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Huajian Qiu

dblp:325/4704 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0001-7792-0241ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 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.

Artificial intelligence
2 papers
Face, body and person analysis · 84% Trustworthy machine learning · 16%
Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 84% Wearable and physiological sensing · 16%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research › user modeling
engagement estimation
0.912025
MultiMediate '25: Cross-cultural Multi-domain Engagement Estimation · ACM Multimedia 2025
Computer vision › Face, body and person analysis › human pose estimation › human pose tracking
full body pose tracking
0.612022
AvatarPoser: Articulated Full-Body Pose Tracking from Sparse Motion Sensing · ECCV (5) 2022
Computer vision › Face, body and person analysis
human pose estimation
0.612022
AvatarPoser: Articulated Full-Body Pose Tracking from Sparse Motion Sensing · ECCV (5) 2022
Machine learning › Trustworthy machine learning
fairness
0.312025
MultiMediate '25: Cross-cultural Multi-domain Engagement Estimation · ACM Multimedia 2025
Computer vision › Face, body and person analysis
multimodal behavior analysis
0.312025
MultiMediate '25: Cross-cultural Multi-domain Engagement Estimation · ACM Multimedia 2025

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

video transformer · 1.7eGeMAPS · 1.7conditional demographic disparity · 1.7
YearPublicationVenuePosition
2025 MultiMediate '25: Cross-cultural Multi-domain Engagement Estimation
abstract
Estimating momentary conversational engagement is central to assistive, socially aware AI systems, yet models are typically trained and evaluated within a single domain, limiting real-world robustness. The MultiMediate '25 challenge advances engagement estimation to more challenging, cross-cultural, and multi-domain settings. Building on prior challenge editions, we expand beyond NOXI as the sole training source by introducing NOXI-J, a new multilingual corpus covering Japanese and Chinese interactions, enabling both training and evaluation in diverse linguistic contexts. Although NOXI-J conceptually extends NOXI, we treat it as a distinct domain because linguistic, cultural, capture, and annotation differences induce measurable distribution shifts. In this paper, we present new annotations, precomputed multi-modal features (visual, vocal, and verbal), baseline evaluations, and an analysis of the best performing challenge solutions. Beyond accuracy, we quantify fairness using Conditional Demographic Disparity for gender and language. Our baselines confirm strong in-domain performance (e.g., paralinguistic eGeMAPS and video-transformer features) and reveal notable cross-domain drops, underscoring the challenge of cultural, linguistic, and interactional shifts. Fairness analyses indicate generally small discrepancies for our baselines. We observe the largest disparities for the proposed challenge solutions on the Chinese language test set. All annotations, features, code, and leaderboards are made publicly available to foster sustained progress on robust and fair engagement estimation.
Daksitha Withanage, Marius Funk, Michal Balazia, Huajian Qiu, Shogo Okada, François Brémond, Jan Alexandersson, Andreas Bulling, Elisabeth André, Philipp Müller 0001
ACM Multimedia4
2023 ViGather: Inclusive Virtual Conferencing with a Joint Experience Across Traditional Screen Devices and Mixed Reality Headsets
abstract
Teleconferencing is poised to become one of the most frequent use cases of immersive platforms, since it supports high levels of presence and embodiment in collaborative settings. On desktop and mobile platforms, teleconferencing solutions are already among the most popular apps and accumulate significant usage time---not least due to the pandemic or as a desirable substitute for air travel or commuting. In this paper, we present ViGather, an immersive teleconferencing system that integrates users of all platform types into a joint experience via equal representation and a first-person experience. ViGather renders all participants as embodied avatars in one shared scene to establish co-presence and elicit natural behavior during collocated conversations, including nonverbal communication cues such as eye contact between participants as well as body language such as turning one's body to another person or using hand gestures to emphasize parts of a conversation during the virtual hangout. Since each user embodies an avatar and experiences situated meetings from an egocentric perspective no matter the device they join from, ViGather alleviates potential concerns about self-perception and appearance while mitigating potential 'Zoom fatigue', as users' self-views are not shown. For participants in Mixed Reality, our system leverages the rich sensing and reconstruction capabilities of today's headsets. For users of tablets, laptops, or PCs, ViGather reconstructs the user's pose from the device's front-facing camera, estimates eye contact with other participants, and relates these non-verbal cues to immediate avatar animations in the shared scene. Our evaluation compared participants' behavior and impressions while videoconferencing in groups of four inside ViGather with those in Meta Horizon as a baseline for a social VR setting. Participants who participated on traditional screen devices (e.g., laptops and desktops) using ViGather reported a significantly higher sense of physical, spatial, and self-presence than when using Horizon, while all perceived similar levels of active social presence when using Virtual Reality headsets. Our follow-up study confirmed the importance of representing users on traditional screen devices as reconstructed avatars for perceiving self-presence.
Huajian Qiu, Paul Streli, Tiffany Luong, Christoph Gebhardt, Christian Holz 0001
Proc. ACM Hum. Comput. Interact.1
2022 AvatarPoser: Articulated Full-Body Pose Tracking from Sparse Motion Sensing
Jiaxi Jiang, Paul Streli, Huajian Qiu, Andreas Rene Fender, Larissa Laich, Patrick Snape, Christian Holz 0001
ECCV (5)3