towards virtually mediated full-body experiences and highlight the impact of volumetric mixed-reality telepresence to facilitate personal experiences of co-presence and to ground communication with interlocutors. Andrew Irlitti, Mesut Latifoglu, Qiushi Zhou, Martin Reinoso, Thuong N. Hoang, Eduardo Velloso, Frank Vetere |
CHI | 3 |
| 2023 | Here and Now: Creating Improvisational Dance Movements with a Mixed Reality MirrorabstractThis paper explores using mixed reality (MR) mirrors for supporting improvisational dance making. Motivated by the prevalence of mirrors in dance studios and inspired by Forsythe’s Improvisation Technologies, we conducted workshops with 13 dancers and choreographers to inform the design of future MR visualisation and annotation tools for dance. The workshops involved using a prototype MR mirror as a technology probe that reveals the spatial and temporal relationships between the reflected dancing body and its surroundings during improvisation; speed dating group interviews around future design ideas; follow-up surveys and extended interviews with a digital media dance artist and a dance educator. Our findings highlight how the MR mirror enriches dancers’ temporal and spatial perception, creates multi-layered presence, and affords appropriation by dancers. We also discuss the unique place of MR mirrors in the theoretical context of dance and in the history of movement visualisation, and distil lessons for broader HCI research. Qiushi Zhou, Louise Grebel, Andrew Irlitti, Julie Ann Minaai, Jorge Gonçalves 0001, Eduardo Velloso |
CHI | 1 |
| 2023 | "Hello, Fellow Villager!": Perceptions and Impact of Displaying Users' Locations on Weibo
Qiushi Zhou, Benjamin Tag, Zhanna Sarsenbayeva, Jarrod Knibbe, Jorge Gonçalves 0001 |
INTERACT (3) | 2 |
| 2022 | Movement Guidance using a Mixed Reality MirrorabstractMirror reflections offer an intuitive and realistic Mixed Reality (MR) experience comparable to other MR interfaces. Their high visual fidelity, and the sensorimotor contingency from the reflected moving body, make the mirror an ideal instrument for MR movement guidance. The translucent two-way mirror display enables users to follow a virtual humanoid instructor’s movement accurately by visually matching it with their reflections. In this work, we conduct the first formal evaluation of movement acquisition performance with simple motor tasks, using visual guidance from an MR mirror and a humanoid virtual instructor. Our results of performance and subjective ratings indicate that, comparing with simulated virtual mirror and with traditional screen-based movement guidance, the real MR mirror yields better acquisition performance and stronger sense of embodiment with the reflection, for upper-body movement. But the benefits diminish with larger-range head movements. We provide design guidelines for future mirror movement guidance interfaces and MR mirror experiences at large. Qiushi Zhou, Andrew Irlitti, Difeng Yu, Jorge Gonçalves 0001, Eduardo Velloso |
Conference on Designing Interactive Systems | 1 |
| 2022 | Blending On-Body and Mid-Air Interaction in Virtual RealityabstractOn-body interfaces, which leverage the human body’s surface as an input or output platform, can provide new opportunities for designing VR interaction. However, it remains unclear how on-body interfaces can best support current VR systems that mainly rely on mid-air interaction. We propose BodyOn, a collection of six design patterns that leverage combined on-body and mid-air interfaces to achieve more effective 3D interaction. Specifically, a user may use thumb-on-finger gestures, finger-on-arm gestures, or on-body displays with mid-air input, including hand movement and orientation, to complete an interaction task. To test our design concepts, we implemented example interaction techniques based on BodyOn that can assist users in various 3D interaction tasks. We further conducted an expert evaluation using the techniques as probes to elicit immediate design issues that emerge from the novel combination of on-body and midair interaction. We provide insights that can inspire and inform the design of future 3D user interfaces. Difeng Yu, Qiushi Zhou, Tilman Dingler, Eduardo Velloso, Jorge Gonçalves 0001 |
ISMAR | 2 |
| 2021 | Dance and Choreography in HCI: A Two-Decade RetrospectiveabstractDesigning computational support for dance is an emerging area of HCI research, incorporating the cultural, experiential, and embodied characteristics of the third-wave shift. The challenges of recognising the abstract qualities of body movement, and of mediating between the diverse parties involved in the idiosyncratic creative process, present important questions to HCI researchers: how can we effectively integrate computing with dance, to understand and cultivate the felt dimension of creativity, and to aid the dance-making process? In this work, we systematically review the past twenty years of dance literature in HCI. We discuss our findings, propose directions for future HCI works in dance, and distil lessons for related disciplines. Qiushi Zhou, Cheng Cheng Cheng Chua, Jarrod Knibbe, Jorge Gonçalves 0001, Eduardo Velloso |
CHI | 1 |
| 2020 | Faces of Focus: A Study on the Facial Cues of Attentional StatesabstractAutomatically detecting attentional states is a prerequisite for designing interventions to manage attention - knowledge workers' most critical resource. As a first step towards this goal, it is necessary to understand how different attentional states are made discernible through visible cues in knowledge workers. In this paper, we demonstrate the important facial cues to detect attentional states by evaluating a data set of 15 participants that we tracked over a whole workday, which included their challenge and engagement levels. Our evaluation shows that gaze, pitch, and lips part action units are indicators of engaged work; while pitch, gaze movements, gaze angle, and upper-lid raiser action units are indicators of challenging work. These findings reveal a significant relationship between facial cues and both engagement and challenge levels experienced by our tracked participants. Our work contributes to the design of future studies to detect attentional states based on facial cues. Ebrahim Babaei, Namrata Srivastava, Joshua Newn, Qiushi Zhou, Tilman Dingler, Eduardo Velloso |
CHI | 4 |
| 2020 | Engaging Participants during Selection Studies in Virtual RealityabstractSelection studies are prevalent and indispensable for VR research. However, due to the tedious and repetitive nature of many such experiments, participants can become disengaged during the study, which is likely to impact the results and conclusions. In this work, we investigate participant disengagement in VR selection experiments and how this issue affects the outcomes. Moreover, we evaluate the usefulness of four engagement strategies to keep participants engaged during VR selection studies and investigate how they impact user performance when compared to a baseline condition with no engagement strategy. Based on our findings, we distill several design recommendations that can be useful for future VR selection studies or user tests in other domains that employ similar repetitive features. Difeng Yu, Qiushi Zhou, Benjamin Tag, Tilman Dingler, Eduardo Velloso, Jorge Gonçalves 0001 |
VR | 2 |
| 2020 | Fully-Occluded Target Selection in Virtual RealityabstractThe presence of fully-occluded targets is common within virtual environments, ranging from a virtual object located behind a wall to a datapoint of interest hidden in a complex visualization. However, efficient input techniques for locating and selecting these targets are mostly underexplored in virtual reality (VR) systems. In this paper, we developed an initial set of seven techniques techniques for fully-occluded target selection in VR. We then evaluated their performance in a user study and derived a set of design implications for simple and more complex tasks from our results. Based on these insights, we refined the most promising techniques and conducted a second, more comprehensive user study. Our results show how factors, such as occlusion layers, target depths, object densities, and the estimation of target locations, can affect technique performance. Our findings from both studies and distilled recommendations can inform the design of future VR systems that offer selections for fully-occluded targets. Difeng Yu, Qiushi Zhou, Joshua Newn, Tilman Dingler, Eduardo Velloso, Jorge Gonçalves 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Eyes-free Target Acquisition During Walking in Immersive Mixed RealityabstractReaching towards out-of-sight objects during walking is a common task in daily life, however the same task can be challenging when wearing immersive Head-Mounted Displays (HMD). In this paper, we investigate the effects of spatial reference frame, walking path curvature, and target placement relative to the body on user performance of manually acquiring out-of-sight targets located around their bodies, as they walk in a spatial-mapping Mixed Reality (MR) environment wearing an immersive HMD. We found that walking and increased path curvature negatively affected the overall spatial accuracy of the performance, and that the performance benefited more from using the torso as the reference frame than the head. We also found that targets placed at maximum reaching distance yielded less error in angular rotation and depth of the reaching arm. We discuss our findings with regard to human walking kinesthetics and the sensory integration in the peripersonal space during locomotion in immersive MR. We provide design guidelines for future immersive MR experience featuring spatial mapping and full-body motion tracking to provide better embodied experience. Qiushi Zhou, Difeng Yu, Martin Reinoso, Joshua Newn, Jorge Gonçalves 0001, Eduardo Velloso |
IEEE Trans. Vis. Comput. Graph. | 1 |