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Jiqing Wen

dblp:199/7494 · DBLP profile ↗
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4ranked-venue papers
3as first author
3since 2021 · last 2024
0009-0002-8842-6403ORCID · corroborated

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

Computer networks · 3 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

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
2 papers
Immersive interaction · 50% Collaborative and social computing · 25% Ubiquitous computing and smart environments · 25%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 77% Multimedia systems and quality of experience · 23%
Computer networks
1 paper
Cellular and mobile networks · 100%
Network and information security
1 paper
Cyber-physical and IoT security · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.812024
Augmented Coach: Volumetric Motion Annotation and Visualization for Immersive Sports Coaching · VR 2024
Immersive interaction
augmented reality interaction
0.812024
Poster: PrivaSee: Augmented Reality-Enabled Privacy Perception Visualization for Internet of Things · MobiSys 2024
Ubiquitous computing and smart environments › privacy
privacy perception
0.812024
Poster: PrivaSee: Augmented Reality-Enabled Privacy Perception Visualization for Internet of Things · MobiSys 2024
Collaborative and social computing
remote collaboration
0.812024
Augmented Coach: Volumetric Motion Annotation and Visualization for Immersive Sports Coaching · VR 2024
Virtual and augmented reality
augmented reality
0.612022
Adaptive 5G systems for interactive volumetric sports analysis in augmented reality · MobiSys 2022
Cellular and mobile networks
5g
0.612022
Adaptive 5G systems for interactive volumetric sports analysis in augmented reality · MobiSys 2022
Cyber-physical and IoT security
iot privacy
0.212024
Poster: PrivaSee: Augmented Reality-Enabled Privacy Perception Visualization for Internet of Things · MobiSys 2024

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

augmented reality visualization · 1.5volumetric data transmission · 1.1adaptive streaming · 1.1user study · 0.8pilot study · 0.8
YearPublicationVenuePosition
2024 Poster: PrivaSee: Augmented Reality-Enabled Privacy Perception Visualization for Internet of Things
abstract
Internet of Things (IoT) provides a wide range of services to improve convenience and comfort in our daily lives. However, various sensors equipped on IoT devices often raise privacy concerns. Prior works on privacy focus on passive protection from the data and device perspective, such as data encryption and communication protocol design. In this work, we introduce PrivaSee, an augmented reality (AR)-enabled privacy visualization platform to empower users with proactive privacy protection by enhancing their understanding of privacy perception for multimodal sensors.
Yue Zhang 0044, Shangjie Du, Jiqing Wen, Robert LiKamWa, Shiwei Fang, Shijia Pan
MobiSys3
2024 Augmented Coach: Volumetric Motion Annotation and Visualization for Immersive Sports Coaching
abstract
Remote sports coaching connects athletes to interactive training sessions, despite busy schedules and/or lack of access to local trainers. In current formats, athletes record videos of themselves, which they send to coaches for feedback or use in self-coaching. Additionally, some coaches turn to video conferencing platforms such as FaceTime or Zoom for live coaching. A significant challenge with these methods of remote sports coaching is the absence of spatial analysis capabilities, which hinders in-depth assessment of athletic performance.This paper introduces Augmented Coach, an immersive and interactive sports coaching system. Augmented Coach utilizes volumetric data to reconstruct the 3D representations of the athletes. As a result, coaches can not only view the resulting point cloud videos of the athletes performing athletic movements, but also employ the system’s spatial annotation and visualization tools to gain insights into movement patterns and communicate with remote athletes. Unlike existing tools tailored to specific sports, Augmented Coach explores spatial kinesthetic values shared across various sports through a pilot study and designs adaptable features applicable to diverse sports coaching scenarios. To assess the system’s usability, we conducted a user study involving ten users, spanning certified coaches and experienced athletes from various sports, illustrating how they can utilize the system’s features to enhance coaching in their respective disciplines.
Jiqing Wen, Lauren Gold, Qianyu Ma, Robert LiKamWa
VR1
2022 Adaptive 5G systems for interactive volumetric sports analysis in augmented reality
abstract
Remote coaching for sports is challenged by the lack of 3D spatial communication. While athletes send live or recorded videos to their coaches, these 2D representations fail to capture the spatial relationships of the body, limiting the ability to understand timing, weight distribution, and smoothness in an athletic movement. This demonstration presents Augmented Coach, an AR sports coaching platform for coaches to remotely view, manipulate, and annotate athletic movements in 3D augmented space. Also, this demonstration provides an adaptive platform to study real-time efficient volumetric data transmission between remotely connected devices, including over 5G cellular networks.
Jiqing Wen, Lauren Gold, Jinhan Hu, Alireza Bahremand, Aashiq Shaikh, Charmaine Farber, Yasser Dbeis, Sameer Channar, Connor Richards, Ryan Hoang, Craig Spencer, Nick Tang, Robert LiKamWa
MobiSys1
2018 Visual Background Recommendation for Dance Performances Using Deep Matrix Factorization
abstract
The stage background is one of the most important features for a dance performance, as it helps to create the scene and atmosphere. In conventional dance performances, the background images are usually selected or designed by professional stage designers according to the theme and the style of the dance. In new media dance performances, the stage effects are usually generated by media editing software. Selecting or producing a dance background is quite challenging and is generally carried out by skilled technicians. The goal of the research reported in this article is to ease this process. Instead of searching for background images from the sea of available resources, dancers are recommended images that they are more likely to use. This work proposes the idea of a novel system to recommend images based on content-based social computing. The core part of the system is a probabilistic prediction model to predict a dancer’s interests in candidate images through social platforms. Different from traditional collaborative filtering or content-based models, the model proposed here effectively combines a dancer’s social behaviors (rating action, click action, etc.) with the visual content of images shared by the dancer using deep matrix factorization (DMF). With the help of such a system, dancers can select from the recommended images and set them as the backgrounds of their dance performances through a media editor. According to the experiment results, the proposed DMF model outperforms the previous methods, and when the dataset is very sparse, the proposed DMF model shows more significant results.
Jiqing Wen, James She, Xiaopeng Li 0002
ACM Trans. Multim. Comput. Commun. Appl.1