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Ziyi Xia

dblp:345/8698 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2026
—ORCID · conflict

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

Artificial intelligence and machine learning · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 40% Geometric modeling and processing · 21% Rendering · 21%
Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 35% Ubiquitous computing and smart environments · 35% Collaborative and social computing · 20%
Artificial intelligence
2 papers
Reinforcement learning · 100%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational finance and economics · 100%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › reward design
reward shaping
1.012026
Reinforcing Agentic Search Via Reward Density Optimization · ACL (1) 2026
Information retrieval
agentic search
1.012026
Reinforcing Agentic Search Via Reward Density Optimization · ACL (1) 2026
Geometric modeling and processing
3d scene representation
0.912025
GaussianNexus: Room-Scale Real-Time AR/VR Telepresence with Gaussian Splatting · UIST 2025
Rendering
gaussian splatting
0.912025
GaussianNexus: Room-Scale Real-Time AR/VR Telepresence with Gaussian Splatting · UIST 2025
Virtual and augmented reality
telepresence
0.912025
GaussianNexus: Room-Scale Real-Time AR/VR Telepresence with Gaussian Splatting · UIST 2025
Interaction techniques and input
touch interaction
0.912025
HaloTouch: Using IR Multi-Path Interference to Support Touch Interactions with General Surfaces · CHI 2025
Visual content generation and editing
3d content creation
0.812024
VirtualNexus: Enhancing 360-Degree Video AR/VR Collaboration with Environment Cutouts and Virtual Replicas · UIST 2024
Machine learning › Reinforcement learning › reinforcement learning environment
benchmark environments
0.612022
FinRL-Meta: Market Environments and Benchmarks for Data-Driven Financial Reinforcement Learning · NeurIPS 2022
Collaborative and social computing
remote collaboration
0.522025
GaussianNexus: Room-Scale Real-Time AR/VR Telepresence with Gaussian Splatting · UIST 2025
VirtualNexus: Enhancing 360-Degree Video AR/VR Collaboration with Environment Cutouts and Virtual Replicas · UIST 2024
Wearable and physiological sensing › optical sensing
depth camera sensing
0.312025
HaloTouch: Using IR Multi-Path Interference to Support Touch Interactions with General Surfaces · CHI 2025

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

reward optimization · 2.0reinforcement learning · 2.0real-time rendering · 1.7gaussian splatting · 1.7neural rendering · 1.5360-degree video · 1.5deep reinforcement learning · 1.1dataops · 1.1user study · 0.9time-of-flight depth camera · 0.9
YearPublicationVenuePosition
2026 Reinforcing Agentic Search Via Reward Density Optimization
abstract
Kun Luo, Hongjin Qian, Zheng Liu, Ziyi Xia, Shitao Xiao, Zhao Cao, Siqi Bao, Jun Zhao, Kang Liu. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026.
Hongjin Qian, Zheng Liu 0011, Ziyi Xia, Shitao Xiao, Zhao Cao, Siqi Bao, Jun Zhao 0001, Kang Liu 0001
ACL (1)4
2025 HaloTouch: Using IR Multi-Path Interference to Support Touch Interactions with General Surfaces
abstract
Sensing touch on arbitrary surfaces has long been a goal of ubiquitous computing, but often requires instrumenting the surface.Depth camera-based systems have emerged as a promising solution for minimizing instrumentation, but at the cost of high touch-down detection error rates, high touch latency, and high minimum hover distance, limiting them to basic tasks.We developed HaloTouch, a vision-based system which exploits a multipath interference effect from an off-the-shelf time-of-flight depth camera to enable fast, accurate touch interactions on general surfaces.HaloTouch achieves a 99.2% touch-down detection accuracy across various materials, with a motion-to-photon latency of 150 ms.With a brief (20s) userspecific calibration, HaloTouch supports millimeter-accurate hover sensing as well as continuous pressure sensing.We conducted a user study with 12 participants, including a typing task demonstrating text input at 26.3 AWPM.HaloTouch shows promise for more robust, dynamic touch interactions without instrumenting surfaces or adding hardware to users.
Ziyi Xia, Xincheng Huang, Sidney S. Fels, Robert Xiao
CHI1
2025 GaussianNexus: Room-Scale Real-Time AR/VR Telepresence with Gaussian Splatting
Xincheng Huang, Dieter Frehlich, Ziyi Xia, Peyman Gholami, Robert Xiao
UIST3
2024 VirtualNexus: Enhancing 360-Degree Video AR/VR Collaboration with Environment Cutouts and Virtual Replicas
abstract
Asymmetric AR/VR collaboration systems bring a remote VR user to a local AR user’s physical environment, allowing them to communicate and work within a shared virtual/physical space. Such systems often display the remote environment through 3D reconstructions or 360° videos. While 360° cameras stream an environment in higher quality, they lack spatial information, making them less interactable. We present VirtualNexus, an AR/VR collaboration system that enhances 360° video AR/VR collaboration with environment cutouts and virtual replicas. VR users can define cutouts of the remote environment to interact with as a world-in-miniature, and their interactions are synchronized to the local AR perspective. Furthermore, AR users can rapidly scan and share 3D virtual replicas of physical objects using neural rendering. We demonstrated our system’s utility through 3 example applications and evaluated our system in a dyadic usability test. VirtualNexus extends the interaction space of 360° telepresence systems, offering improved physical presence, versatility, and clarity in interactions.
Xincheng Huang, Michael Yin, Ziyi Xia, Robert Xiao
UIST3
2024 Dynamic datasets and market environments for financial reinforcement learning
Xiao-Yang Liu, Ziyi Xia, Hongyang Yang, Jiechao Gao, Daochen Zha, Ming Zhu 0002, Christina Dan Wang, Zhaoran Wang 0001
Mach. Learn.2
2022 FinRL-Meta: Market Environments and Benchmarks for Data-Driven Financial Reinforcement Learning
abstract
Finance is a particularly challenging playground for deep reinforcement learning. However, establishing high-quality market environments and benchmarks for financial reinforcement learning is challenging due to three major factors, namely, low signal-to-noise ratio of financial data, survivorship bias of historical data, and backtesting overfitting. In this paper, we present an openly accessible FinRL-Meta library that has been actively maintained by the AI4Finance community. First, following a DataOps paradigm, we will provide hundreds of market environments through an automatic data curation pipeline that processes dynamic datasets from real-world markets into gym-style market environments. Second, we reproduce popular papers as stepping stones for users to design new trading strategies. We also deploy the library on cloud platforms so that users can visualize their own results and assess the relative performance via community-wise competitions. Third, FinRL-Meta provides tens of Jupyter/Python demos organized into a curriculum and a documentation website to serve the rapidly growing community. FinRL-Meta is available at: \url{https://github.com/AI4Finance-Foundation/FinRL-Meta}
Xiao-Yang Liu, Ziyi Xia, Jingyang Rui, Jiechao Gao, Hongyang Yang, Ming Zhu 0002, Christina Dan Wang, Zhaoran Wang 0001
NeurIPS2