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Xujing Zhang

dblp:128/6205 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author

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
3 papers
Immersive interaction · 44% Interaction techniques and input · 29% Personal fabrication and tangible interfaces · 19%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 52% Computational photography and imaging · 34% Multimedia systems and quality of experience · 14%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
telepresence
0.412019
LightBee: A Self-Levitating Light Field Display for Hologrammatic Telepresence · CHI 2019
Immersive interaction
telepresence
0.312018
TeleHuman2: A Cylindrical Light Field Teleconferencing System for Life-size 3D Human Telepresence · CHI 2018
Computational photography and imaging
light field display
0.212016
HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED Touchscreen · UIST 2016
Personal fabrication and tangible interfaces › tangible interaction
bend input
0.212016
HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED Touchscreen · UIST 2016
Immersive interaction › virtual reality interaction
virtual object interaction
0.212016
HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED Touchscreen · UIST 2016
Human-robot interaction › multi-robot systems › spatial formation
proxemics
0.112019
LightBee: A Self-Levitating Light Field Display for Hologrammatic Telepresence · CHI 2019
Multimedia systems and quality of experience › teleconferencing
multiparty teleconferencing
0.112018
TeleHuman2: A Cylindrical Light Field Teleconferencing System for Life-size 3D Human Telepresence · CHI 2018

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

light field rendering · 1.3drone control · 0.8projector array rendering · 0.7depth video streaming · 0.7user study · 0.5
YearPublicationVenuePosition
2019 LightBee: A Self-Levitating Light Field Display for Hologrammatic Telepresence
abstract
LightBee is a novel "hologrammatic" telepresence system featuring a self-levitating light field display. It consists of a drone that flies a projection of a remote user's head through 3D space. The movements of the drone are controlled by the remote user's head movements, offering unique support for non-verbal cues, especially physical proxemics. The light field display is created by a retro-reflective sheet that is mounted on the cylindrical quadcopter. 45 smart projectors, one per 1.3 degrees, are mounted in a ring, each projecting a video stream rendered from a unique perspective onto the retroreflector. This creates a light field that naturally provides motion parallax and stereoscopy without requiring any headset nor stereo glasses. LightBee allows multiple local users to experience their own unique and correct perspective of the remote user's head. The system is currently one-directional: 2 small cameras mounted on the drone allow the remote user to observe the local scene.
Xujing Zhang, Sean Braley, Calvin Rubens, Timothy Merritt 0001, Roel Vertegaal
CHI1
2018 TeleHuman2: A Cylindrical Light Field Teleconferencing System for Life-size 3D Human Telepresence
abstract
For telepresence to support the richness of multiparty conversations, it is important to convey motion parallax and stereoscopy without head-worn apparatus. TeleHuman2 is a "hologrammatic" telepresence system that conveys full-body 3D video of interlocutors using a human-sized cylindrical light field display. For rendering, the system uses an array of projectors mounted above the heads of participants in a ring around a retroreflective cylinder. Unique angular renditions are calculated from streaming depth video captured at the remote location. Projected images are retro-reflected into the eyes of local participants, at 1.3º intervals providing angular renditions simultaneously for left and right eyes of all onlookers, which conveys motion parallax and stereoscopy without head-worn apparatus or head tracking. Our technical evaluation of the angular accuracy of the system demonstrates that the error in judging the angle of a remote arrow object represented in TeleHuman2 is within 1 degree, and not significantly different from similar judgments of a collocated arrow object.
Daniel Goc, Xujing Zhang, Timothy Merritt 0001, Roel Vertegaal
CHI2
2016 HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED Touchscreen
abstract
We present HoloFlex, a 3D flexible smartphone featuring a light-field display consisting of a high-resolution P-OLED display and an array of 16,640 microlenses. HoloFlex allows mobile users to interact with 3D images featuring natural visual cues such as motion parallax and stereoscopy without glasses or head tracking. Its flexibility allows the use of bend input for interacting with 3D objects along the z axis. Images are rendered into 12-pixel wide circular blocks-pinhole views of the 3D scene-which enable ~80 unique viewports at an effective resolution of 160 × 104. The microlens array distributes each pixel from the display in a direction that preserves the angular information of light rays in the 3D scene. We present a preliminary study evaluating the effect of bend input vs. a vertical touch screen slider on 3D docking performance. Results indicate that bend input significantly improves movement time in this task. We also present 3D applications including a 3D editor, a 3D Angry Birds game and a 3D teleconferencing system that utilize bend input.
Daniel Goc, Xujing Zhang, Juan Pablo Carrascal, Roel Vertegaal
UIST2