Demo Data from SIGIR 2026 / reviewers in the wild / expert
Lantian Xu 0001
dblp:290/7164-1 · also Alston Lantian Xu 0001
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2026
0000-0001-9434-8910ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 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.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 77% Human-AI interaction · 12% User interface design and tools · 12% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 56% Multimedia systems and quality of experience · 44% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality locomotion
redirected walking |
1.0 | 1 | 2026 | Semantic Anchors: How Object Familiarity and Rotational Context Shape Rotation Perception in VR · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction › virtual reality locomotion › redirected walking
rotation gain |
1.0 | 1 | 2026 | Semantic Anchors: How Object Familiarity and Rotational Context Shape Rotation Perception in VR · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
virtual reality locomotion |
1.0 | 1 | 2026 | Semantic Anchors: How Object Familiarity and Rotational Context Shape Rotation Perception in VR · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
gesture interaction |
0.5 | 1 | 2021 | GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display · IEEE Trans. Vis. Comput. Graph. 2021 |
Multimedia systems and quality of experience › user interaction
interaction techniques and input |
0.5 | 1 | 2021 | GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display · IEEE Trans. Vis. Comput. Graph. 2021 |
Human-AI interaction
conversational agents |
0.5 | 1 | 2021 | FritzBot: A data-driven conversational agent for physical-computing system design · Int. J. Hum. Comput. Stud. 2021 |
User interface design and tools
design tools |
0.5 | 1 | 2021 | FritzBot: A data-driven conversational agent for physical-computing system design · Int. J. Hum. Comput. Stud. 2021 |
Immersive interaction
self-motion perception |
0.3 | 1 | 2026 | Semantic Anchors: How Object Familiarity and Rotational Context Shape Rotation Perception in VR · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2021 | GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display · IEEE Trans. Vis. Comput. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
psychophysical experiment · 1.0stereo microphone sensing · 0.5large language model · 0.5gesture elicitation study · 0.5deep learning classification · 0.5data-driven dialogue · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Semantic Anchors: How Object Familiarity and Rotational Context Shape Rotation Perception in VRabstractRedirected Walking (RDW) enables navigation in large virtual worlds by manipulating a user's viewpoint, yet the perceptual thresholds governing these manipulations are often treated as fixed sensory limits. In this work, we propose the concept of Semantic Anchors: objects that stabilise self-motion perception through high-level cognitive priors. In a psychophysical experiment $(N=22)$, participants judged virtual rotations while viewing familiar or arbitrary objects of varying sizes and rotational reference frames. Results reveal that scene semantics do not merely modulate thresholds but fundamentally alter the integration of spatial cues. When a familiar object's canonical size was violated to create a specific size-congruency conflict, the window for imperceptible redirection expanded significantly, allowing rotation gains of up to 30% to remain imperceptible. Crucially, familiarity inverted the geometric dependence observed with arbitrary shapes: while geometric frames dictated sensitivity for abstract objects, semantic stability dominated for familiar ones. These findings demonstrate that RDW thresholds are dynamically co-constructed by sensory input and scene plausibility, offering a new principle for designing semantically informed locomotion systems that leverage cognitive expectations to expand explorable space. Lantian Xu 0001, Pingchuan Ke, Álvaro Cassinelli |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | Perceptual Biases in Multiview Navigation: Insights from Embodied Spatial Cognition and Mental Rotation
Lantian Xu 0001, Álvaro Cassinelli |
Creativity & Cognition | 1 |
| 2021 | FritzBot: A data-driven conversational agent for physical-computing system design
Taizhou Chen, Lantian Xu 0001, Kening Zhu |
Int. J. Hum. Comput. Stud. | 2 |
| 2021 | GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted DisplayabstractLow-cost virtual-reality (VR) head-mounted displays (HMDs) with the integration of smartphones have brought the immersive VR to the masses, and increased the ubiquity of VR. However, these systems are often limited by their poor interactivity. In this paper, we present GestOnHMD, a gesture-based interaction technique and a gesture-classification pipeline that leverages the stereo microphones in a commodity smartphone to detect the tapping and the scratching gestures on the front, the left, and the right surfaces on a mobile VR headset. Taking the Google Cardboard as our focused headset, we first conducted a gesture-elicitation study to generate 150 user-defined gestures with 50 on each surface. We then selected 15, 9, and 9 gestures for the front, the left, and the right surfaces respectively based on user preferences and signal detectability. We constructed a data set containing the acoustic signals of 18 users performing these on-surface gestures, and trained the deep-learning classification pipeline for gesture detection and recognition. Lastly, with the real-time demonstration of GestOnHMD, we conducted a series of online participatory-design sessions to collect a set of user-defined gesture-referent mappings that could potentially benefit from GestOnHMD. Taizhou Chen, Lantian Xu 0001, Xianshan Xu, Kening Zhu |
IEEE Trans. Vis. Comput. Graph. | 2 |