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Jin-Du Wang

dblp:358/2748 · also Jindu Wang · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0009-4028-4662ORCID · 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
3 papers
Immersive interaction · 50% Health and well-being technologies · 23% Human-AI interaction · 20%
Software engineering, system software, and programming languages
1 paper
Program synthesis and code generation · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
wearable augmented reality
1.012026
Wearable AR for Restorative Breaks: How Interactive Narrative Experiences Support Relaxation for Young People · CHI 2026
Immersive interaction
virtual reality interaction
0.912025
Handows: A Palm-Based Interactive Multi-Window Management System in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › see-through display
augmented reality glasses
0.312026
Wearable AR for Restorative Breaks: How Interactive Narrative Experiences Support Relaxation for Young People · CHI 2026
Interaction techniques and input
gesture input
0.312025
Handows: A Palm-Based Interactive Multi-Window Management System in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Program synthesis and code generation
code generation with language models
0.312025
NeuroSync: Intent-Aware Code-Based Problem Solving via Direct LLM Understanding Modification · UIST 2025

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

visualization · 1.7large language model · 1.7knowledge distillation · 1.7within-subjects study · 1.0design framework · 1.0user study · 0.9
YearPublicationVenuePosition
2026 Wearable AR for Restorative Breaks: How Interactive Narrative Experiences Support Relaxation for Young People
abstract
Young adults often take breaks from screen-intensive work by consuming digital content on mobile phones, which undermines rest through visual fatigue and inactivity. We introduce a design framework that embeds light break activities into media content on AR smart glasses, balancing engagement and recovery, which employs three strategies: (1) seamlessly guiding users by embedding activity cues aligned with media elements; (2) transitioning to audio-centric formats to reduce visual load while sustaining immersion; and (3) structuring sessions with "rise-peak-closure"pacing for smooth transitions. In a within-subjects study (N=16) comparing passive viewing, reminder-based breaks, and non-narrative activities, InteractiveBreak instantiated from our framework seamlessly guided activities, sustained engagement, and enhanced break quality. These findings demonstrate wearable AR's potential to support restorative relaxation by transforming breaks into engaging, meaningful experiences. © 2026 the owner/author(s).
Jin-Du Wang, Runze Cai, Shuchang Xu, Tianrui Hu, Huamin Qu, Shengdong Zhao 0001, Linping Yuan
CHI1
2025 NeuroSync: Intent-Aware Code-Based Problem Solving via Direct LLM Understanding Modification
abstract
Conversational LLMs have been widely adopted by domain users with limited programming experience to solve domain problems.However, these users often face misalignment between their intent and generated code, resulting in frustration and rounds of clarification.This work first investigates the cause of this misalignment, which dues to bidirectional ambiguity: both user intents and coding tasks are inherently nonlinear, yet must be expressed and interpreted through linear prompts and code sequences.To address this, we propose direct intent-task matching, a new human-LLM interaction paradigm that externalizes and enables direct manipulation of the LLM understanding, i.e., the coding tasks and their relationships inferred by the LLM prior to code generation.As a proof-of-concept, this paradigm is then implemented in NeuroSync, which employs a knowledge distillation pipeline to extract LLM understanding, user intents, and their mappings, and enhances the alignment by allowing users to intuitively inspect and edit them via visualizations.We evaluate the algorithmic components of NeuroSync via technical experiments, and assess its overall usability and effectiveness via a user study (N=12).The results show that it enhances intent-task alignment, lowers cognitive effort, and improves coding efficiency.
Leixian Shen, Shuchang Xu, Jin-Du Wang, Jian Zhao 0010, Huamin Qu, Linping Yuan
UIST4
2025 Handows: A Palm-Based Interactive Multi-Window Management System in Virtual Reality
abstract
Window management in virtual reality (VR) remains a challenging task due to the spatial complexity and physical demands of current interaction methods. We introduce Handows, a palm-based interface that enables direct manipulation of spatial windows through familiar smartphone-inspired gestures on the user's non-dominant hand. Combining ergonomic layout design with body-centric input and passive haptics, Handows supports four core operations: window selection, closure, positioning, and scaling. We evaluate Handows in a user study (N = 15) against two common VR techniques (virtual hand and controller) across four core window operations. Results show that Handows significantly reduces physical effort and head movement while improving task efficiency and interaction precision. A follow-up case study (N = 8) demonstrates Handows' usability in realistic multitasking scenarios, highlighting user-adapted workflows and spontaneous layout strategies. Our findings also suggest the potential of embedding mobile-inspired metaphors into proprioceptive body-centric interfaces to support low-effort and spatially coherent interaction in VR.
Jin-Du Wang, Per Ola Kristensson, Xiang Li 0101
IEEE Trans. Vis. Comput. Graph.1
2024 Swarm manipulation: An efficient and accurate technique for multi-object manipulation in virtual reality
abstract
The theory of swarm control shows promise for controlling multiple objects, however, scalability is hindered by cost constraints, such as hardware and infrastructure. Virtual Reality (VR) can overcome these limitations, but research on swarm interaction in VR is limited. This paper introduces a novel swarm manipulation technique and compares it with two baseline techniques: Virtual Hand and Controller (ray-casting). We evaluated these techniques in a user study ( N = 12) in three tasks (selection, rotation, and resizing) across five conditions. Our results indicate that swarm manipulation yielded superior performance, with significantly faster speeds in most conditions across the three tasks. It notably reduced resizing size deviations but introduced a trade-off between speed and accuracy in the rotation task. Additionally, we conducted a follow-up user study ( N = 6) using swarm manipulation in two complex VR scenarios and obtained insights through semi-structured interviews, shedding light on optimized swarm control mechanisms and perceptual changes induced by this interaction paradigm. These results demonstrate the potential of the swarm manipulation technique to enhance the usability and user experience in VR compared to conventional manipulation techniques. In future studies, we aim to understand and improve swarm interaction via internal swarm particle cooperation. • We define swarm manipulation in VR and evaluate its usability and utility in two user studies. • Study 1 compares swarm manipulation to hand and controller techniques across five conditions. • Study 2 explores swarm manipulation in complex scenarios with detailed user feedback. • We analyze strengths and limitations of swarm manipulation in usability and workload. • We provide design insights for integrating swarm manipulation into VR applications.
Xiang Li 0101, Jin-Du Wang, John J. Dudley, Per Ola Kristensson
Comput. Graph.2