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Yangzi Dong

dblp:243/4855 · DBLP profile ↗
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4ranked-venue papers
1as first author
3since 2021 · last 2023
0000-0002-3024-4239ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
2 papers
Interaction techniques and input · 40% Immersive interaction · 40% Wearable and physiological sensing · 20%
Artificial intelligence
1 paper
Efficient and distributed learning · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality training
0.612022
Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable Training · CHI 2022
Interaction techniques and input › input device › 3d input device
data glove
0.412019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Interaction techniques and input
gesture input
0.412019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Wearable and physiological sensing
motion capture
0.412019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Machine learning › Efficient and distributed learning
model compression
0.112019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Machine learning › Efficient and distributed learning › model compression
network minimization
0.112019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019

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

network reduction · 0.8inertial measurement unit · 0.8convolutional neural network · 0.8user study · 0.6prototype · 0.6backward design · 0.6
YearPublicationVenuePosition
2023 Multi-GPU multi-display rendering of extremely large 3D environments
Yangzi Dong, Chao Peng 0003
Vis. Comput.1
2022 Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable Training
abstract
The US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at transforming state-of-the-art-welding simulations and in-person instruction into a widely accessible and engaging platform. We applied backward design principles to design a low-cost welding simulator in the form of modularized units through active consulting with welding training experts. Using a minimum viable prototype, we conducted a user study with 24 novices to test the system’s usability. Our findings show (1) greater effectiveness of the system in transferring skills to real-world environments as compared to accessible video-based alternatives and, (2) the visuo-haptic guidance during virtual welding enhances performance and provides a realistic learning experience to users. Using the solution, we expect inexperienced users to achieve competencies faster and be better prepared to enter actual work environments.
Ananya Ipsita, Levi Erickson, Yangzi Dong, Joey Huang, Alexa Bushinski, Sraven Saradhi, Ana M. Villanueva, Kylie Peppler, Thomas Redick, Karthik Ramani
CHI3
2021 Freehand Interaction in Virtual Reality: Bimanual Gestures for Cross-Workspace Interaction
abstract
This work presents the design and evaluation of three bimanual interaction modalities for cross-workspace interaction in virtual reality (VR), in which the user can move items between a personal workspace and a shared workspace. We conducted an empirical study to understand three modalities and their suitability for cross-workspace interaction in VR.
Chao Peng 0003, Yangzi Dong, Lizhou Cao
VRST2
2019 Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network
abstract
In this work, we propose an end-to-end system that provides both hardware and software support for real-time gesture recognition. We apply a convolutional neural network over 3D rotation data of finger joints rather than over vision-based data, in order to extract high-level intentions (features) users are trying to convey. A pair of customized motion capturing gloves are designed with inertial measurement unit (IMU) sensors to obtain gestural datasets for network training and real-time recognition. A network reduction strategy has been developed to appropriately reduce a network's complexity in both depth and width dimensions while maintaining a high recognition accuracy with the classification model produced by the network. The classification model is able to classify new data samples by scanning a real-time stream of joint rotations during the use of the gloves. Our evaluation results expose the relationships between the network reduction hyperparameters and the change of recognition accuracy. Based on the evaluation, we are able to determine an appropriate version of the light network and achieve 98% accuracy.
Nicholas Diliberti, Chao Peng 0003, Christopher Kaufman, Yangzi Dong, Jeffrey T. Hansberger
ACM Multimedia4