EDBT 2026 Demo / reviewers in the wild / expert
Ting Zhang 0013
dblp:06/5919-13
· DBLP profile ↗
18ranked-venue papers
4as first author
13since 2021 · last 2025
0000-0001-8156-4809ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 2 first-author · 12 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Multimodal Approach for Targeting Error Detection in Virtual Reality Using Implicit User BehaviorabstractAlthough the point-and-select interaction method has been shown to lead to user and system-initiated errors, it is still prevalent in VR scenarios.Current solutions to facilitate selection interactions exist, however they do not address the challenges caused by targeting inaccuracy.To reduce the effort required to target objects, we developed a model that quickly detected targeting errors after they occurred.The model used implicit multimodal user behavioral data to identify possible targeting outcomes.Using a dataset composed of 23 participants engaged in VR targeting tasks, we then trained a deep learning model to differentiate between correct and incorrect targeting events within 0.5 seconds of a selection, resulting in an AUC-ROC of 0.9.The utility of this model was then evaluated in a user study with 25 participants that identified that participants recovered from more errors and faster when assisted by the model.These results advance our understanding of targeting errors in VR and facilitate the design of future intelligent error-aware systems. Naveen Sendhilnathan, Ting Zhang 0013, David Bethge, Michael Nebeling, Tovi Grossman, Tanya R. Jonker |
CHI | 2 |
| 2025 | Gaze-Language Alignment for Zero-Shot Prediction of Visual Search Targets from Human Gaze Scanpaths
Sounak Mondal, Naveen Sendhilnathan, Ting Zhang 0013, Michael Proulx, Michael L. Iuzzolino, Tanya R. Jonker |
ICCV | 3 |
| 2025 | Less or More: Towards Glanceable Explanations for LLM Recommendations Using Ultra-Small Devices
Mengjie Yu, Hannah Nguyen, Michael L. Iuzzolino, Tianyi Wang 0004, Peiqi Tang, Natasha Lynova, Co Tran, Ting Zhang 0013, Naveen Sendhilnathan, Hrvoje Benko, Haijun Xia, Tanya R. Jonker |
IUI | 9 |
| 2025 | Squiggle: Multimodal Lasso Selection in the Real World
Jacqui Fashimpaur, Tovi Grossman, Benjamin J. Lafreniere, Naveen Sendhilnathan, Kashyap Todi, Tianyi Wang 0004, Ting Zhang 0013, Tanya R. Jonker |
UIST | 7 |
| 2025 | ProMemAssist: Exploring Timely Proactive Assistance Through Working Memory Modeling in Multi-Modal Wearable DevicesabstractWearable AI systems aim to provide timely assistance in daily life, but existing approaches often rely on user initiation or predefined task knowledge, neglecting users' current mental states.We introduce ProMemAssist, a smart glasses system that models a user's working memory (WM) in real-time using multi-modal sensor signals.Grounded in cognitive theories of WM, our system represents perceived information as memory items and episodes with encoding mechanisms, such as displacement and interference.This WM model informs a timing predictor that balances the value of assistance with the cost of interruption.In a user study with 12 participants completing cognitively demanding tasks, ProMemAssist delivered more selective assistance and received higher engagement compared to an LLM baseline system.Qualitative feedback highlights the benefits of WM modeling for nuanced, context-sensitive support, offering design implications for more attentive and useraware proactive agents. Kevin Pu, Ting Zhang 0013, Naveen Sendhilnathan, Sebastian Freitag, Raj Sodhi, Tanya R. Jonker |
UIST | 2 |
| 2024 | Interactive Mediation Techniques for Error-Aware Gesture Input SystemsabstractInput false-positive errors, where a system recognizes an input action that the user did not perform, have been shown to be particularly costly for user experience. Recent work has suggested that eye-gaze behavior immediately following an input event can be used to detect whether the input was intended by a user or was the result of a false-positive error. The ability to detect these errors could enable systems that assist the user with error recovery, but little is currently known about how such error mediation techniques might be designed, or the benefits they could provide. This paper presents an initial investigation of the design of error mediation techniques, and an evaluation of their potential benefits. A controlled study demonstrated that error mediation techniques can save time when recovering from errors by helping users to notice and resolve these errors quickly when they occur. Rawan Alghofaili, Naveen Sendhilnathan, Ting Zhang 0013, Tovi Grossman, Michael Glueck, Tanya R. Jonker, Benjamin J. Lafreniere |
Graphics Interface | 3 |
| 2024 | GEARS: Generalizable Multi-Purpose Embeddings for Gaze and Hand Data in VR InteractionsabstractMachine learning models using users’ gaze and hand data to encode user interaction behavior in VR are often tailored to a single task and sensor set, limiting their applicability in settings with constrained compute resources. We propose GEARS, a new paradigm that learns a shared feature extraction mechanism across multiple tasks and sensor sets to encode gaze and hand tracking data of users VR behavior into multi-purpose embeddings. GEARS leverages a contrastive learning framework to learn these embeddings, which we then use to train linear models to predict task labels. We evaluated our paradigm across four VR datasets with eye tracking that comprise different sensor sets and task goals. The performance of GEARS was comparable to results from models trained for a single task with data of a single sensor set. Our research advocates a shift from using sensor set and task specific models towards using one shared feature extraction mechanism to encode users’ interaction behavior in VR. Philipp Hallgarten, Naveen Sendhilnathan, Ting Zhang 0013, Ekta Sood, Tanya R. Jonker |
UMAP | 3 |
| 2023 | XAIR: A Framework of Explainable AI in Augmented RealityabstractExplainable AI (XAI) has established itself as an important component of AI-driven interactive systems. With Augmented Reality (AR) becoming more integrated in daily lives, the role of XAI also becomes essential in AR because end-users will frequently interact with intelligent services. However, it is unclear how to design effective XAI experiences for AR. We propose XAIR, a design framework that addresses when, what, and how to provide explanations of AI output in AR. The framework was based on a multi-disciplinary literature review of XAI and HCI research, a large-scale survey probing 500+ end-users’ preferences for AR-based explanations, and three workshops with 12 experts collecting their insights about XAI design in AR. XAIR’s utility and effectiveness was verified via a study with 10 designers and another study with 12 end-users. XAIR can provide guidelines for designers, inspiring them to identify new design opportunities and achieve effective XAI designs in AR. Xuhai Xu, Anna Yu, Tanya R. Jonker, Kashyap Todi, Feiyu Lu 0001, Xun Qian, João Marcelo Evangelista Belo, Tianyi Wang 0004, Michelle Li, Aran Mun, Te-Yen Wu, Junxiao Shen, Ting Zhang 0013, Narine Kokhlikyan, Fulton Wang, Paul Sorenson, Sophie Kahyun Kim, Hrvoje Benko |
CHI | 13 |
| 2023 | Gaze Speedup: Eye Gaze Assisted Gesture Typing in Virtual RealityabstractMid-air text input in augmented or virtual reality (AR/VR) is an open problem. One proposed solution is gesture typing where the user performs a gesture trace over the keyboard. However, this requires the user to move their hands precisely and continuously, potentially causing arm fatigue. With eye tracking available on AR/VR devices, multiple works have proposed gaze-driven gesture typing techniques. However, such techniques require the explicit use of gaze which are prone to Midas touch problems, conflicting with other gaze activities in the same moment. In this work, the user is not made aware that their gaze is being used to improve the interaction, making the use of gaze completely implicit. We observed that a user’s implicit gaze fixation location during gesture typing is usually the gesture cursor’s target location if the gesture cursor is moving toward it. Based on this observation, we propose the Speedup method in which we speed up the gesture cursor toward the user’s gaze fixation location, the speedup rate depends on how well the gesture cursor’s moving direction aligns with the gaze fixation. To reduce the overshooting near the target in the Speedup method, we further proposed the Gaussian Speedup method in which the speedup rate is dynamically reduced with a Gaussian function when the gesture cursor gets nearer to the gaze fixation. Using a wrist IMU as input, a 12-person study demonstrated that the Speedup method and Gaussian Speedup method reduced users’ hand movement by and respectively without any loss of typing speed or accuracy. Maozheng Zhao, Alec M. Pierce, Ran Tan, Ting Zhang 0013, Tianyi Wang 0004, Tanya R. Jonker, Hrvoje Benko, Aakar Gupta |
IUI | 4 |
| 2022 | Detecting Input Recognition Errors and User Errors using Gaze Dynamics in Virtual RealityabstractGesture-based recognition systems are susceptible to input recognition errors and user errors, both of which negatively affect user experiences and can be frustrating to correct. Prior work has suggested that user gaze patterns following an input event could be used to detect input recognition errors and subsequently improve interaction. However, to be useful, error detection systems would need to detect various types of high-cost errors. Furthermore, to build a reliable detection model for errors, gaze behaviour following these errors must be manifested consistently across different tasks. Using data analysis and machine learning models, this research examined gaze dynamics following input events in virtual reality (VR). Across three distinct point-and-select tasks, we found differences in user gaze patterns following three input events: correctly recognized input actions, input recognition errors, and user errors. These differences were consistent across tasks, selection versus deselection actions, and naturally occurring versus experimentally injected input recognition errors. A multi-class deep neural network successfully discriminated between these three input events using only gaze dynamics, achieving an AUC-ROC-OVR score of 0.78. Together, these results demonstrate the utility of gaze in detecting interaction errors and have implications for the design of intelligent systems that can assist with adaptive error recovery. Naveen Sendhilnathan, Ting Zhang 0013, Benjamin J. Lafreniere, Tovi Grossman, Tanya R. Jonker |
UIST | 2 |
| 2022 | Optimizing the Timing of Intelligent Suggestion in Virtual RealityabstractIntelligent suggestion techniques can enable low-friction selection-based input within virtual or augmented reality (VR/AR) systems. Such techniques leverage probability estimates from a target prediction model to provide users with an easy-to-use method to select the most probable target in an environment. For example, a system could highlight the predicted target and enable a user to select it with a simple click. However, as the probability estimates can be made at any time, it is unclear when an intelligent suggestion should be presented. Earlier suggestions could save a user time and effort but be less accurate. Later suggestions, on the other hand, could be more accurate but save less time and effort. This paper thus proposes a computational framework that can be used to determine the optimal timing of intelligent suggestions based on user-centric costs and benefits. A series of studies demonstrated the value of the framework for minimizing task completion time and maximizing suggestion usage and showed that it was both theoretically and empirically effective at determining the optimal timing for intelligent suggestions. Difeng Yu, Ruta Desai, Ting Zhang 0013, Hrvoje Benko, Tanya R. Jonker, Aakar Gupta |
UIST | 3 |
| 2022 | RIDS: Implicit Detection of a Selection Gesture Using Hand Motion Dynamics During Freehand Pointing in Virtual RealityabstractFreehand interactions with augmented and virtual reality are growing in popularity, but they lack reliability and robustness. Implicit behavior from users, such as hand or gaze movements, might provide additional signals to improve the reliability of input. In this paper, the primary goal is to improve the detection of a selection gesture in VR during point-and-click interaction. Thus, we propose and investigate the use of information contained within the hand motion dynamics that precede a selection gesture. We built two models that classified if a user is likely to perform a selection gesture at the current moment in time. We collected data during a pointing-and-selection task from 15 participants and trained two models with different architectures, i.e., a logistic regression classifier was trained using predefined hand motion features and a temporal convolutional network (TCN) classifier was trained using raw hand motion data. Leave-one-subject-out cross-validation PR-AUCs of 0.36 and 0.90 were obtained for each model respectively, demonstrating that the models performed well above chance (=0.13). The TCN model was found to improve the precision of a noisy selection gesture by 11.2% without sacrificing recall performance. An initial analysis of the generalizability of the models demonstrated above-chance performance, suggesting that this approach could be scaled to other interaction tasks in the future. Ting Zhang 0013, Zhenhong Hu, Aakar Gupta, Chihao Wu 0001, Hrvoje Benko, Tanya R. Jonker |
UIST | 1 |
| 2022 | Gaze as an Indicator of Input Recognition ErrorsabstractInput recognition errors are common in gesture- and touch-based recognition systems, and negatively affect user experience and performance. When errors occur, systems are unaware of them, but the user's gaze following an error may provide valuable cues for error detection. A study was conducted using a manual serial selection task to investigate whether gaze could be used to discriminate user-initiated selections from injected false positive selection errors. Logistic regression models of gaze dynamics could successfully identify injected selection errors as early as 50 milliseconds following a selection, with performance peaking at 550 milliseconds. A two-phase gaze pattern was observed in which users exhibited high gaze motion immediately following errors, and then decreased gaze motion as the error was noticed. Together, these results provide the first demonstration that gaze dynamics can be used to detect input recognition errors, and open new possibilities for systems that can assist with error recovery. Candace E. Peacock, Benjamin J. Lafreniere, Ting Zhang 0013, Stephanie Santosa, Hrvoje Benko, Tanya R. Jonker |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2019 | Identifying Comfort Areas in 3D Space for Persons with Upper Extremity Mobility Impairments Using Virtual RealityabstractWe present a method to extract workspace comfort areas for ergonomic placement of assistive technologies for persons with upper extremity mobility impairments Currently, areas of comfort are determined using multiple physical prototypes over several iterations which is expensive and time consuming. Our method utilizes a virtual reality exergame to obtain user-specific end effector motion data which is then combined with kernel density estimation to identify areas of frequent motion. Levels of comfort were confirmed by calculating shoulder joint forces necessary to reach these frequented areas and validated through a user study. Identifying areas of comfort in the workspace allows for optimal positioning and training of input devices for numerous applications. Shanmugam Muruga Palaniappan, Ting Zhang 0013, Bradley S. Duerstock |
ASSETS | 2 |
| 2018 | Image Exploration Procedure Classification with Spike-timing Neural Network for the BlindabstractIndividuals who are blind use exploration procedures (EPs) to navigate and understand digital images. The ability to model and detect these EPs can help the assistive technologies' community build efficient and accessible interfaces for the blind and overall enhance human-machine interaction. In this paper, we propose a framework to classify various EPs using spike-timing neural networks (SNNs). While users interact with a digital image using a haptic device, rotation and translation-invariant features are computed directly from exploration trajectories acquired from the haptic control. These features are further encoded as model strings through trained SNNs. A classification scheme is then proposed to distinguish these model strings to identify the EPs. The framework adapted a modified Dynamic Time Wrapping (DTW) for spatial-temporal matching with Dempster-Shafer Theory (DST) for multimodal fusion. Experimental results (87.05% as EPs' detection accuracy) indicate the effectiveness of the proposed framework and its potential application in human-machine interfaces. Ting Zhang 0013, Tian Zhou 0005, Bradley S. Duerstock, Juan P. Wachs |
ICPR | 1 |
| 2017 | The Effect of Embodied Interaction in Visual-Spatial NavigationabstractThis article aims to assess the effect of embodied interaction on attention during the process of solving spatio-visual navigation problems. It presents a method that links operator's physical interaction, feedback, and attention. Attention is inferred through networks called Bayesian Attentional Networks (BANs). BANs are structures that describe cause-effect relationship between attention and physical action. Then, a utility function is used to determine the best combination of interaction modalities and feedback. Experiments involving five physical interaction modalities (vision-based gesture interaction, glove-based gesture interaction, speech, feet, and body stance) and two feedback modalities (visual and sound) are described. The main findings are: (i) physical expressions have an effect in the quality of the solutions to spatial navigation problems; (ii) the combination of feet gestures with visual feedback provides the best task performance. Ting Zhang 0013, Yu-Ting Li, Juan P. Wachs |
ACM Trans. Interact. Intell. Syst. | 1 |
| 2016 | Enhanced control of a wheelchair-mounted robotic manipulator using 3-D vision and multimodal interaction
Hairong Jiang, Ting Zhang 0013, Juan P. Wachs, Bradley S. Duerstock |
Comput. Vis. Image Underst. | 2 |
| 2014 | Multimodal approach to image perception of histology for the blind or visually impairedabstractCurrently there is no suitable substitute technology to enable blind or visually impaired people (BVI) to interpret visual scientific data commonly generated during lab experimentation in real time, such as performing light microscopy, spectrometry, and observing chemical reactions. This reliance upon visual interpretation of scientific data certainly impedes BVIs from advancing in careers in medicine, biology and chemistry. To address this challenge, a real-time multimodal image perception system is developed to transform the standard lab blood smear image for persons with BVI to perceive, employing a combination of auditory, haptic, and vibrotactile feedbacks. These sensory feedbacks are used to convey visual information in appropriate perceptual channels, thus creating a palette of multimodal, sensorial information. A Bayesian network is developed to characterize images through two groups of features of interest: primary and peripheral features. Then, a method is conceived for optimal matching between primary features and sensory modalities. Experimental results confirmed this real-time approach of higher accuracy in recognizing and analyzing objects within images compared to tactile papers. Ting Zhang 0013, Greg J. Williams, Bradley S. Duerstock, Juan P. Wachs |
SMC | 1 |