Demo Data from EDBT 2026 / reviewers in the wild / expert
Zhengtai Gou
dblp:345/1511
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0003-3456-144XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 |
Accessibility and assistive technology · 42% Human-robot interaction · 42% Collaborative and social computing · 16% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% | |
| Artificial intelligence
1 paper |
Robot navigation and mapping · 100% |
Topics — the 2 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › visual analytics
immersive analytics |
1.0 | 1 | 2026 | Evaluating Replay Techniques for Asynchronous Task Handover in Immersive Analytics · VR 2026 |
Accessibility and assistive technology › assistive navigation
navigation assistance for visually impaired |
0.8 | 1 | 2024 | Navigating Real-World Challenges: A Quadruped Robot Guiding System for Visually Impaired People in Diverse Environments · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 2.0voice feedback · 1.5force feedback · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Evaluating Replay Techniques for Asynchronous Task Handover in Immersive AnalyticsabstractImmersive analytics enables collaborative data analysis in shared virtual spaces. While synchronous collaboration in such environments is well-established, real-world analysis often requires an effective task handover—the transfer of knowledge and analytical context between analysts working asynchronously. Traditional handover methods often rely on static annotations that fail to capture the dynamic problem-solving process and spatial context inherent in immersive workflows. To address this handover challenge, we explore session replay as a comprehensive approach for analysts to re-experience a predecessor’s work, facilitating a deeper understanding of both the visual details and the insight formation process. Two phases of studies were conducted to establish design guidelines for such replay systems by investigating the impact of viewing platform (PC vs. VR), perspective (first-person vs. third-person), and navigation control (active vs. passive). Phase 1 identified the optimal replay configurations within each viewing platform, revealing a platform-dependent divergence: PC users favored a guided, first-person perspective for its focused detail, while VR users benefited significantly from the agency afforded by a third-person perspective with active navigation. After refining each condition based on user feedback—including developing a novel hybrid 1PP/3PP format for PC—Phase 2 compared the two optimized systems (PC vs. VR). Our results show that the immersive VR replay led to significantly better task comprehension and workflow reconstruction accuracy, demonstrating the critical role of embodied agency in understanding complex analytical processes. Zhengtai Gou, Junxiao Long, Tao Lu 0013, Jian Zhao 0010, Yalong Yang 0001 |
VR | 1 |
| 2024 | Navigating Real-World Challenges: A Quadruped Robot Guiding System for Visually Impaired People in Diverse EnvironmentsabstractBlind and Visually Impaired (BVI) people find challenges in navigating unfamiliar environments, even using assistive tools such as white canes or smart devices. Increasingly affordable quadruped robots offer us opportunities to design autonomous guides that could improve how BVI people find ways around unfamiliar environments and maneuver therein. In this work, we designed RDog, a quadruped robot guiding system that supports BVI individuals’ navigation and obstacle avoidance in indoor and outdoor environments. RDog combines an advanced mapping and navigation system to guide users with force feedback and preemptive voice feedback. Using this robot as an evaluation apparatus, we conducted experiments to investigate the difference in BVI people’s ambulatory behaviors using a white cane, a smart cane, and RDog. Results illustrated the benefits of RDog-based ambulation, including faster and smoother navigation with fewer collisions and limitations, and reduced cognitive load. We discuss the implications of our work for multi-terrain assistive guidance systems. Shaojun Cai, Ashwin Ram 0002, Zhengtai Gou, Mohd Alqama Wasim Shaikh, Yu-An Chen, Yingjia Wan, Kotaro Hara, Shengdong Zhao 0001, David Hsu |
CHI | 3 |