Xianshan Xu

dblp:290/7538 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 56% Multimedia systems and quality of experience · 44%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
gesture interaction
0.512021
GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display · IEEE Trans. Vis. Comput. Graph. 2021
Multimedia systems and quality of experience › user interaction
interaction techniques and input
0.512021
GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality
immersive interaction
0.112021
GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display · IEEE Trans. Vis. Comput. Graph. 2021

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

stereo microphone sensing · 0.5gesture elicitation study · 0.5deep learning classification · 0.5
YearPublicationVenuePosition
2021 GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display
abstract
Low-cost virtual-reality (VR) head-mounted displays (HMDs) with the integration of smartphones have brought the immersive VR to the masses, and increased the ubiquity of VR. However, these systems are often limited by their poor interactivity. In this paper, we present GestOnHMD, a gesture-based interaction technique and a gesture-classification pipeline that leverages the stereo microphones in a commodity smartphone to detect the tapping and the scratching gestures on the front, the left, and the right surfaces on a mobile VR headset. Taking the Google Cardboard as our focused headset, we first conducted a gesture-elicitation study to generate 150 user-defined gestures with 50 on each surface. We then selected 15, 9, and 9 gestures for the front, the left, and the right surfaces respectively based on user preferences and signal detectability. We constructed a data set containing the acoustic signals of 18 users performing these on-surface gestures, and trained the deep-learning classification pipeline for gesture detection and recognition. Lastly, with the real-time demonstration of GestOnHMD, we conducted a series of online participatory-design sessions to collect a set of user-defined gesture-referent mappings that could potentially benefit from GestOnHMD.
Taizhou Chen, Lantian Xu 0001, Xianshan Xu, Kening Zhu
IEEE Trans. Vis. Comput. Graph.3