Zhimin Wang 0001

dblp:47/6292-1 · DBLP profile ↗
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10ranked-venue papers
8as first author
10since 2021 · last 2026
0000-0001-5089-977XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 7 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 6 · 4 first-author · 6 since 2021
YearPublicationVenuePosition
2026 SIAgent: Spatial Interaction Agent via LLM-Powered Eye-Hand Motion Intent Understanding in VR
abstract
Eye-hand coordinated interaction is becoming a mainstream interaction modality in Virtual Reality (VR) user interfaces. Current paradigms for this multimodal interaction require users to learn predefined gestures and memorize multiple gesture-task associations, which can be summarized as an "Operation-to-Intent" paradigm. This paradigm increases users' learning costs and has low interaction error tolerance. In this paper, we propose SIAgent, a novel "Intent-to-Operation" framework allowing users to express interaction intents through natural eye-hand motions based on common sense and habits. Our system features two main components: (1) intent recognition that translates spatial interaction data into natural language and infers user intent, and (2) agent-based execution that generates an agent to execute corresponding tasks. This eliminates the need for gesture memorization and accommodates individual motion preferences with high error tolerance. We conduct two user studies across over 60 interaction tasks, comparing our method with two "Operation-to-Intent" techniques. Results show our method achieves higher intent recognition accuracy than gaze + pinch interaction (97.2% versus 93.1%) while reducing arm fatigue and improving usability, and user preference. Another study verifies the function of eye gaze and hand motion channels in intent recognition. Our work offers valuable insights into enhancing VR interaction intelligence through intent-driven design.
Zhimin Wang 0001, Chenyu Gu, Feng Lu 0005
IEEE Trans. Vis. Comput. Graph.1
2025 GazeSwipe: Enhancing Mobile Touchscreen Reachability through Seamless Gaze and Finger-Swipe Integration
abstract
Smartphones with large screens provide users with increased display and interaction space but pose challenges in reaching certain areas with the thumb when using the device with one hand. To address this, we introduce GazeSwipe, a multimodal interaction technique that combines eye gaze with finger-swipe gestures, enabling intuitive and low-friction reach on mobile touchscreens. Specifically, we design a gaze estimation method that eliminates the need for explicit gaze calibration. Our approach also avoids the use of additional eye-tracking hardware by leveraging the smartphone's built-in front-facing camera. Considering the potential decrease in gaze accuracy without dedicated eye trackers, we use finger-swipe gestures to compensate for any inaccuracies in gaze estimation. Additionally, we introduce a user-unaware auto-calibration method that improves gaze accuracy during interaction. Through extensive experiments on smartphones and tablets, we compare our technique with various methods for touchscreen reachability and evaluate the performance of our auto-calibration strategy. The results demonstrate that our method achieves high success rates and is preferred by users. The findings also validate the effectiveness of the auto-calibration strategy.
Zhuojiang Cai, Jingkai Hong, Zhimin Wang 0001, Feng Lu 0005
CHI3
2025 Dominant-Eye-Aware Asymmetric Foveated Rendering for Virtual Reality
abstract
To address the increasing computational demands of high-resolution virtual reality headsets, foveated rendering reduces pixel sampling in the peripheral regions of the visual field. However, existing methods have not fully leveraged binocular vision, particularly the dominant eye theory. In our prior work, we proposed Dominant-Eye-Aware foveated rendering optimized with Multi-Parameter foveation (DEAMP), which divided each eye's visual field into fixed eccentricity layers ([0, 10]$^{\circ }$∘, [10, 22.5]$^{\circ }$∘, [22.5, 45]$^{\circ }$∘). The non-dominant eye received greater foveation within the same layers compared to the dominant eye. We further argue that the eccentricity ranges should vary between the eyes due to inter-eye, individual, and scene-specific differences. In this article, we introduce an enhanced method, Dominant-Eye-aware Asymmetric Foveated Rendering (DEA-FoR). This treats eccentricity as a new variable, allowing users to select eccentricity sets tailored to their eyes and supporting asymmetric configurations between the two eyes. Experimental results demonstrate significant improvements in rendering speed over our previous method while maintaining perceptual quality. Additionally, we found that individual differences and scene texture complexity significantly influence the eccentricity settings. This work offers new insights into perceptual differences in binocular vision and contributes to optimizing virtual reality experiences.
Zhimin Wang 0001, Xiangyuan Gu, Feng Lu 0005
IEEE Trans. Vis. Comput. Graph.1
2024 GazeRing: Enhancing Hand-Eye Coordination with Pressure Ring in Augmented Reality
abstract
Hand-eye coordination techniques find widespread utility in augmented reality and virtual reality headsets, as they retain the speed and intuitiveness of eye gaze while leveraging the precision of hand gestures. However, in contrast to obvious interactive gestures, users prefer less noticeable interactions in public settings due to concerns about social acceptance. To address this, we propose GazeRing, a multimodal interaction technique that combines eye gaze with a smart ring, enabling private and subtle hand-eye coordination while allowing users’ hands complete freedom of movement. Specifically, we design a pressure-sensitive ring that supports sliding interactions in eight directions to facilitate efficient 3D object manipulation. Additionally, we introduce two control modes for the ring: finger-tap and finger-slide, to accommodate diverse usage scenarios. Through user studies involving object selection and translation tasks under two eye-tracking accuracy conditions, with two degrees of occlusion, GazeRing demonstrates significant advantages over existing techniques that do not require obvious hand gestures (e.g., gaze-only and gaze-speech interactions). Our GazeRing technique achieves private and subtle interactions, potentially improving the user experience in public settings. A demo video can be found at zhimin-wang.github.io/GazeRing.html.
Zhimin Wang 0001, Mingwei Hu, Maohang Rao, Feng Lu 0005
ISMAR1
2024 Tasks Reflected in the Eyes: Egocentric Gaze-Aware Visual Task Type Recognition in Virtual Reality
abstract
With eye tracking finding widespread utility in augmented reality and virtual reality headsets, eye gaze has the potential to recognize users' visual tasks and adaptively adjust virtual content displays, thereby enhancing the intelligence of these headsets. However, current studies on visual task recognition often focus on scene-specific tasks, like copying tasks for office environments, which lack applicability to new scenarios, e.g., museums. In this paper, we propose four scene-agnostic task types for facilitating task type recognition across a broader range of scenarios. We present a new dataset that includes eye and head movement data recorded from 20 participants while they engaged in four task types across 15 360-degree VR videos. Using this dataset, we propose an egocentric gaze-aware task type recognition method, TRCLP, which achieves promising results. Additionally, we illustrate the practical applications of task type recognition with three examples. Our work offers valuable insights for content developers in designing task-aware intelligent applications. Our dataset and source code are available at zhimin-wang.github.io/TaskTypeRecognition.html.
Zhimin Wang 0001, Feng Lu 0005
IEEE Trans. Vis. Comput. Graph.1
2023 DEAMP: Dominant-Eye-Aware Foveated Rendering with Multi-Parameter optimization
abstract
The increasing use of high-resolution displays and the demand for interactive frame rates presents a major challenge to widespread adoption of virtual reality. Foveated rendering address this issue by lowering pixel sampling rate at the periphery of the display. How-ever, existing techniques do not fully exploit the feature of human binocular vision, i.e., the dominant eye. In this paper, we propose a Dominant-Eye-Aware foveated rendering method optimized with Multi-Parameter foveation (DEAMP). Specifically, we control the level of foveation for both eyes with two distinct sets of foveation parameters. To achieve this, each eye’s visual field is divided into three nested layers based on eccentricity. Multiple parameters govern the level of foveation of each layer, respectively. We conduct user studies to evaluate our method. Experimental results demonstrate that DEAMP is superior in terms of rendering time and reduces the disparity between pixel sampling rate and the visual acuity fall-off model while maintaining the perceptual quality.
Zhimin Wang 0001, Xiangyuan Gu, Feng Lu 0005
ISMAR1
2023 Exploring 3D Interaction with Gaze Guidance in Augmented Reality
abstract
Recent research based on hand-eye coordination has shown that gaze could improve object selection and translation experience under certain scenarios in AR. However, several limitations still exist. Specifically, we investigate whether gaze could help object selection with heavy 3D occlusions and help 3D object translation in the depth dimension. In addition, we also investigate the possibility of reducing the gaze calibration burden before use. Therefore, we develop new methods with proper gaze guidance for 3D interaction in AR, and also an implicit online calibration method. We conduct two user studies to evaluate different interaction methods and the results show that our methods not only improve the effectiveness of occluded objects selection but also alleviate the arm fatigue problem significantly in the depth translation task. We also evaluate the proposed implicit online calibration method and find its accuracy comparable to standard 9 points explicit calibration, which makes a step towards practical use in the real world.
Yiwei Bao, Zhimin Wang 0001, Feng Lu 0005
VR3
2022 Gaze-Vergence-Controlled See-Through Vision in Augmented Reality
abstract
Augmented Reality (AR) see-through vision is an interesting research topic since it enables users to see through a wall and see the occluded objects. Most existing research focuses on the visual effects of see-through vision, while the interaction method is less studied. However, we argue that using common interaction modalities, e.g., midair click and speech, may not be the optimal way to control see-through vision. This is because when we want to see through something, it is physically related to our gaze depth/vergence and thus should be naturally controlled by the eyes. Following this idea, this paper proposes a novel gaze-vergence-controlled (GVC) see-through vision technique in AR. Since gaze depth is needed, we build a gaze tracking module with two infrared cameras and the corresponding algorithm and assemble it into the Microsoft HoloLens 2 to achieve gaze depth estimation. We then propose two different GVC modes for see-through vision to fit different scenarios. Extensive experimental results demonstrate that our gaze depth estimation is efficient and accurate. By comparing with conventional interaction modalities, our GVC techniques are also shown to be superior in terms of efficiency and more preferred by users. Finally, we present four example applications of gaze-vergence-controlled see-through vision.
Zhimin Wang 0001, Feng Lu 0005
IEEE Trans. Vis. Comput. Graph.1
2021 Edge-Guided Near-Eye Image Analysis for Head Mounted Displays
abstract
Eye tracking provides an effective way for interaction in Augmented Reality (AR) Head Mounted Displays (HMDs). Current eye tracking techniques for AR HMDs require eye segmentation and ellipse fitting under near-infrared illumination. However, due to the low contrast between sclera and iris regions and unpredictable reflections, it is still challenging to accomplish accurate iris/pupil segmentation and the corresponding ellipse fitting tasks. In this paper, inspired by the fact that most essential information is encoded in the edge areas, we propose a novel near-eye image analysis method with edge maps as guidance. Specifically, we first utilize an Edge Extraction Network ($E^{2}-$Net) to predict high-quality edge maps, which only contain eyelids and iris/pupil contours without other undesired edges. Then we feed the edge maps into an Edge-Guided Segmentation and Fitting Network (ESF-Net) for accurate segmentation and ellipse fitting. Extensive experimental results demonstrate that our method outperforms current state-of-the-art methods in near-eye image segmentation and ellipse fitting tasks, based on which we present applications of eye tracking with AR HMD.
Zhimin Wang 0001, Yunfei Liu 0001, Feng Lu 0005
ISMAR1
2021 Interaction With Gaze, Gesture, and Speech in a Flexibly Configurable Augmented Reality System
abstract
Multimodal interaction has become a recent research focus since it offers better user experience in augmented reality (AR) systems. However, most existing works only combine two modalities at a time, e.g., gesture and speech. Multimodal interactive system integrating gaze cue has rarely been investigated. In this article, we propose a multimodal interactive system that integrates gaze, gesture, and speech in a flexibly configurable AR system. Our lightweight head-mounted device supports accurate gaze tracking, hand gesture recognition, and speech recognition simultaneously. The system can be easily configured into various modality combinations, which enables us to investigate the effects of different interaction techniques. We evaluate the efficiency of these modalities using two tasks: the lamp brightness adjustment task and the cube manipulation task. We also collect subjective feedback when using such systems. The experimental results demonstrate that theGaze+Gesture+Speechmodality is superior in terms of efficiency, and theGesture+Speechmodality is more preferred by users. Our system opens the pathway toward a multimodal interactive AR system that enables flexible configuration.
Zhimin Wang 0001, Haofei Wang 0001, Huangyue Yu, Feng Lu 0005
IEEE Trans. Hum. Mach. Syst.1