Demo Data from SIGIR 2026 / reviewers in the wild / expert
Chang Liu 0081
dblp:52/5716-81
· DBLP profile ↗
4ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0002-0515-5226ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 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
2 papers |
Wearable and physiological sensing · 95% User interface design and tools · 5% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing › eye tracking
gaze-based interaction |
0.8 | 1 | 2024 | EyeShadows: Peripheral Virtual Copies for Rapid Gaze Selection and Interaction · VR 2024 |
Wearable and physiological sensing › eye tracking › gaze-based interaction
gaze-based selection |
0.8 | 1 | 2024 | EyeShadows: Peripheral Virtual Copies for Rapid Gaze Selection and Interaction · VR 2024 |
Virtual and augmented reality › augmented reality display
optical see-through display |
0.3 | 1 | 2018 | IntelliPupil: Pupillometric Light Modulation for Optical See-Through Head-Mounted Displays · ISMAR 2018 |
Wearable and physiological sensing
eye tracking |
0.3 | 1 | 2018 | IntelliPupil: Pupillometric Light Modulation for Optical See-Through Head-Mounted Displays · ISMAR 2018 |
Virtual and augmented reality
augmented reality |
0.2 | 1 | 2024 | EyeShadows: Peripheral Virtual Copies for Rapid Gaze Selection and Interaction · VR 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 1.5performance evaluation · 1.5brightness model fitting · 0.7feedforward neural network · 0.3feed-forward neural network · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Spatio-temporal unsupervised individual clustering for operating room videosabstractAbstract Human activity recognition (HAR) research has recently focused on multiple individuals within videos. However, conventional models are trained using supervised or semi-supervised learning, which makes their direct application to real-world videos challenging. The purpose of this study is to achieve HAR from real-world videos through completely unsupervised learning. As real-world videos, we target operating room surveillance videos with surgery ongoing. We extract visual features using two autoencoders based on Inception 3D (I3D) and spatial features measured by the L2 norm between the operating table and individuals. These individual features were clustered using a centroid-based model. We evaluated our method on 29 pieces of different operating room videos from 6 different operating rooms in 145 seconds in total, and achieved 0.83 and 0.71 of accuracy in the training and test datasets, respectively, for individual clustering. Our method allows automatic analysis of operating room videos, which contributes to improving the efficiency and effectiveness of postoperative analysis and further medical education. Koji Yokoyama, Goshiro Yamamoto, Chang Liu 0081, Sho Mitarai, Kazumasa Kishimoto, Yukiko Mori, Tomohiro Kuroda |
Appl. Intell. | 3 |
| 2024 | EyeShadows: Peripheral Virtual Copies for Rapid Gaze Selection and InteractionabstractIn eye-tracked augmented and virtual reality (AR/VR), instantaneous and accurate hands-free selection of virtual elements is still a significant challenge. Though other methods that involve gaze-coupled head movements or hovering can improve selection times in comparison to methods like gaze-dwell, they are either not instantaneous or have difficulty ensuring that the user’s selection is deliberate. In this paper, we present EyeShadows, an eye gaze-based selection system that takes advantage of peripheral copies (shadows) of items that allow for quick selection and manipulation of an object or corresponding menus. This method is compatible with a variety of different selection tasks and controllable items, avoids the Midas touch problem, does not clutter the virtual environment, and is context sensitive. We have implemented and refined this selection tool for VR and AR, including testing with optical and video see-through (OST/VST) displays. Moreover, we demonstrate that this method can be used for a wide range of AR and VR applications, including manipulation of sliders or analog elements. We test its performance in VR against three other selection techniques, including dwell (baseline), an inertial reticle, and head-coupled selection. Results showed that selection with EyeShadows was significantly faster than dwell (baseline), outperforming in the select and search and select tasks by 29.8% and 15.7%, respectively, though error rates varied between tasks. Jason Orlosky, Chang Liu 0081, Kenya Sakamoto, Ludwig Sidenmark, Adam Mansour |
VR | 2 |
| 2020 | OrthoGaze: Gaze-based three-dimensional object manipulation using orthogonal planes
Chang Liu 0081, Alexander Plopski, Jason Orlosky |
Comput. Graph. | 1 |
| 2018 | IntelliPupil: Pupillometric Light Modulation for Optical See-Through Head-Mounted DisplaysabstractIn practical use of optical see-through head-mounted displays, users often have to adjust the brightness of virtual content to ensure that it is at the optimal level. Automatic adjustment is still a challenging problem, largely due to the bidirectional nature of the structure of the human eye, complexity of real world lighting, and user perception. Allowing the right amount of light to pass through to the retina requires a constant balance of incoming light from the real world, additional light from the virtual image, pupil contraction, and feedback from the user. While some automatic light adjustment methods exist, none have completely tackled this complex input-output system. As a step towards overcoming this issue, we introduce IntelliPupil, an approach that uses eye tracking to properly modulate augmentation lighting for a variety of lighting conditions and real scenes. We first take the data from a small form factor light sensor and changes in pupil diameter from an eye tracking camera as passive inputs. This data is coupled with user-controlled brightness selections, allowing us to fit a brightness model to user preference using a feed-forward neural network. Using a small amount of training data, both scene luminance and pupil size are used as inputs into the neural network, which can then automatically adjust to a user's personal brightness preferences in real time. Experiments in a high dynamic range AR scenario with varied lighting show that pupil size is just as important as environment light for optimizing brightness and that our system outperforms linear models. Chang Liu 0081, Alexander Plopski, Kiyoshi Kiyokawa, Photchara Ratsamee, Jason Orlosky |
ISMAR | 1 |