VLDB 2026 Research / reviewers in the wild / expert
Jinghui Hu
dblp:250/1270
· DBLP profile ↗
12ranked-venue papers
4as first author
12since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Interaction of Cursor Warping and View Manipulation in Multi-Display XR EnvironmentsabstractExtended Reality (XR) headsets enable large, reconfigurable multi-display workspaces and support view manipulation, allowing the workspace to reposition itself around the user. Cursor warping similarly reduces traversal distance and pointer search by reinitialising the cursor at defined locations. Yet when both mechanisms operate together, the spatial relationship between user, displays, and cursor becomes dynamic, and it remains unclear how cursor repositioning behaves when the workspace itself moves. In a study (N=20) of five cursor-warping strategies with two view manipulations, we show that the benefits of both do not automatically combine: workspace motion can disrupt spatial consistency and alter both performance and movement costs. We show that continuous cursor movement in world space is limited compared to alternative warping techniques, and cursor behaviour and view control are tightly coupled. Hence, cursor initialisation and view manipulation must be co-designed to support efficient and comfortable interaction in XR multi-display environments. Yuzheng Chen, Hock Siang Lee, Florian Weidner, Jinghui Hu, Hans-Werner Gellersen |
CHI | 5 |
| 2026 | The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual RealityabstractPeople differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and provide a quantitative account of their population-level distribution. Using a 360° video free-viewing dataset (N = 87), we model head contributions to gaze shifts with a hinge-based parametric function, revealing a spectrum of strategies from eye-movers to head-movers. We then conduct a user study (N = 28) combining 360° video viewing with a short controlled task using gaze targets. While parameter values differ across tasks, individuals show partial alignment in their relative positions within the population, indicating that tendencies are meaningful but shaped by context. Our findings establish head movement tendencies as an important concept for VR and highlight implications for adaptive systems such as foveated rendering, viewport alignment, and multi-user experience design. Jinghui Hu, Ludwig Sidenmark, Hock Siang Lee, Hans-Werner Gellersen |
CHI | 1 |
| 2026 | Prediction of Eye Dominance in VRabstractVisual alignment tasks, such as perspective pointing, inherently involve ambiguity because either the left or right eye can dominate, serving as the vantage point. Previous work presented eye dominance as dynamic, influenced by horizontal gaze angle to the target. In this work, we investigate prediction based on both target-based and user-dependent features, with machine learning models trained from data collected from a perspective-pointing task (N=28). We confirm that vertical target angle influences eye dominance, strengthening the effect of horizontal angles, specifically below eye level. Models using target information alone performed poorly, particularly for left-eye cases. Including user-specific features improved accuracy and class balance, with gradient boosted classifiers achieving the highest performance. These results underscore the significance of personalized features for eye dominance prediction, with practical implications for virtual reality (VR) interfaces. Franziska Prummer, Jinghui Hu, Florian Weidner, Hans-Werner Gellersen |
ETRA | 2 |
| 2026 | Aligner, Nodder, and Winker: Creating Complete, Hands-Free Interaction Techniques that Unify Precise, UI-Independent Selection and Dragging ETRA016abstractHands-free interaction is essential when users’ hands are occupied with primary tasks. A key challenge is unifying precise, UI-independent selection and continuous dragging without explicit mode switching. This paper introduces two novel techniques: Aligner (spatial eye-head alignment) and Nodder (gestural decomposition of a nod); and evaluates them against an established Winker technique, a gestural clutch using single-eye closure. A user study with controlled Fitts’ law and dragging tasks, alongside a practical application, evaluated the techniques. Results show that Aligner offers superior selection precision but creates a visuomotor conflict during dragging; Nodder optimizes movement efficiency for large-amplitude targets despite higher physical effort; and Winker provides the fastest performance but is susceptible to accidental activation. These findings inform the design of future hands-free systems by highlighting the context-dependent nature of this interaction challenge. Baosheng James Hou, Pavel Manakhov, Jinghui Hu, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2026 | Sensorimotor Regularities as Alignment between Humans and Large Language ModelsabstractLarge Language Models (LLMs) do not construct conceptual representations in ways that align with human cognition, posing risks for human–AI interaction. While LLMs solely rely on linguistic distributional knowledge, humans leverage both linguistic and sensorimotor knowledge. To systematically assess human-LLM alignment in concept representations, we propose a novel evaluation framework based on sensorimotor regularities, operationalized as image schemas—multimodal gestalts derived from repeated sensorimotor experiences. Investigating linguistic manifestations of such schemas, we systematically identify human-LLM alignments and misalignments in the encoding of sensorimotor regularities. Results indicate that three contemporary disembodied LLMs encode highly human-like sensorimotor gestalts. However, these models exhibit reduced alignment when mapping such gestalts to concepts, and they do not systematically combine these gestalts in ways consistent with human patterns. We identify each LLM’s misalignments with human patterns in image schema distribution, conceptual associations, and image schema co-occurrences. Building on these findings, we augment gpt-4-1106 with targeted sensorimotor priors derived from its identified misalignments with human patterns. In a downstream user study, this augmentation yields sentence continuations rated by humans as significantly more conceptually clear, contextually contingent, and human-like than baseline outputs. Our work establishes a foundation for evaluating and improving human-LLM alignment at the conceptual level. Jinghui Hu, Per Ola Kristensson |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2025 | Seeing and Touching the Air: Unraveling Eye-Hand Coordination in Mid-Air Gesture Typing for Mixed RealityabstractMid-air text entry in mixed reality (MR) headsets has shown promise but remains less efficient than traditional input methods. While research has focused on improving typing performance, the mechanics of mid-air gesture typing, especially eye-hand coordination, are less understood. This paper investigates visuomotor coordination of mid-air gesture keyboards through a user study (n = 16) comparing gesture typing on a tablet and in mid-air. Through an expert task we demonstrate that users were able to achieve a comparable text input performance. Our in-depth analysis of eye-hand coordination reveals significant differences in the eye-hand coordination patterns between gesture typing on a tablet and in-air. The mid-air gesture typing necessitates almost all of the visual attention on the keyboard area and a more consistent synchronization in eye-hand coordination to compensate for the increased motor and cognitive demands without physical boundaries. These insights provide important implications for the design of more efficient text input methods. Jinghui Hu, John J. Dudley, Per Ola Kristensson |
CHI | 1 |
| 2025 | Working in Extended Reality in the Wild: Worker and Bystander Experiences of XR Virtual Displays in Public Real-World SettingsabstractAlthough access to sufficient screen space is crucial to knowledge work, workers often find themselves with limited access to display infrastructure in remote or public settings. While virtual displays can be used to extend the available screen space through extended reality (XR) head-worn displays (HWD), we must better understand the implications of working with them in public settings from both users' and bystanders' viewpoints. To this end, we conducted two user studies. We first explored the usage of a hybrid AR display across real-world settings and tasks. We focused on how users take advantage of virtual displays and what social and environmental factors impact their usage of the system. A second study investigated the differences between working with a laptop, an AR system, or a VR system in public. We focused on a single location and participants performed a predefined task to enable direct comparisons between the conditions while also gathering data from bystanders. The combined results suggest a positive acceptance of XR technology in public settings and show that virtual displays can be used to accompany existing devices. We highlighted some environmental and social factors. We saw that previous XR experience and personality can influence how people perceive the use of XR in public. In addition, we confirmed that using XR in public still makes users stand out and that bystanders are curious about the devices, yet have no clear understanding of how they can be used. Leonardo Pavanatto, Verena Biener, Jennifer Chandran, Snehanjali Kalamkar, Feiyu Lu 0001, John J. Dudley, Jinghui Hu, Gabriella N. Ramirez, Per Ola Kristensson, Alexander Giovannelli, Luke Schlueter, Jörg Müller 0001, Jens Grubert, Doug A. Bowman |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2024 | LookUP: Command Search Using Dwell-free Eye Typing in Mixed RealityabstractWe introduce LookUP, a novel general purpose command search system for mixed reality headsets, offering a hands-free experience through dwell-free eye typing. With LookUP, users can trigger the display of a virtual keyboard with a simple upward head motion. The keyboard then uses a statistical decoder to interpret users’ intended text based on their eye movements. This approach diverges from traditional dwell-time methods, significantly enhancing typing speed and efficiency. Our research involved deploying LookUP on a HoloLens 2, and benchmarking it against a dwell-based command search baseline and the native HoloLens system menu. Our user study indicated that participants spent a significantly shorter time using LookUP with dwell-free eye typing in command search and entry, demonstrating LookUP’s potential to be a complementary command input for mixed reality headsets. Jinghui Hu, John J. Dudley, Per Ola Kristensson |
ISMAR | 1 |
| 2024 | SkiMR: Dwell-free Eye Typing in Mixed RealityabstractWe present SkiMR: a dwell-free eye typing system that enables fast and accurate hands-free text entry on mixed reality headsets. SkiMR uses a statistical decoder to infer users’ intended text based on users’ eye movements on a virtual keyboard. It does not rely on dwell timeouts for key selections, which enables it to be faster than traditional eye typing. We study this dwell-free eye typing system, deployed on a HoloLens 2, in two studies. In the first study (n = 12) we show that dwell-free eye typing results in a significantly faster text entry rate compared to traditional dwell-based eye typing with word prediction support, and a hybrid dwell-free method that uses dwell timeouts to delimit word entry. Based on the insights from the first study we evaluate the feasibility of a refined system in a more realistic composition task and use an interaction mechanism that provides real-time predictions during dwell-free eye typing. The second study (n = 16) demonstrates that this final system allow users to compose original text at 12 words per minute with a corrected character error rate of 1.1%. Overall, this work demonstrates the high potential for fast and accurate hands-free text entry using dwell-free eye typing for mixed reality headsets. Jinghui Hu, John J. Dudley, Per Ola Kristensson |
VR | 1 |
| 2024 | Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR Through Video AnalysisabstractVR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR such as a study observing 16 participants working in VR and a physical environment for one work-week each and reporting mainly on subjective feedback. As a nuanced understanding of participants' behavior in VR and how it evolves over time is still missing, we report on the results from an analysis of 559 hours of video material obtained in this prior study. Among other findings, we report that (1) the frequency of actions related to adjusting the headset reduced by 46% and the frequency of actions related to supporting the headset reduced by 42% over the five days; (2) the HMD was removed 31% less frequently over the five days but for 41% longer periods; (3) wearing an HMD is disruptive to normal patterns of eating and drinking, but not to social interactions, such as talking. The combined findings in this work demonstrate the value of long-term studies of deployed VR systems and can be used to inform the design of better, more ergonomic VR systems as tools for knowledge workers. Verena Biener, Forouzan Farzinnejad, Rinaldo Schuster, Seyedmasih Tabaei, Leon Lindlein, Jinghui Hu, Negar Nouri, John J. Dudley, Per Ola Kristensson, Jörg Müller 0001, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2022 | Personalization of a Mid-Air Gesture Keyboard using Multi-Objective Bayesian OptimizationabstractWe present AdaptiKeyboard, a mid-air gesture keyboard that uses multi-objective Bayesian optimization to adaptively change layout size to simultaneously optimize speed and accuracy. Gesture keyboards are well suited for enabling mid-air text entry in augmented reality (AR) due to their relative robustness to articulation inaccuracy. However, transplanting gesture keyboards to AR involves a larger design and operational space compared to touchscreen interactions. One potential advantage of this larger design and operational space is that mid-air keyboards presented in AR can be more versatile than their touchscreen equivalents. A key component of a mid-air gesture keyboard is the layout size, which can be made adaptive in order to optimize text entry speed and accuracy at the individual user level. This adaptive personalization can refine the keyboard design to reflect the differences users exhibit in motor behaviors and personal preferences. In this paper, we propose a multi-objective Bayesian optimization approach for adapting the layout size of a mid-air gesture keyboard to individual users. We show that this process can deliver a 14.4% improvement in speed and a 13.8% improvement in accuracy relative to a baseline design with a constant size derived from the default system keyboard on the HoloLens 2. Junxiao Shen, Jinghui Hu, John J. Dudley, Per Ola Kristensson |
ISMAR | 2 |
| 2022 | Quantifying the Effects of Working in VR for One WeekabstractVirtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding such long-term effects. Specifically, we report on a comparative study $i$, in which participants were working in VR for an entire week-for five days, eight hours each day-as well as in a baseline physical desktop environment. This study aims to quantify the effects of exchanging a desktop-based work environment with a VR-based environment. Hence, during this study, we do not present the participants with the best possible VR system but rather a setup delivering a comparable experience to working in the physical desktop environment. The study reveals that, as expected, VR results in significantly worse ratings across most measures. Among other results, we found concerning levels of simulator sickness, below average usability ratings and two participants dropped out on the first day using VR, due to migraine, nausea and anxiety. Nevertheless, there is some indication that participants gradually overcame negative first impressions and initial discomfort. Overall, this study helps lay the groundwork for subsequent research, by clearly highlighting current shortcomings and identifying opportunities for improving the experience of working in VR. Verena Biener, Snehanjali Kalamkar, Negar Nouri, Eyal Ofek, Michel Pahud, John J. Dudley, Jinghui Hu, Per Ola Kristensson, Maheshya Weerasinghe, Klen Copic Pucihar, Matjaz Kljun, Stephan Streuber, Jens Grubert |
IEEE Trans. Vis. Comput. Graph. | 7 |