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Xiayang Zhou

dblp:428/4422 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0003-7260-1884ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 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
1 paper
Immersive interaction · 50% Interaction techniques and input · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input › object manipulation
hand-object interaction
1.012026
Ubi Grip: Ubiquitous Grip-Based Tangible Object Utilization in Augmented Reality · VR 2026
Immersive interaction › augmented reality
tangible augmented reality
1.012026
Ubi Grip: Ubiquitous Grip-Based Tangible Object Utilization in Augmented Reality · VR 2026
Virtual and augmented reality
augmented reality
0.312026
Ubi Grip: Ubiquitous Grip-Based Tangible Object Utilization in Augmented Reality · VR 2026

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

user study · 2.0pose estimation · 2.0object tracking · 2.0hand mask filter · 2.0
YearPublicationVenuePosition
2026 Balancing Flow and Collaboration: Exploring Visual Noise Cancellation in Mixed Reality Workspace
abstract
In open-plan offices, visual noise from surrounding people and objects can negatively impact both concentration and mood. Mixed Reality (MR) offers a promising approach to address this challenge by reshaping the workspace. In this paper, we first conducted a survey with 50 office workers to examine the impact of visual noise, identifying common sources of distraction and potential mitigation strategies. Considering the necessity of face-to-face communication in office environments, we designed adaptive user interfaces to strike a balance between deep focus and seamless in-situ collaboration. We utilized Virtual Reality (VR) and Diminished Reality (DR) methods to eliminate visual noise and leveraged face orientation along with a distance threshold to determine collaborative intentions. We developed a prototype system and conducted a user study for evaluation. The results indicate that our system can create a tranquil workspace to foster concentration and workplace well-being, while maintaining necessary in-situ collaboration. These findings provide valuable insights for designing future MR-integrated office environments.
Xiayang Zhou, Xufeng Jian, Linpei Zhang, Haifeng Sun 0001, Qi Qi 0001, Jing Wang 0039, Jingyu Wang 0001
IUI2
2026 Ubi Grip: Ubiquitous Grip-Based Tangible Object Utilization in Augmented Reality
abstract
Tangible Augmented Reality (AR) enhances user immersion in virtual world by providing haptic feedback through physical proxy objects. However, existing approaches primarily focus on selecting proxy objects based on their global physical properties, neglecting the utilization of local features. Besides, the prevailing strategy of mapping one virtual object to a single dedicated physical proxy creates an inherent switching cost, limiting flexibility and efficiency. Additionally, due to challenges such as real-time performance, generalization and occlusion, the vision-based hand-object tracking remains a difficult task. In this paper, we propose Ubi Grip, an universal hand-object interaction framework for creating grip-based tangible AR applications based on the local graspable feature and a comprehensive hand-object interaction attributes methodology. We employ a lightweight object tracking method to perform tracking, utilizing a hand mask filter and transformation strategy to optimize object pose based on the hand-held properties. Moreover, we design a user-defined workflow for grasping tangible objects, allowing users to switch grips and map interactions. We evaluated our system through comprehensive algorithmic benchmarks and a user study. The benchmarks demonstrate our SOTA performance in object pose estimation and generalization, while the user study validates system usability, providing deeper insights.
Xufeng Jian, Guangtian Liu, Xiayang Zhou, Haifeng Sun 0001, Qi Qi 0001, Pengfei Ren 0001, Shan Jiang 0008, Jing Wang 0039, Jianxin Liao, Jingyu Wang 0001
VR5