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Ningning Xu

dblp:317/6576 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 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.

Artificial intelligence
1 paper
3D vision · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.912025
Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus · ICRA 2025
Computer vision › 3D vision
3d reconstruction
0.912025
Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus · ICRA 2025
Computer vision › 3D vision
depth estimation
0.912025
Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus · ICRA 2025
Computer vision › 3D vision › depth estimation › focus-based depth estimation
depth from defocus
0.912025
Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus · ICRA 2025
Computer vision › 3D vision › depth estimation
monocular depth estimation
0.912025
Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus · ICRA 2025

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

siamese network · 0.9self-supervised learning · 0.9
YearPublicationVenuePosition
2025 Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus
abstract
Depth estimation is a fundamental task in 3D geometry. While stereo depth estimation can be achieved through triangulation methods, it is not as straightforward for monocular methods, which require the integration of global and local information. The Depth from Defocus (DFD) method utilizes camera lens models and parameters to recover depth information from blurred images and has been proven to perform well. However, these methods rely on All-In-Focus (AIF) images for depth estimation, which is nearly impossible to obtain in real-world applications. To address this issue, we propose a self-supervised framework based on 3D Gaussian splatting and Siamese networks. By learning the blur levels at different focal distances of the same scene in the focal stack, the framework predicts the defocus map and Circle of Confusion (CoC) from a single defocused image, using the defocus map as input to DepthNet for monocular depth estimation. The 3D Gaussian splatting model renders defocused images using the predicted CoC, and the differences between these and the real defocused images provide additional supervision signals for the Siamese Defocus self-supervised network. This framework has been validated on both artificially synthesized and real blurred datasets. Subsequent quantitative and visualization experiments demonstrate that our proposed framework is highly effective as a DFD method.
Jinchang Zhang, Ningning Xu, Guoyu Lu 0001
ICRA2
2025 Investigating the Continuous Intentions to Use Hybrid Cultural Gift in Collaborative Learning: A Study Design
abstract
As a hot topic in the 21 century, cultural digitization is an important research spot in both the cultural industry and educational field, providing new opportunities to engage in cultural heritage. A successful cultural visit must allow visitors to make rich interpretations of the underlying cultural information while also paying appropriate attention to the surrounding visitors. In this context, the hybrid cultural gift, with the integration of tangible interfaces and digital technologies, is a promising step toward a more engaging, personalized, and socialized experience for cultural inheritance. In this paper, we investigate the continuous intention to use hybrid cultural gift in collaborative learning considered about emotional design and technology acceptance. We introduce our preliminary research plan, outlining the proposed research model and hypotheses, as well as the hybrid gift design and planned user study. The research will provide insight on hybrid gifts and collaborative learning for cultural researchers and practitioners.
Hongyu Ji, Cancan Jin, Ningning Xu
VINCI3
2024 CubeMuseum AR: A Tangible Augmented Reality Interface for Cultural Heritage Learning and Museum Gifting
abstract
Museum artifacts are the main way for visitors to experience and learn about cultural heritage. Augmented reality (AR) allows for high interactivity and is increasingly applied in museums to improve tourists’ experience and learning. It also supports the extension of museum experience to outside of the physical museum space, contributing to the visiting trajectory and takeaway experience. In this paper, we present our design of two tangible AR interfaces for cultural artifacts: Postcard AR and CubeMuseum AR, followed by three user studies that evaluate and optimize the design. In Study 1, we conducted a within-subjects study (N = 24) that compares the two AR interfaces with a baseline condition (Leaflet). Our results demonstrate the positive effects of tangible AR interfaces on users’ motivation and engagement in learning cultural heritage. In Study 2, we further explored how to optimize CubeMuseum AR by adopting a user-centered design approach. Through the analysis of expert interviews (N = 7) and an online survey (N = 207), the results specify a series of requirements and design guidelines for tangible AR interfaces to be used as a learning tool and a hybrid gift. Based on the findings, the design of the CubeMuseum AR was optimized and evaluated in Study 3. A between-subjects user study was conducted (N = 32) to compare the optimized design with the initial design. The results verified the positive effects of gamified tangible AR interfaces on users’ motivation, engagement, and performance in learning cultural heritage. We present our design and evaluation results, and discuss the implications of designing tangible AR interfaces for cultural heritage learning and museum gifting.
Ningning Xu, Yue Li 0023, Xingbo Wei, Letian Xie, Lingyun Yu 0001, Hai-Ning Liang
Int. J. Hum. Comput. Interact.1