EDBT 2026 Demo / reviewers in the wild / expert
Puqi Zhou
dblp:339/6441
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2026
0000-0002-6486-8883ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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 networks
3 papers |
Content delivery and video streaming · 54% Edge and fog computing · 26% Cellular and mobile networks · 20% | |
| Human-computer interaction and pervasive computing
3 papers |
Human-robot interaction · 36% Immersive interaction · 32% Collaborative and social computing · 31% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 100% | |
| Artificial intelligence
1 paper |
Video understanding and tracking · 100% |
Topics — the 7 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Content delivery and video streaming
volumetric video streaming |
1.3 | 2 | 2024 | MuV2: Scaling up Multi-user Mobile Volumetric Video Streaming via Content Hybridization and Sharing · MobiCom 2024 M5: Facilitating Multi-User Volumetric Content Delivery with Multi-Lobe Multicast over mmWave · SenSys 2022 |
Virtual and augmented reality › immersive streaming
volumetric content delivery |
0.8 | 1 | 2024 | Theia: Gaze-driven and Perception-aware Volumetric Content Delivery for Mixed Reality Headsets · MobiSys 2024 |
Collaborative and social computing
collaborative learning |
0.7 | 1 | 2023 | Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control · CHI 2023 |
Immersive interaction
virtual reality |
0.7 | 1 | 2023 | Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control · CHI 2023 |
Cellular and mobile networks
millimeter-wave communication |
0.6 | 1 | 2022 | M5: Facilitating Multi-User Volumetric Content Delivery with Multi-Lobe Multicast over mmWave · SenSys 2022 |
Content delivery and video streaming
adaptive video streaming |
0.2 | 1 | 2024 | Theia: Gaze-driven and Perception-aware Volumetric Content Delivery for Mixed Reality Headsets · MobiSys 2024 |
Collaborative and social computing › collaborative learning
computer-supported collaborative learning |
0.2 | 1 | 2023 | Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
foveated rendering · 2.3video understanding models · 2.0prompt engineering · 2.0view sharing · 1.5hybrid streaming · 1.5hardware encoding · 1.5multicast transmission · 1.1cross-layer optimization · 1.16dof motion prediction · 1.1within-subject study · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Designing Multi-Robot Ground Video Sensemaking with Public Safety ProfessionalsabstractVideos from fleets of ground robots can advance public safety by providing scalable situational awareness and reducing professionals’ burden. Yet little is known about how to design and integrate multi-robot videos into public safety workflows. Collaborating with six police agencies, we examined how such videos could be made practical. In Study 1, we present the first testbed for multi-robot ground video sensemaking. The testbed includes 38 events of interest relevant to public safety, a dataset of 20 robot patrol videos (10 day/night pairs) covering EoI types, and 6 design requirements aimed at improving current video sensemaking practices. In Study 2, we built MRVS, a tool that augments multi-robot patrol video streams with a prompt-engineered video understanding model. Participants reported reduced manual workload and greater confidence with LLM-based explanations, while noting concerns about false alarms and privacy. We conclude with implications for designing future multi-robot video sensemaking tools. Puqi Zhou, Ali Asgarov, Aafiya Hussain, Wonjoon Park, Amit Paudyal, Sameep Shrestha, Chia-Wei Tang, Michael F. Lighthiser, Michael R. Hieb, Xuesu Xiao, Christopher Thomas 0004, Sungsoo Ray Hong |
CHI | 1 |
| 2024 | MuV2: Scaling up Multi-user Mobile Volumetric Video Streaming via Content Hybridization and SharingabstractVolumetric videos offer a unique interactive experience and have the potential to enhance social virtual reality and telepresence. Streaming volumetric videos to multiple users remains a challenge due to its tremendous requirements of network and computation resources. In this paper, we develop MuV2, an edge-assisted multi-user mobile volumetric video streaming system to support important use cases such as tens of students simultaneously consuming volumetric content in a classroom. MuV2 achieves high scalability and good streaming quality through three orthogonal designs: hybridizing direct streaming of 3D volumetric content with remote rendering, dynamically sharing edge-transcoded views across users, and multiplexing encoding tasks of multiple transcoding sessions into a limited number of hardware encoders on the edge. MuV2 then integrates the three designs into a holistic optimization framework. We fully implement MuV2 and experimentally demonstrate that MuV2 can deliver high-quality volumetric videos to over 30 concurrent untethered mobile devices with a single WiFi access point and a commodity edge server. Yu Liu 0096, Puqi Zhou, Zejun Zhang 0002, Anlan Zhang, Bo Han 0001, Zhenhua Li 0001, Feng Qian 0001 |
MobiCom | 2 |
| 2024 | Theia: Gaze-driven and Perception-aware Volumetric Content Delivery for Mixed Reality HeadsetsabstractMinimizing bandwidth consumption while maintaining satisfactory visual quality becomes the holy grail of volumetric content delivery. However, due to the huge amount of 3D data to stream, the stringent latency requirement, and the high computational workload, achieving this ambitious goal could be challenging for mobile mixed reality headsets, which can naturally enable viewers' motion with six degrees of freedom but have limited computing power. Motivated by our critical observations from a user study of eye movements with 50+ participants, in this paper, we present Theia, a first-of-its-kind gaze-driven and perception-aware volumetric content delivery system that effectively incorporates the following innovations into a holistic system: (1) real-time creation of foveated volumetric content to reduce network data usage; (2) efficient augmentation of foveal content to boost user experience; and (3) adaptive omission of peripheral content for further bandwidth savings based on eye movements. We implement a prototype of Theia using Microsoft HoloLens 2 headsets and extensively evaluate its performance. Our results reveal that compared to the state-of-the-art, Theia can drastically reduce bandwidth consumption by up to 67.0% and enhance visual quality by up to 92.5%. Nan Wu 0012, Kaiyan Liu, Ruizhi Cheng, Bo Han 0001, Puqi Zhou |
MobiSys | 5 |
| 2023 | Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video ControlabstractVirtual Reality (VR) has a noteworthy educational potential by providing immersive and collaborative environments. As an alternative but cost-effective way of delivering realistic environments in VR, using 360-degree videos in immersive VR (VR videos) received more attention. Although many studies reported positive learning experiences with VR videos, little is known about how collaborative learning performs on VR video viewing systems. In this study, we implemented two collaborative VR video viewing modes based on the way of group video control, synchronized or shared (Sync mode) and non-synchronized or individual (Non-sync mode) video control, against a conventional VR video viewing setting (Basic mode). We conducted a within-subject study (N = 54) in a lab-simulated remote learning environment. Our results show that collaborative VR video modes (Sync and Non-sync mode) improve users’ learning experiences and collaboration quality, especially with shared video control. Our findings provide directions for designing and employing collaborative VR video tools in online learning environments. Qiao Jin 0002, Yu Liu 0096, Ruixuan Sun, Chen Chen 0109, Puqi Zhou, Bo Han 0001, Feng Qian 0001, Svetlana Yarosh |
CHI | 5 |
| 2022 | M5: Facilitating Multi-User Volumetric Content Delivery with Multi-Lobe Multicast over mmWaveabstractMulti-user volumetric content delivery can enable numerous appealing applications, such as online education, telehealth, multiuser AR/VR training, immersive collaborative analytics, etc. However, the bandwidth-intensive nature of volumetric video streaming makes existing systems for single-user experiences hard to scale to multi-user scenarios. To address this critical issue, in this paper, we first perform a scaling experiment on mmWave networks that offer the needed multi-Gbps throughput and identify two key challenges of streaming high-quality volumetric videos to multiple users: frequent blockages of mmWave links and high transmission redundancy among users. To solve these problems, we propose a first-of-its-kind, agile, and cross-layer system, dubbed M5, for improving the performance and quality of experience for multi-user volumetric video streaming. M5 utilizes the 6DoF motion prediction of users to proactively adapt mmWave beams and prefetch frames to mitigate the blockage effects. Furthermore, it takes advantage of the multicast transmission to deliver the overlapped common content within users' viewports to reduce the bandwidth requirement. Our extensive experiments on a real testbed and with a trace-driven simulator show that M5 can effectively improve the frame rate by 44.1% and volumetric video quality by 62.3% compared to the state-of-the-art system. Puqi Zhou, Bo Han 0001, Parth H. Pathak |
SenSys | 2 |