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Baiqiao Zhang

dblp:374/3611 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2026
0009-0009-7856-5072ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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 · 50% Health and well-being technologies · 22% Immersive interaction · 22%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Artificial intelligence
1 paper
Probabilistic and Bayesian machine learning · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › target selection
moving target selection
0.912025
MAGNeT: Multimodal Adaptive Gaussian Networks for Intent Inference in Moving Target Selection across Complex Scenarios · ACM Multimedia 2025
Interaction techniques and input
target selection
0.912025
MAGNeT: Multimodal Adaptive Gaussian Networks for Intent Inference in Moving Target Selection across Complex Scenarios · ACM Multimedia 2025
Virtual and augmented reality › immersive interaction
avatar embodiment
0.812024
Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency · ISMAR 2024
Virtual and augmented reality › embodiment
proteus effect
0.812024
Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency · ISMAR 2024
Immersive interaction
mixed reality interaction
0.812024
Self-Guided DMT: Exploring a Novel Paradigm of Dance Movement Therapy in Mixed Reality for Children with ASD · IEEE Trans. Vis. Comput. Graph. 2024
Machine learning › Probabilistic and Bayesian machine learning › structured models › latent variable model › mixture model
gaussian mixture model
0.312025
MAGNeT: Multimodal Adaptive Gaussian Networks for Intent Inference in Moving Target Selection across Complex Scenarios · ACM Multimedia 2025
Human-AI interaction
virtual agents
0.212024
Self-Guided DMT: Exploring a Novel Paradigm of Dance Movement Therapy in Mixed Reality for Children with ASD · IEEE Trans. Vis. Comput. Graph. 2024

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

multimodal fusion · 1.7gaussian model fusion · 1.7few-shot learning · 1.7virtual twin agent · 0.8statistical analysis · 0.8multi-sensory feedback · 0.8gesture recognition model · 0.8
YearPublicationVenuePosition
2026 Understanding Human Engagement with AI-Extended Characters in Creative Media: A Preliminary Investigation into AI Talk Shows
abstract
Recent advances in generative AI have introduced AI-extended characters, which refer to AI-generated personas grounded in pre-existing human or fictional referents. While prior research focuses on direct social interaction, their capacity to foster parasocial interaction (PSI) in media remains underexplored. We analyzed 1,460 audience comments from 299 AI talk show videos to investigate this gap. Our findings identify three distinct objects of PSI within AI-extended characters: referents, AI proxies, and blended characters. Although referents remain the primary focus, PSI toward AI proxies and blended characters suggests that audience engagement with AI media may extend beyond the original referents. We further found that humanlikeness and AI awareness appeared as recurring themes in how audiences interpreted these relationships. This work provides a preliminary understanding of human engagement with AI-extended characters and offers design implications for future AI-mediated creative media content.
Yuying Tang, Wenqi Qiu, Yu Zhang 0097, Baiqiao Zhang, Xiaojuan Ma, Huamin Qu
Creativity & Cognition4
2025 TongueBCI: An Interaction Method Based on EEG Signals from Tongue Movement Direction
Dingming Tan, Zifeng Ni, Baiqiao Zhang, Chao Zhou 0012, Tianshuo Bai, Juan Liu 0008, Xiangxian Li, Yulong Bian
ICXR3
2025 MAGNeT: Multimodal Adaptive Gaussian Networks for Intent Inference in Moving Target Selection across Complex Scenarios
abstract
Moving target selection in multimedia interactive systems faces unprecedented challenges as users increasingly interact across diverse, dynamic contexts-from live streaming in moving vehicles to VR gaming in varying environments. Existing approaches rely on probabilistic models that relate endpoint distribution to target properties (size, speed). However, these methods require substantial training data for each new context and lack transferability across scenarios, limiting their practical deployment in diverse multimedia environments where rich multimodal contextual information is readily available. This paper introduces MAGNeT (Multimodal Adaptive Gaussian Networks), which addresses these problems by combining classical statistical modeling with context-aware multimodal method. MAGNeT dynamically fuses pre-fitted Ternary-Gaussian models from various scenarios based on real-time contextual cues, enabling effective adaptation with minimal training data while preserving model interpretability. We take experiments on self-constructed 2D and 3D moving target selection datasets under in-vehicle vibration conditions. Extensive experiments demonstrate that MAGNeT achieves lower error rates with few-shot samples, by applying context-aware fusion of Gaussian experts from multi-factor conditions.
Xiangxian Li, Baiqiao Zhang, Yijia Ma, Xianhui Cao, Juan Liu 0008, Yulong Bian, Jin Huang 0009, Chenglei Yang
ACM Multimedia3
2025 Enhancing Recognition of Stereotyped Movements in ASD Children Through Action Pattern Mining and Multi-Channel Fusion
abstract
Stereotyped movements play a crucial role in diagnosing Autism Spectrum Disorder (ASD). However, recognizing them poses challenges, due to limited data availability and the movements' specificity and varying duration. To support in-depth analysis of ASD children's movements, we constructed the ACSA653 dataset, comprising 653 videos across six classes of stereotyped movements. This dataset surpasses existing ones in both scale and category. To improve the recognition of stereotyped movements, we propose APMFNet, a model that integrates three modules: Visual Motion Learning (VML), Skeleton Relation Mining (SRM), and Multi-channel Fusion (MF). The VML module focuses on extracting spatial and motion information from RGB and optical-flow sequences. The SRM module effectively mines essential motion patterns associated with stereotyped movements through cross-modal graph. The MF module fuses multi-modal information through cross-modality attention to facilitate decision-making. Tested on ACSA653, APMFNet outperforms current state-of-the-art methods, suggesting its potential to identify stable patterns of stereotyped movements in children with ASD.
Baiqiao Zhang, Yanran Yuan, Xiangxian Li, Weiying Liu, Wenxin Yao, Yulong Bian, Juan Liu 0008
IEEE J. Biomed. Health Informatics1
2024 Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency
abstract
Human cognition and behavior can be unconsciously affected by personal avatars in the virtual world, a phenomenon known as the Proteus Effect. When using first-person non-human avatars, the characteristics of virtual hands may also induce relevant cognitive and even behavioral patterns in real human hands. Therefore, evaluating human-avatar gesture consistency may be a potentially effective method for objectively assessing the Proteus Effect when using non-human avatars. To explore this question, we first created human and non-human avatars, including three animals. Then, we constructed a dataset of hand gestures and trained a model to dynamically recognize real-hand gestures that were consistent with corresponding avatar hands. Next, we designed a virtual reality experimental task involving grasping objects with intuitive gestures and performed a 2 (avatar type: human/non-human) $* 2$ (virtual hand: presence/absence of spontaneous movement) within-subject experiment to examine the effects of avatar characteristics on self-illusion and human-avatar gesture consistency. The results showed that participants performed a significantly larger percentage of gestures that were consistent with their currently used avatars. Additionally, participants did experience self-illusion when using non-human avatars, although the levels were significantly lower than those when using human avatars. Therefore, self-illusion may serve as a perceptual antecedent of the Proteus Effect, even with non-human avatars, inadvertently altering the behavioral gestures of their real hands. In conclusion, detecting human-avatar gesture consistency can help evaluate the Proteus Effect.
Tangjun Qu, Yongjiu Lin, Juan Liu 0008, Chao Zhou 0012, Baiqiao Zhang, Kaiyuan Jiang, Yulong Bian
ISMAR6
2024 Self-Guided DMT: Exploring a Novel Paradigm of Dance Movement Therapy in Mixed Reality for Children with ASD
abstract
Children diagnosed with Autism Spectrum Disorder (ASD) often exhibit motor disorders. Dance Movement Therapy (DMT) has shown great potential for improving the motor control ability of children with ASD. However, traditional DMT methods often lack vividness and are difficult to implement effectively. To address this issue, we propose a Mixed Reality DMT approach, utilizing interactive virtual agents. This approach offers immersive training content and multi-sensory feedback. To improve the training performance of children with ASD, we introduce a novel training paradigm featuring a self-guided mode. This paradigm enables the rapid creation of a virtual twin agent of the child with ASD using a single photo to embody oneself, which can then guide oneself during training. We conducted an experiment with the participation of 24 children diagnosed with ASD (or ASD propensity), recording their training performance under various experimental conditions. Through expert rating, behavior coding of training sessions, and statistical analysis, our findings revealed that the use of the twin agent for self-guidance resulted in noticeable improvements in the training performance of children with ASD. These improvements were particularly evident in terms of enhancing movement quality and refining overall target-related responses. Our study holds clinical potential in the field of medical treatment and rehabilitation for children with ASD.
Weiying Liu, Baiqiao Zhang, Qianqian Xiong, Sheng Li 0008, Juan Liu 0008, Yulong Bian
IEEE Trans. Vis. Comput. Graph.3