Yihong Wu 0003

dblp:24/2219-3 · DBLP profile ↗
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12ranked-venue papers
4as first author
12since 2021 · last 2026
0000-0002-4905-2501ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 6 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
YearPublicationVenuePosition
2026 InsightChaser: Enhancing Visual Reasoning of Sports Tactical Visualization with Visual-Text Linking
abstract
In sports analytics, tactical visualization is widely used to convey valuable insights. However, due to the complex domain knowledge and contextual information involved in tactical visualizations, it is challenging for users to connect high-level tactical insights to corresponding visual patterns. This requires users to engage in a reasoning process to interpret insights within game contexts, which remains insufficiently supported in existing visual-text linking studies. In this work, we propose InsightChaser, a novel approach to bridge tactical insights and soccer visualizations through visual-text linking and visual reasoning enhancement. InsightChaser constructs knowledge graphs to represent both visual elements and contextual game information. Integrating large language models (LLMs), our approach retrieves relevant visual elements and establishes explicit links with insights. Moreover, InsightChaser utilizes LLMs to enhance these visual-text links by providing reasoning explanations and visual effects. We further develop an interactive visualization system that supports navigation and explanation of enhanced visual-text links. Users can explore linked tactical insights interactively and reason through enhanced visual explanations. We conduct two case studies using real-world soccer data and a user study to demonstrate the effectiveness of our approach.
Ziao Liu, Wenshuo Zhao, Xiao Xie, Yihong Wu 0003, Hui Zhang 0051, Yingcai Wu
IEEE Trans. Vis. Comput. Graph.5
2025 Visual Analytics of Ball Handlers' Decisions in Basketball Games
abstract
In basketball, decision-making is one of the core skills for players. For example, when a player is holding the ball, the success of the team’s offense is primarily determined by her/his decisions (i.e., pass, shoot, or dribble) in response to the dynamics of the game. Understanding players’ decision-making processes in changing game situations can help coaches develop effective strategies, which is critical for the success of a team. However, the decision-making process is influenced by various factors (e.g., player’s playing style, opponents’ defense, and time remaining), making understanding a challenging problem. In this study, we propose HoopScouter, a visual analytics system to help understand ball handlers’ decisions in basketball games. Based on a careful investigation of the analysis requirements, we first introduce a representation learning method that characterizes ball handlers’ decision-making styles. We then design a sketch panel with integrated time information to support exploration of player decisions under similar game scenarios. Facet views and coordinated interactions are also provided to identify the strengths and weaknesses of the ball handler’s decision-making, and to understand when and why ball handlers would make certain decisions. To validate the effectiveness of HoopScouter, we conduct two case studies on real-world basketball games and receive positive feedback from domain experts.
Yihong Wu 0003, Ziao Liu, Liqi Cheng, Moqi He, Dazhen Deng, Xiao Xie, Hui Zhang 0051, Yingcai Wu
PacificVis1
2025 From Sports Videos to Immersive Training: Augmenting Human Motion to Enrich Basketball Training Experience
Yihong Wu 0003, Xiao Xie, Lingyun Yu 0001, Xinyi Ruan, Runzhou Li, Liqi Cheng, Shuainan Ye, Dazhen Deng, Hui Zhang 0051, Yingcai Wu
UIST1
2025 VisMimic: Integrating Motion Chain in Feedback Video Generation for Motor Coaching
Liqi Cheng, Xiao Xie, Yiwei Peng, Minghao Feng, Yihong Wu 0003, Hui Zhang 0051, Yingcai Wu
UIST7
2025 Smartboard: Visual Exploration of Team Tactics with LLM Agent
abstract
Tactics play an important role in team sports by guiding how players interact on the field. Both sports fans and experts have a demand for analyzing sports tactics. Existing approaches allow users to visually perceive the multivariate tactical effects. However, these approaches require users to experience a complex reasoning process to connect the multiple interactions within each tactic to the final tactical effect. In this work, we collaborate with basketball experts and propose a progressive approach to help users gain a deeper understanding of how each tactic works and customize tactics on demand. Users can progressively sketch on a tactic board, and a coach agent will simulate the possible actions in each step and present the simulation to users with facet visualizations. We develop an extensible framework that integrates large language models (LLMs) and visualizations to help users communicate with the coach agent with multimodal inputs. Based on the framework, we design and develop Smartboard, an agent-based interactive visualization system for fine-grained tactical analysis, especially for play design. Smartboard provides users with a structured process of setup, simulation, and evolution, allowing for iterative exploration of tactics based on specific personalized scenarios. We conduct case studies based on real-world basketball datasets to demonstrate the effectiveness and usefulness of our system.
Ziao Liu, Xiao Xie, Moqi He, Wenshuo Zhao, Yihong Wu 0003, Liqi Cheng, Hui Zhang 0051, Yingcai Wu
IEEE Trans. Vis. Comput. Graph.5
2024 ViSTec: Video Modeling for Sports Technique Recognition and Tactical Analysis
abstract
The immense popularity of racket sports has fueled substantial demand in tactical analysis with broadcast videos. However, existing manual methods require laborious annotation, and recent attempts leveraging video perception models are limited to low-level annotations like ball trajectories, overlooking tactics that necessitate an understanding of stroke techniques. State-of-the-art action segmentation models also struggle with technique recognition due to frequent occlusions and motion-induced blurring in racket sports videos. To address these challenges, We propose ViSTec, a Video-based Sports Technique recognition model inspired by human cognition that synergizes sparse visual data with rich contextual insights. Our approach integrates a graph to explicitly model strategic knowledge in stroke sequences and enhance technique recognition with contextual inductive bias. A two-stage action perception model is jointly trained to align with the contextual knowledge in the graph. Experiments demonstrate that our method outperforms existing models by a significant margin. Case studies with experts from the Chinese national table tennis team validate our model's capacity to automate analysis for technical actions and tactical strategies. More details are available at: https://ViSTec2024.github.io/.
Zeqing Yuan, Yihong Wu 0003, Liqi Cheng, Dazhen Deng, Yingcai Wu
AAAI3
2024 VisCourt: In-Situ Guidance for Interactive Tactic Training in Mixed Reality
abstract
In team sports like basketball, understanding and executing tactics—coordinated plans of movements among players—are crucial yet complex, requiring extensive practice. These tactics require players to develop a keen sense of spatial and situational awareness. Traditional coaching methods, which mainly rely on basketball tactic boards and video instruction, often fail to bridge the gap between theoretical learning and the real-world application of tactics, due to shifts in view perspectives and a lack of direct experience with tactical scenarios. To address this challenge, we introduce VisCourt, a Mixed Reality (MR) tactic training system, in collaboration with a professional basketball team. To set up the MR training environment, we employed semi-automatic methods to simulate realistic 3D tactical scenarios and iteratively designed visual in-situ guidance. This approach enables full-body engagement in interactive training sessions on an actual basketball court and provides immediate feedback, significantly enhancing the learning experience. A user study with athletes and enthusiasts shows the effectiveness and satisfaction with VisCourt in basketball training and offers insights for the design of future SportsXR training systems.
Liqi Cheng, Hanze Jia, Lingyun Yu 0001, Yihong Wu 0003, Shuainan Ye, Dazhen Deng, Hui Zhang 0051, Xiao Xie, Yingcai Wu
UIST4
2023 AR-Enhanced Workouts: Exploring Visual Cues for At-Home Workout Videos in AR Environment
abstract
In recent years, with growing health consciousness, at-home workout has become increasingly popular for its convenience and safety. Most people choose to follow video guidance during exercising. However, our preliminary study revealed that fitness-minded people face challenges when watching exercise videos on handheld devices or fixed monitors, such as limited movement comprehension due to static camera angles and insufficient feedback. To address these issues, we reviewed popular workout videos, identified user requirements, and came up with an augmented reality (AR) solution. Following a user-centered iterative design process, we proposed a design space of AR visual cues for workouts and implemented an AR-based application. Specifically, we captured users’ exercise performance with pose-tracking technology and provided feedback via AR visual cues. Two user experiments showed that incorporating AR visual cues could improve movement comprehension and enable users to adjust their movements based on real-time feedback. Finally, we presented several suggestions to inspire future design and apply AR visual cues to sports training.
Yihong Wu 0003, Lingyun Yu 0001, Jie Xu 0047, Dazhen Deng, Jiachen Wang 0001, Xiao Xie, Hui Zhang 0051, Yingcai Wu
UIST1
2023 Tac-Anticipator: Visual Analytics of Anticipation Behaviors in Table Tennis Matches
abstract
Abstract Anticipation skill is important for elite racquet sports players. Successful anticipation allows them to predict the actions of the opponent better and take early actions in matches. Existing studies of anticipation behaviors, largely based on the analysis of in‐lab behaviors, failed to capture the characteristics of in‐situ anticipation behaviors in real matches. This research proposes a data‐driven approach for research on anticipation behaviors to gain more accurate and reliable insight into anticipation skills. Collaborating with domain experts in table tennis, we develop a complete solution that includes data collection, the development of a model to evaluate anticipation behaviors, and the design of a visual analytics system called Tac‐Anticipator. Our case study reveals the strengths and weaknesses of top table tennis players' anticipation behaviors. In a word, our work enriches the research methods and guidelines for visual analytics of anticipation behaviors.
Jiachen Wang 0001, Yihong Wu 0003, Xiaolong Zhang 0001, Yixin Zeng 0001, Hui Zhang 0051, Xiao Xie, Yingcai Wu
Comput. Graph. Forum2
2023 VisImages: A Fine-Grained Expert-Annotated Visualization Dataset
abstract
Images in visualization publications contain rich information, e.g., novel visualization designs and implicit design patterns of visualizations. A systematic collection of these images can contribute to the community in many aspects, such as literature analysis and automated tasks for visualization. In this paper, we build and make public a dataset, VisImages, which collects 12,267 images with captions from 1,397 papers in IEEE InfoVis and VAST. Built upon a comprehensive visualization taxonomy, the dataset includes 35,096 visualizations and their bounding boxes in the images. We demonstrate the usefulness of VisImages through three use cases: 1) investigating the use of visualizations in the publications with VisImages Explorer, 2) training and benchmarking models for visualization classification, and 3) localizing visualizations in the visual analytics systems automatically.
Dazhen Deng, Yihong Wu 0003, Xinhuan Shu, Jiang Wu 0012, Siwei Fu, Weiwei Cui 0001, Yingcai Wu
IEEE Trans. Vis. Comput. Graph.2
2023 OBTracker: Visual Analytics of Off-ball Movements in Basketball
abstract
In a basketball play, players who are not in possession of the ball (i.e., off-ball players) can still effectively contribute to the team's offense, such as making a sudden move to create scoring opportunities. Analyzing the movements of off-ball players can thus facilitate the development of effective strategies for coaches. However, common basketball statistics (e.g., points and assists) primarily focus on what happens around the ball and are mostly result-oriented, making it challenging to objectively assess and fully understand the contributions of off-ball movements. To address these challenges, we collaborate closely with domain experts and summarize the multi-level requirements for off-ball movement analysis in basketball. We first establish an assessment model to quantitatively evaluate the offensive contribution of an off-ball movement considering both the position of players and the team cooperation. Based on the model, we design and develop a visual analytics system called OBTracker to support the multifaceted analysis of off-ball movements. OBTracker enables users to identify the frequency and effectiveness of off-ball movement patterns and learn the performance of different off-ball players. A tailored visualization based on the Voronoi diagram is proposed to help users interpret the contribution of off-ball movements from a temporal perspective. We conduct two case studies based on the tracking data from NBA games and demonstrate the effectiveness and usability of OBTracker through expert feedback.
Yihong Wu 0003, Dazhen Deng, Xiao Xie, Moqi He, Jie Xu 0047, Hongzeng Zhang, Hui Zhang 0051, Yingcai Wu
IEEE Trans. Vis. Comput. Graph.1
2021 EventAnchor: Reducing Human Interactions in Event Annotation of Racket Sports Videos
abstract
The popularity of racket sports (e.g., tennis and table tennis) leads to high demands for data analysis, such as notational analysis, on player performance. While sports videos offer many benefits for such analysis, retrieving accurate information from sports videos could be challenging. In this paper, we propose EventAnchor, a data analysis framework to facilitate interactive annotation of racket sports video with the support of computer vision algorithms. Our approach uses machine learning models in computer vision to help users acquire essential events from videos (e.g., serve, the ball bouncing on the court) and offers users a set of interactive tools for data annotation. An evaluation study on a table tennis annotation system built on this framework shows significant improvement of user performances in simple annotation tasks on objects of interest and complex annotation tasks requiring domain knowledge.
Dazhen Deng, Jiang Wu 0012, Jiachen Wang 0001, Yihong Wu 0003, Xiao Xie, Hui Zhang 0051, Xiaolong Zhang 0001, Yingcai Wu
CHI4