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Zhengtai Gou

dblp:345/1511 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual analytics
immersive analytics
1.012026
Evaluating Replay Techniques for Asynchronous Task Handover in Immersive Analytics · VR 2026
Accessibility and assistive technology › assistive navigation
navigation assistance for visually impaired
0.812024
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
YearPublicationVenuePosition
2026 Evaluating Replay Techniques for Asynchronous Task Handover in Immersive Analytics
abstract
Immersive 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
VR1
2024 Navigating Real-World Challenges: A Quadruped Robot Guiding System for Visually Impaired People in Diverse Environments
abstract
Blind 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
CHI3