VLDB 2026 Research / reviewers in the wild / expert
Zisu Li
dblp:97/8454
· DBLP profile ↗
7ranked-venue papers
3as first author
7since 2021 · last 2026
0000-0001-8825-0191ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | RealTwin: Concept Graph Representation and Grounding Framework for Reality-Preserving Digital Twin ReconstructionabstractReconstructing realistic digital twins has become crucial as advances in mixed reality, metaverse, and robotics demand more accurate simulations for the physical world. Despite technical progress, building high-fidelity digital twins from a systematic and human-centered perspective remains underexplored. Drawing from the human processing model, we decompose human-centric reality into perception, motion, and cognition, and define a reality-preserving digital twin (RPDT) as a reconstruction integrating these dimensions. We present RealTwin, an attribute-graph-based representation and inference framework for RPDT. Leveraging the grounding capabilities of Multimodal Large Language Models (MLLMs), RealTwin chains AI tools to construct attribute graphs that faithfully encode real-world properties. We validate RealTwin through both technical evaluation, showing promising success in graph parsing and attribute inference, and a user study, assessing its applicability across diverse user groups. Enlightened by RealTwin, we discuss critical issues, including ecology, interaction space, and real-world adoption, for future end-to-end, fine-grained, and scalable digital twin reconstruction. Zisu Li, Ruohao Li, Jiawei Li 0009, Chao Liu 0021, Junyi Zhu 0001, Daniela Rus, Mingming Fan 0001 |
CHI | 1 |
| 2025 | InteRecon: Towards Reconstructing Interactivity of Personal Memorable Items in Mixed RealityabstractCHI ’25, Yokohama, Japan Zisu Li, Jiawei Li 0009, Zeyu Xiong, Shumeng Zhang, Faraz Faruqi, Stefanie Mueller 0001, Xiaojuan Ma, Mingming Fan 0001 |
CHI | 1 |
| 2025 | ACKnowledge: A Computational Framework for Human Compatible Affordance-based Interaction Planning in Real-world ContextsabstractIntelligent agents coexisting with humans often need to interact with human-shared objects in environments. Thus, agents should plan their interactions based on objects' affordances and the current situation to achieve acceptable outcomes. How to support intelligent agents' planning of affordance-based interactions compatible with human perception and values in real-world contexts remains under-explored. We conducted a formative study identifying the physical, intrapersonal, and interpersonal contexts that count to household human-agent interaction. We then proposed ACKnowledge, a computational framework integrating a dynamic knowledge graph, a large language model, and a vision language model for affordance-based interaction planning in dynamic human environments. In evaluations, ACKnowledge generated acceptable planning results with an understandable process. In real-world simulation tasks, ACKnowledge achieved a high execution success rate and overall acceptability, significantly enhancing usage-rights respectfulness and social appropriateness over baselines. The case study's feedback demonstrated ACKnowledge's negotiation and personalization capabilities toward an understandable planning process. Xiucheng Zhang, Zisu Li, Zhenhui Peng, Mingming Fan 0001, Xiaojuan Ma |
CHI | 3 |
| 2024 | Beadwork Bridge: Understanding and Exploring the Opportunities of Beadwork in Enriching School Education for Blind and Low Vision (BLV) PeopleabstractTactile perception is a crucial channel for education in individuals with blindness and low vision (BLV), and beadwork is a low-cost and widely adopted tool in their educational practices. In this paper, we aim to explore what the field of Human-Computer Interaction (HCI) can learn from beadwork practices in relation to educational somatic experiences and tangible interaction. To understand how beadwork practices are enacted, we conducted in-class observations, semi-structured interviews, and focus groups with BLV students and teachers. Our results suggest that beadwork is an effective tool to foster personal development (e.g., mathematical and creativity skills) and social engagement (e.g., career development). Based on our findings, we offer insights into how beadwork can serve as a cost-effective material for HCI, particularly in the context of embodied cognition and soma design. Finally, we propose how state-of-the-art technology could be integrated to optimize the overall process. Shumeng Zhang, Weiyue Lin, Zisu Li, Ruiqi Jiang, Mingming Fan 0001, Raul Masu |
ASSETS | 3 |
| 2023 | Enabling Voice-Accompanying Hand-to-Face Gesture Recognition with Cross-Device SensingabstractGestures performed accompanying the voice are essential for voice interaction to convey complementary semantics for interaction purposes such as wake-up state and input modality. In this paper, we investigated voice-accompanying hand-to-face (VAHF) gestures for voice interaction. We targeted on hand-to-face gestures because such gestures relate closely to speech and yield significant acoustic features (e.g., impeding voice propagation). We conducted a user study to explore the design space of VAHF gestures, where we first gathered candidate gestures and then applied a structural analysis to them in different dimensions (e.g., contact position and type), outputting a total of 8 VAHF gestures with good usability and least confusion. To facilitate VAHF gesture recognition, we proposed a novel cross-device sensing method that leverages heterogeneous channels (vocal, ultrasound, and IMU) of data from commodity devices (earbuds, watches, and rings). Our recognition model achieved an accuracy of 97.3% for recognizing 3 gestures and 91.5% for recognizing 8 gestures (excluding the "empty" gesture), proving the high applicability. Quantitative analysis also shed light on the recognition capability of each sensor channel and their different combinations. In the end, we illustrated the feasible use cases and their design principles to demonstrate the applicability of our system in various scenarios. Zisu Li, Yuntao Wang 0001, Chun Yu, Yukang Yan, Mingming Fan 0001, Yuanchun Shi |
CHI | 1 |
| 2023 | ShadowTouch: Enabling Free-Form Touch-Based Hand-to-Surface Interaction with Wrist-Mounted Illuminant by Shadow ProjectionabstractWe present ShadowTouch, a novel sensing method to recognize the subtle hand-to-surface touch state for independent fingers based on optical auxiliary. ShadowTouch mounts a forward-facing light source on the user’s wrist to construct shadows on the surface in front of the fingers when the corresponding fingers are close to the surface. With such an optical design, the subtle vertical movements of near-surface fingers are magnified and turned to shadow features cast on the surface, which are recognizable for computer vision algorithms. To efficiently recognize the touch state of each finger, we devised a two-stage CNN-based algorithm that first extracted all the fingertip regions from each frame and then classified the touch state of each region from the cropped consecutive frames. Evaluations showed our touch state detection algorithm achieved a recognition accuracy of 99.1% and an F-1 score of 96.8% in the leave-one-out cross-user evaluation setting. We further outlined the hand-to-surface interaction space enabled by ShadowTouch’s sensing capability from the aspects of touch-based interaction, stroke-based interaction, and out-of-surface information and developed four application prototypes to showcase ShadowTouch’s interaction potential. The usability evaluation study showed the advantages of ShadowTouch over threshold-based techniques in aspects of lower mental demand, lower effort, lower frustration, more willing to use, easier to use, better integrity, and higher confidence. Xutong Wang, Zisu Li, Chi Hsia, Mingming Fan 0001, Chun Yu, Yuanchun Shi |
UIST | 3 |
| 2023 | ConeSpeech: Exploring Directional Speech Interaction for Multi-Person Remote Communication in Virtual RealityabstractRemote communication is essential for efficient collaboration among people at different locations. We present ConeSpeech, a virtual reality (VR) based multi-user remote communication technique, which enables users to selectively speak to target listeners without distracting bystanders. With ConeSpeech, the user looks at the target listener and only in a cone-shaped area in the direction can the listeners hear the speech. This manner alleviates the disturbance to and avoids overhearing from surrounding irrelevant people. Three featured functions are supported, directional speech delivery, size-adjustable delivery range, and multiple delivery areas, to facilitate speaking to more than one listener and to listeners spatially mixed up with bystanders. We conducted a user study to determine the modality to control the cone-shaped delivery area. Then we implemented the technique and evaluated its performance in three typical multi-user communication tasks by comparing it to two baseline methods. Results show that ConeSpeech balanced the convenience and flexibility of voice communication. Yukang Yan, Haohua Liu, Yingtian Shi, Ruici Guo, Zisu Li, Xuhai Xu, Chun Yu, Yuntao Wang 0001, Yuanchun Shi |
IEEE Trans. Vis. Comput. Graph. | 6 |