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Xingwang Xue

dblp:420/7676 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
1 paper
Interaction techniques and input · 44% Wearable and physiological sensing · 44% Immersive interaction · 13%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › smart wearable
head-mounted devices
0.912025
MirrorPose: Enabling Full-Body Gestures Interaction for Head-Mounted Devices with a Full-Length Mirror · ISMAR 2025
Interaction techniques and input › input sensing › tracking
pose estimation
0.912025
MirrorPose: Enabling Full-Body Gestures Interaction for Head-Mounted Devices with a Full-Length Mirror · ISMAR 2025
Immersive interaction
augmented reality
0.312025
MirrorPose: Enabling Full-Body Gestures Interaction for Head-Mounted Devices with a Full-Length Mirror · ISMAR 2025

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

lightweight framework · 0.9PoseARNet · 0.93d pose estimation · 0.9
YearPublicationVenuePosition
2025 MirrorPose: Enabling Full-Body Gestures Interaction for Head-Mounted Devices with a Full-Length Mirror
abstract
Human-computer interaction based on full-body gestures has been successfully adopted in various applications, such as motionsensing games. Typically, full-body gestures are captured using vision-based pose estimation or multiple inertial measurement units (IMUs) attached to the limbs. Gesture-based interactions in virtual and augmented reality environments allow for seamless and intuitive engagement across virtual and real domains. However, due to the design of head-mounted devices, only partial body tracking—such as hand tracking—is typically available for interactions. Capturing full-body pose using head-mounted sensors is inherently challenging due to device placement constraints. Furthermore, the limited computational resources of AR devices (e.g., constrained processing power and memory bandwidth) present significant challenges for the real-time deployment of sophisticated 3D human pose estimation architectures. To address these challenges, we propose MirrorPose, a lightweight framework that integrates a 3D pose estimation network (PoseARNet), optimized for the resource constraints of AR headsets and the dynamic viewpoint changes inherent in mirror-mediated spatial perception. This design enables practical, full-body gesture interaction on AR devices. To demonstrate its practicality, we developed a 3D virtual teaching application on Microsoft HoloLens 2, to enhance students' understanding of human poses. Extensive experiments and evaluations confirm that our system provides users with accurate and timely feedback. The codes and dataset are available at https://github.com/zhchlong/mirror_pose.
Xingwang Xue, Xiyu Sheng, Qiang Qu 0004, Yiran Shen 0001
ISMAR2