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Ziteng Wang 0002

dblp:52/10722-2 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0004-7425-9514ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 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.

Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 49% Immersive interaction · 28% Wearable and physiological sensing · 14%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction › virtual object manipulation
3d object arrangement
1.012026
MOA: Efficient Scene-Aware Multi-Object Arrangement in VR · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input
controller-free interaction
1.012026
MOA: Efficient Scene-Aware Multi-Object Arrangement in VR · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction › virtual reality
cybersickness
0.912025
Multimodal Contrastive Learning for Cybersickness Recognition Using Brain Connectivity Graph Representation · IEEE Trans. Vis. Comput. Graph. 2025
Wearable and physiological sensing
physiological signal analysis
0.912025
Multimodal Contrastive Learning for Cybersickness Recognition Using Brain Connectivity Graph Representation · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
virtual reality
0.912025
Multimodal Contrastive Learning for Cybersickness Recognition Using Brain Connectivity Graph Representation · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input
text entry
0.812024
FanPad: A Fan Layout Touchpad Keyboard for Text Entry in VR · VR 2024
Interaction techniques and input › text entry
virtual reality text entry
0.812024
FanPad: A Fan Layout Touchpad Keyboard for Text Entry in VR · VR 2024
Haptics and multimodal interaction
multimodal fusion
0.312025
Multimodal Contrastive Learning for Cybersickness Recognition Using Brain Connectivity Graph Representation · IEEE Trans. Vis. Comput. Graph. 2025
Haptics and multimodal interaction
multimodal interaction
0.312025
Multimodal Contrastive Learning for Cybersickness Recognition Using Brain Connectivity Graph Representation · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input › text entry
keyboard layout
0.212024
FanPad: A Fan Layout Touchpad Keyboard for Text Entry in VR · VR 2024
Interaction techniques and input › touch interaction
touchpad interaction
0.212024
FanPad: A Fan Layout Touchpad Keyboard for Text Entry in VR · VR 2024

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

multimodal interaction · 2.0importance-driven selection · 2.0auxiliary-structure-guided manipulation · 2.0multimodal fusion · 0.9graph representation learning · 0.9contrastive learning · 0.9user study · 0.8customization process · 0.8
YearPublicationVenuePosition
2026 MOA: Efficient Scene-Aware Multi-Object Arrangement in VR
abstract
3D multi-object arrangement is a fundamental task in VR that relies on accurate and natural initial selection alongside rapid and convenient subsequent manipulation to ensure high efficiency. However, existing methods fail to support efficient multi-object arrangement in highly occluded scenes with densely packed candidate objects through controller-free natural interactions. In this article, we propose an efficient, scene-aware multi-object arrangement method (MOA) designed for fast, precise, and convenient object arrangement. First, MOA introduces an importance-driven multi-object initial selection algorithm that assigns higher spatiotemporally correlated object importance (IMP) to target objects, establishing a natural multi-object initial selection mode that enables quick and accurate selection of high-IMP objects. Subsequently, it presents an auxiliary-structure-guided multi-object manipulation algorithm that constructs an auxiliary manipulation structure to assist subsequent multi-object manipulation, alongside a multi-modal interaction mode that facilitates swift and natural manipulation. Compared to state-of-the-art controller-free and controller-based methods, MOA significantly improves task performance, reduces task load, and enhances convenience in complex multi-object arrangement scenes involving hundreds of highly occluded objects need to be arranged.
Xuehuai Shi, Yuhan Duan, Ziteng Wang 0002, Jian Wu 0033, Zhiwen Shao, Jieming Yin, Lili Wang 0006
IEEE Trans. Vis. Comput. Graph.3
2025 Multimodal Contrastive Learning for Cybersickness Recognition Using Brain Connectivity Graph Representation
abstract
Cybersickness significantly impairs user comfort and immersion in virtual reality (VR). Effective identification of cybersickness leveraging physiological, visual, and motion data is a critical prerequisite for its mitigation. However, current methods primarily employ direct feature fusion across modalities, which often leads to limited accuracy due to inadequate modeling of inter-modal relationships. In this paper, we propose a multimodal contrastive learning method for cybersickness recognition. First, we introduce Brain Connectivity Graph Representation (BCGR), an innovative graph-based representation that captures cybersickness-related connectivity patterns across modalities. We further develop three BCGR instances: E-BCGR, constructed based on EEG signals; MV-BCGR, constructed based on video and motion data; and S-BCGR, obtained through our proposed standardized decomposition algorithm. Then, we propose a connectivity-constrained contrastive fusion module, which aligns E-BCGR and MV-BCGR into a shared latent space via graph contrastive learning while utilizing S-BCGR as a connectivity constraint to enhance representation quality. Moreover, we construct a multimodal cybersickness dataset comprising synchronized EEG, video, and motion data collected in VR environments to promote further research in this domain. Experimental results demonstrate that our method outperforms existing state-of-the-art methods across four critical evaluation metrics: accuracy, sensitivity, specificity, and the area under the curve. Source code: https://github.com/PEKEW/cybersickness-bcgr.
Peike Wang, Ziteng Wang 0002, Yong-Jin Liu 0001, Lili Wang 0006
IEEE Trans. Vis. Comput. Graph.3
2024 FanPad: A Fan Layout Touchpad Keyboard for Text Entry in VR
abstract
Text entry poses a significant challenge in the realm of virtual reality (VR). This paper introduces FanPad, a novel solution designed to facilitate dual-hand text input within head-mounted displays (HMDs). FanPad accomplishes this by ingeniously mapping and curving the 26 typing keys (T26) QWERTY keyboard onto the touchpads of both controllers. The curved key layout of FanPad is derived from the natural movement of the thumb when interacting with the touchpad, resembling an arc with a thumb-length fixed radius.To optimize the experience, we introduce a customization process for the FanPad curve to better cope with individual hand shapes and thumb movements. We also provide a version with more overlap area named FanPad-Ov for different users with different typing habits.Our first user study examined the effects of curving and different overlap areas by comparing four potential layouts. The results clearly favor the FanPad and FanPad-Ov layout compared to the nocurving version, SKPad(-Ov). Subsequently, the second user study was conducted to assess long-term performance and improvement on customized FanPads. Notably, novices achieved a typing speed of 19.73 words per minute (WPM), demonstrating a remarkable increase of 58.47% after a 60-phrase training in six days. The highest typing speed reached an impressive 24.19 WPM.
Jian Wu 0033, Ziteng Wang 0002, Lili Wang 0006, Yuhan Duan
VR2