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Zoe Xiao Fang

dblp:319/4230 · also Xiao Zoe Fang · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2026
0000-0002-4732-3355ORCID · reported

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

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
Health and well-being technologies · 22% Immersive interaction · 22% Human-robot interaction · 22%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 4 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
asymmetric interaction
1.012026
Beyond Symmetry: A Novel Asymmetric Interaction Strategy for Immersive VR-Based Mirror Therapy · IEEE Trans. Vis. Comput. Graph. 2026
Health and well-being technologies
rehabilitation technology
1.012026
Beyond Symmetry: A Novel Asymmetric Interaction Strategy for Immersive VR-Based Mirror Therapy · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality interaction
1.012026
Beyond Symmetry: A Novel Asymmetric Interaction Strategy for Immersive VR-Based Mirror Therapy · IEEE Trans. Vis. Comput. Graph. 2026
Wearable and physiological sensing
inter brain synchrony
0.812024
PsiNet: Toward Understanding the Design of Brain-to-Brain Interfaces for Augmenting Inter-Brain Synchrony · CHI 2024

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

user experience questionnaire · 1.0randomized controlled trial · 1.0mobile brain sensing · 0.8brain stimulation · 0.8
YearPublicationVenuePosition
2026 Beyond Symmetry: A Novel Asymmetric Interaction Strategy for Immersive VR-Based Mirror Therapy
abstract
Abstract-Virtual Reality (VR) has been widely applied in healthcare domain. Virtual Reality Mirror Therapy (VRMT) is one such clinical application for phantom limb pain management and post-stroke hemiparesis rehabilitation. However, the prevailing design of VRMT tasks typically follows the schema of traditional mirror therapy paradigm that prescribes strictly symmetric bilateral movements along the body's midline. While symmetry is not a requirement by the mirror neuron therapy where mirror therapies derive, this constraint imposes unnecessary limitations to both the development of diversified game-based rehabilitation tasks and portability of VR equipment and hardware. As a result, average patients using a conventional VR system may often find it difficult to perform certain exercises, such as arm abductions, or not possible to run a VRMT paradigm on affordable VR equipment for home-based rehabilitation. We therefore propose AsymmVRMT, an asymmetric strategy for mirrored affected limb mapping, and adopted it in our VRMT paradigm. We conducted a randomized controlled trial (RCT) on post-stroke hemiparetic patients, and examined their clinical outcome measures (FM-UE, BI & WMFT) along with their user experience data (SUS & VEQ). Results showed that patients demonstrated stronger adaptability and more positive perceptions toward using the AsymmVRMT model, while the therapeutic outcomes were as good as those using conventional VRMT. AsymmVRMT therefore appears to be an effective alternative for human-computer interaction in VR that may offer higher flexibility and diversity to address the hardware-related constraints in rehabilitation system development, facilitating convenient VR-based rehabilitation for patients, both at the hospital and at home.
Zoe Xiao Fang, Runjie Ni, Zerong Wei, Rong Lau, Yan-Mei Yu, Xiangming Ye, Dongrong Xu
IEEE Trans. Vis. Comput. Graph.4
2025 LuciEntry: Towards Understanding the Design of Lucid Dream Induction
abstract
DIS ’25, Funchal, Portugal
Po-Yao (Cosmos) Wang, Zoe Xiao Fang, Gabriel Ducos, Nathaniel Yung Xiang Lee, Antony Smith Loose, Rohit Rajesh, Nethmini Botheju, Maria Fernanda Montoya, Alexandra Kitson, Karen Konkoly, Rohan Sagi, Rakesh Patibanda, Nathan W. Whitmore, Mahdad Jafarzadeh Esfahani, Jialin Deng, Jiajun Bu, Martin Dresler, Samitha Elvitigala, Nathan Arthur Semertzidis, Florian 'Floyd' Mueller
Conference on Designing Interactive Systems2
2025 MedAI-SciTS: Enhancing Interdisciplinary Collaboration between AI Researchers and Medical Experts
Chen Cao 0005, Zoe Xiao Fang, Zhenwen Liang, Lena Mamykina, Laura Sbaffi, Xuhai Xu
CHI3
2024 PsiNet: Toward Understanding the Design of Brain-to-Brain Interfaces for Augmenting Inter-Brain Synchrony
abstract
Underlying humanity’s social abilities is the brain’s capacity to interpersonally synchronize. Experimental, lab-based neuropsychological studies have demonstrated that inter-brain synchrony can be technologically mediated. However, knowledge in deploying these technologies in-the-wild and studying their user experience, an area HCI excels in, is lacking. With advances in mobile brain sensing and stimulation, we identify an opportunity for HCI to investigate the in-the-wild augmentation of inter-brain synchrony. We designed “PsiNet,” the first wearable brain-to-brain system aimed at augmenting inter-brain synchrony in-the-wild. Participant interviews illustrated three themes that describe the user experience of modulated inter-brain synchrony: hyper-awareness; relational interaction; and the dissolution of self. We contribute these three themes to assist HCI theorists’ discussions of inter-brain synchrony experiences. We also present three practical design tactics for HCI practitioners designing inter-brain synchrony, and hope that our work guides a HCI future of brain-to-brain experiences which fosters human connection.
Nathan Arthur Semertzidis, Michaela Jayne Vranic-Peters, Zoe Xiao Fang, Rakesh Patibanda, Aryan Saini, Samitha Elvitigala, Fabio Zambetta, Florian 'Floyd' Mueller
CHI3