VLDB 2026 Research / reviewers in the wild / expert
Qian Zhou 0009
dblp:88/123-9
· DBLP profile ↗
10ranked-venue papers
2as first author
10since 2021 · last 2026
0000-0002-7294-2561ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Elemental Alchemist: A Generative Interface for Semantic Control of Particle Systems Across Dynamic Levels of AbstractionabstractEditing particle-system visual effects (VFX) is vital for digital storytelling, but achieving controllable, art-directable results remains challenging due to their multi-dimensional nature. Given a large collection of parameters, users must find the ones relevant to their creative goals—a task that requires a systematic understanding of the particle system and how parameters map to high-level intents, such as making a fire look angry. Elemental Alchemist is a generative interface that transforms user intent into contextualized controls for semantic editing of particle systems. The system introduces two components: a contextual brush palette that generates tools based on scene context, and a generative control panel that surfaces relevant technical parameters and abstracts them to generate mid-level semantic attributes and high-level conceptual controls. An evaluation with 10 novice and 5 expert VFX practitioners shows the system supported users in translating high-level creative goals into particle system parameters. Kyzyl Monteiro, Evan Atherton, George W. Fitzmaurice, Qian Zhou 0009 |
DIS | 4 |
| 2026 | AnimationDiff: A Visual Comparison Tool for Generated 3D Character AnimationsabstractCreating 3D character animations traditionally requires significant time and effort from the animator. Advancements in generative methods now enable easy creation of multiple character animation variations for use or further editing. However, this capability introduces a new challenge in comparing character animations to select the best animation, which is challenging due to temporal misalignment and the large amount of spatial data. We present AnimationDiff, a visual comparison tool for generated character animations. AnimationDiff enables contextual comparisons in the intended scene and camera angle, and embedding of spatial information by combining established animation visualization techniques and easy switching between overlaid and side-by-side comparisons. AnimationDiff also supports filtering to handle information overload, and Temporal Lenses that visualize entire animations over time for overview, alignment, and comparison. We evaluated AnimationDiff in a user study, showcasing its efficacy in animation comparison and providing design insights for comparing motion. Ludwig Sidenmark, Qian Zhou 0009, George W. Fitzmaurice, Fraser Anderson |
DIS | 2 |
| 2026 | PlayWrite: A Multimodal System for AI Supported Narrative Co-Authoring Through Play in XRabstractCurrent AI writing tools, which rely on text prompts, poorly support the spatial and interactive nature of storytelling where ideas emerge from direct manipulation and play. We present PlayWrite, a mixed-reality system where users author stories by directly manipulating virtual characters and props. A multi-agent AI pipeline interprets these actions into Intent Frames—structured narrative beats visualized as rearrangeable story marbles on a timeline. A large language model then transforms the user’s assembled sequence into a final narrative. A user study (N=13) with writers from varying domains found that PlayWrite fosters a highly improvisational and playful process. Users treated the AI as a collaborative partner, using its unexpected responses to spark new ideas and overcome creative blocks. PlayWrite demonstrates an approach for co-creative systems that move beyond text to embrace direct manipulation and play as core interaction modalities. Esen K. Tütüncü, Qian Zhou 0009, Frederik Brudy, George W. Fitzmaurice, Fraser Anderson |
CHI | 2 |
| 2025 | WhatIF: Branched Narrative Fiction Visualization for Authoring Emergent Narratives using Large Language Models
Aditi Mishra, Frederik Brudy, Qian Zhou 0009, George W. Fitzmaurice, Fraser Anderson |
Creativity & Cognition | 3 |
| 2025 | WhatELSE: Shaping Narrative Spaces at Configurable Level of Abstraction for AI-bridged Interactive Storytelling
Zhuoran Lu, Qian Zhou 0009, Yi Wang 0048 |
CHI | 2 |
| 2024 | TimeTunnel: Integrating Spatial and Temporal Motion Editing for Character Animation in Virtual RealityabstractEditing character motion in Virtual Reality is challenging as it requires working with both spatial and temporal data using controls with multiple degrees-of-freedom. The spatial and temporal controls are separated, making it difficult to adjust poses over time and predict the effects across adjacent frames. To address this challenge, we propose TimeTunnel, an immersive motion editing interface that integrates spatial and temporal control for 3D character animation in VR. TimeTunnel provides an approachable editing experience via KeyPoses and Trajectories. KeyPoses are a set of representative poses automatically computed to concisely depict motion. Trajectories are 3D animation curves that pass through the joints of KeyPoses to represent in-betweens. TimeTunnel integrates spatial and temporal control by superimposing Trajectories and KeyPoses onto a 3D character. We conducted two studies to evaluate TimeTunnel. In our quantitative study, TimeTunnel reduced the amount of time required for editing motion, and saved effort in locating target poses. Our qualitative study with domain experts demonstrated how TimeTunnel is an approachable interface that can simplify motion editing, while still preserving a direct representation of motion. Qian Zhou 0009, David Ledo, George W. Fitzmaurice, Fraser Anderson |
CHI | 1 |
| 2024 | StoryVerse: Towards Co-authoring Dynamic Plot with LLM-based Character Simulation via Narrative PlanningabstractAutomated plot generation for games enhances the player’s experience by providing rich and immersive narrative experience. Recent advancements use Large Language Models (LLMs) to drive the behavior of virtual characters, allowing plots to emerge from interactions between characters and their environments. However, the emergent nature of such decentralized plot generation makes it difficult for authors to direct plot progression. We propose a novel plot creation workflow that mediates between a writer’s authorial intent and the emergent behaviors from LLM-driven character simulations, through a novel authorial structure called “abstract acts”. Writers create high-level plot outlines which are transformed into character actions via an LLM-based narrative planning process, based on the game world state. This results in narratives co-created by the author, the simulated characters, and the player. We present StoryVerse as a proof-of-concept system to demonstrate the workflow, and showcase its versatility across various stories and game environments. Yi Wang 0048, Qian Zhou 0009, David Ledo |
FDG | 2 |
| 2023 | Tesseract: Querying Spatial Design Recordings by Manipulating Worlds in MiniatureabstractNew immersive 3D design tools enable the creation of spatial design recordings, capturing collaborative design activities. By reviewing captured spatial design sessions, which include user activities, workflows, and tool use, users can reflect on their own design processes, learn new workflows, and understand others’ design rationale. However, finding interesting moments in design activities can be challenging: they contain multimodal data (such as user motion and logged events) occurring over time which can be difficult to specify when searching, and are typically distributed over many sessions or recordings. We present Tesseract, a Worlds-in-Miniature-based system to expressively query VR spatial design recordings. Tesseract consists of the Search Cube interface acting as a centralized stage-to-search container, and four querying tools for specifying multimodal data to enable users to find interesting moments in past design activities. We studied ten participants who used Tesseract and found support for our miniature-based stage-to-search approach. Karthik Mahadevan, Qian Zhou 0009, George W. Fitzmaurice, Tovi Grossman, Fraser Anderson |
CHI | 2 |
| 2022 | In-Depth Mouse: Integrating Desktop Mouse into Virtual RealityabstractVirtual Reality (VR) has potential for productive knowledge work, however, midair pointing with controllers or hand gestures does not offer the precision and comfort of traditional 2D mice. Directly integrating mice into VR is difficult as selecting targets in a 3D space is negatively impacted by binocular rivalry, perspective mismatch, and improperly calibrated control-display (CD) gain. To address these issues, we developed Depth-Adaptive Cursor , a 2D-mouse driven pointing technique for 3D selection with depth-adaptation that continuously interpolates the cursor depth by inferring what users intend to select based on the cursor position, the viewpoint, and the selectable objects. Depth-Adaptive Cursor uses a novel CD gain tool to compute a usable range of CD gains for general mouse-based pointing in VR. A user study demonstrated that Depth-Adaptive Cursor significantly improved performance compared with an existing mouse-based pointing technique without depth-adaption in terms of time (21.2%), error (48.3%), perceived workload, and user satisfaction. Qian Zhou 0009, George W. Fitzmaurice, Fraser Anderson |
CHI | 1 |
| 2022 | VideoPoseVR: Authoring Virtual Reality Character Animations with Online VideosabstractWe present VideoPoseVR, a video-based animation authoring workflow using online videos to author character animations in VR. It leverages the state-of-the-art deep learning approach to reconstruct 3D motions from online videos, caption the motions, and store them in a motion dataset. Creators can import the videos, search in the dataset, modify the motion timeline, and combine multiple motions from videos to author character animations in VR. We implemented a proof-of-concept prototype and conducted a user study to evaluate the feasibility of the video-based authoring approach as well as gather initial feedback of the prototype. The study results suggest that VideoPoseVR was easy to learn for novice users to author animations and enable rapid exploration of prototyping for applications such as entertainment, skills training, and crowd simulations. Cheng Yao Wang, Qian Zhou 0009, George W. Fitzmaurice, Fraser Anderson |
Proc. ACM Hum. Comput. Interact. | 2 |