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Zirui Xiao

dblp:362/0412 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0006-1195-6106ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
3 papers
Human-AI interaction · 40% Immersive interaction · 35% Interaction techniques and input · 18%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.012026
Hold the line: Restoring artistic expression in VR for people with Parkinson's · Int. J. Hum. Comput. Stud. 2026
Interaction techniques and input › sketch-based interaction
3d sketching
0.812024
The Effect of Interface Types and Immersive Environments on Drawing Accuracy and User Comfort · ISMAR 2024
Human-AI interaction › virtual agents
empathic virtual agents
0.812024
Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents' Awareness of User Physiological States · ISMAR 2024
Human-AI interaction › user perception of AI
perceived empathy
0.812024
Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents' Awareness of User Physiological States · ISMAR 2024
Immersive interaction
artistic expression
0.312026
Hold the line: Restoring artistic expression in VR for people with Parkinson's · Int. J. Hum. Comput. Stud. 2026
Health and well-being technologies
parkinson's disease
0.312026
Hold the line: Restoring artistic expression in VR for people with Parkinson's · Int. J. Hum. Comput. Stud. 2026
Virtual and augmented reality
augmented reality
0.212024
The Effect of Interface Types and Immersive Environments on Drawing Accuracy and User Comfort · ISMAR 2024
Virtual and augmented reality
virtual reality
0.212024
The Effect of Interface Types and Immersive Environments on Drawing Accuracy and User Comfort · ISMAR 2024
Immersive interaction
mixed reality
0.212024
Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents' Awareness of User Physiological States · ISMAR 2024
Human-AI interaction
virtual agents
0.212024
Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents' Awareness of User Physiological States · ISMAR 2024

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

user study · 1.5within-subject study · 0.8physiological sensing · 0.8
YearPublicationVenuePosition
2026 Hold the line: Restoring artistic expression in VR for people with Parkinson's
Qianyuan Zou, Zhuang Chang, Zezheng Guan, Zirui Xiao, Huidong Bai, Mark Billinghurst, Xueliang Li 0012, Seungwoo Je
Int. J. Hum. Comput. Stud.4
2024 Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents' Awareness of User Physiological States
abstract
In human-agent interaction, establishing trust and a social bond with the agent is crucial to improving communication quality and performance in collaborative tasks. This paper investigates how a Mixed Reality Agent’s (MiRA) ability to acknowledge a user’s physiological state affects perceptions such as empathy, social connectedness, presence, and trust. In a within-subject study with 24 subjects, we varied the companion agent’s awareness during a mixed-reality first-person shooting game. Three agents provided feedback based on the users’ physiological states: (1) No Awareness Agent (NAA), which did not acknowledge the user’s physiological state; (2) Random Awareness Agent (RAA), offering feedback with varying accuracy; and (3) Accurate Awareness Agent (AAA), which provided consistently accurate feedback. Subjects reported higher scores on perceived empathy, social connectedness, presence, and trust with AAA compared to RAA and NAA. Interestingly, despite exceeding NAA in perception scores, RAA was the least favored as a companion. The findings and implications for the design of MiRA interfaces are discussed, along with the limitations of the study and directions for future work.
Zhuang Chang, Kangsoo Kim, Kunal Gupta, Jamila Abouelenin, Zirui Xiao, Boyang Gu, Huidong Bai, Mark Billinghurst
ISMAR5
2024 The Effect of Interface Types and Immersive Environments on Drawing Accuracy and User Comfort
abstract
In this research, we investigate the effectiveness of asymmetric interactions (HandStylus, HandController, and TwoHands) in Augmented Reality (AR), Virtual Reality (VR), and Extended Reality (XR) for 3D digital drawing overlaying on physical and virtual objects. We evaluate the input accuracy and fatigue of these object-based 3D drawing experiences using quantitative measurements and further explore the correlation between these outcomes with subjective questionnaires. We found significant independence between environments and interface types, which considerably influence the performance and usability of 3D immersive drawing. We noted discrepancies between users’ subjective experiences and objective performance. Specifically, although AR drawing on physical objects provides superior accuracy and minimal muscle fatigue due to tangible feedback, and the TwoHands interaction offers the highest precision, the subjective results show the reverse outcome. Based on these findings, we propose design recommendations and discuss directions for future research in immersive drawing environments.
Qianyuan Zou, Huidong Bai, Zhuang Chang, Zirui Xiao, Suizi Tian, Henry Been-Lirn Duh, Allan Fowler, Mark Billinghurst
ISMAR4