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Fengze Zhang

dblp:392/3712 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0002-6797-3862ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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 · 83% Haptics and multimodal interaction · 17%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.222026
Out of Control: Effects of Multimodal Self-similarity on Embodiment During Autonomous Avatar Demonstrations in Virtual Reality · CHI 2026
May the Force Be with You: Dexterous Finger Force-Aware VR Interface · ISMAR 2024
Virtual and augmented reality › virtual reality
collaborative virtual reality
1.012026
TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction › embodiment › virtual embodiment
avatar embodiment
1.012026
Out of Control: Effects of Multimodal Self-similarity on Embodiment During Autonomous Avatar Demonstrations in Virtual Reality · CHI 2026
Immersive interaction
virtual reality interaction
0.312026
TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
embodiment
0.212024
May the Force Be with You: Dexterous Finger Force-Aware VR Interface · ISMAR 2024

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

user study · 2.0planar ground modeling · 2.0avatar anchoring · 2.0visual tracking · 0.8surface electromyography · 0.8learning-based system · 0.8
YearPublicationVenuePosition
2026 Out of Control: Effects of Multimodal Self-similarity on Embodiment During Autonomous Avatar Demonstrations in Virtual Reality
Siqi Guo 0001, Fengze Zhang, Claudia Krogmeier, Dominic Kao, Christos Mousas
CHI2
2026 TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration
abstract
This paper presents an approach for extending 360 VR to support viewpoint translation and collaboration, without increasing the acquisition cost. The approach models the ground under the 360° image acquisition viewpoint with a planar patch, on which the user stands and walks. The planar patch is connected to the background with visual continuity. The approach anchors the user's avatar to the ground patch, and supports collaboration, with multiple avatars standing on the patch. The approach only requires defining two trivial parameters: the approximate acquisition height, and the size of the patch. Therefore, the approach improves the immersive exploration of a real-world scene captured with a 360° image, without increasing the cost of the acquisition of the virtual environment. The approach was evaluated in a controlled user study (N = 30) with five user t asks. The results show that the approach has an advantage over conventional 360 VR in terms of anchoring the user to the ground, of user viewpoint translation, of collaboration, and of accurate integration of stationary and dynamic virtual objects into the 3D scene.
Fengze Zhang, Ahaan Agrawal, Voicu Popescu
IEEE Trans. Vis. Comput. Graph.1
2024 May the Force Be with You: Dexterous Finger Force-Aware VR Interface
abstract
Advances in virtual reality (VR) have reduced experience differentials for users. However, gaps between reality and virtuality persist in tasks that require coupling users’ multimodal physical skills with virtual environments in delicate ways. User embodiment in VR easily breaks when physicality feels inauthentic, especially when users invoke their innate predilection to touch and manipulate things that they encounter. In this research, we examine the potential of forceaware VR interfaces for enabling natural connections to user physicality and evaluate them in high-finesse cases of touch. Combining surface electromyography (SEMG) with visual tracking, we develop an end-to-end learning-based system, ForceSense, to decode users’ dexterous finger forces from their forearm sEMG signals for direct usage in standard VR pipelines. This approach eliminates the need for hand-held tactile equipment, thereby promoting natural embodiment. A series of user studies on manipulation tasks in VR validate that ForceSense is more accurate, robust, and intuitive than alternative solutions. Two proofs-of-concept VR applications, calligraphy and piano playing, demonstrate that the good synergy between visual, auditory, and tactile modalities, as ForceSense affords, has the potential of enhancing users’ task learning performance in VR. Our source code and trained models are released at https://github.com/NYU-ICL/vr-force-aware-multimodal-interface.
Fengze Zhang, Sky Achitoff, Paul M. Torrens, Qi Sun 0003
ISMAR1