Demo Data from SIGIR 2026 / reviewers in the wild / expert
Yulin Shen 0001
dblp:58/9414-1
· DBLP profile ↗
9ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0003-1635-6661ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Computer networks · 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.
| Computer graphics and multimedia
5 papers |
Rendering · 52% Visual content generation and editing · 41% Computational photography and imaging · 4% | |
| Human-computer interaction and pervasive computing
5 papers |
Immersive interaction · 46% Interaction techniques and input · 30% Human-AI interaction · 17% | |
| Artificial intelligence
2 papers |
Efficient and distributed learning · 58% Learning paradigms · 29% Generative modeling · 13% |
Topics — the 16 heaviest of 20, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
gaussian splatting |
1.7 | 2 | 2025 | GaussianShopVR: Facilitating Immersive 3D Authoring Using Gaussian Splatting in VR · UIST 2025 GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors · ICCV 2025 |
Visual content generation and editing › image generation
diffusion-based image generation |
1.0 | 1 | 2026 | DoodleAssist: Progressive Interactive Line Art Generation With Latent Distribution Alignment · IEEE Trans. Vis. Comput. Graph. 2026 |
Interaction techniques and input
target selection |
1.0 | 1 | 2026 | Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
virtual reality interaction |
1.0 | 1 | 2026 | Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › inverse rendering
illumination decomposition |
0.9 | 1 | 2025 | GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors · ICCV 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors · ICCV 2025 |
Visual content generation and editing
3d content creation |
0.8 | 1 | 2024 | Neural Canvas: Supporting Scenic Design Prototyping by Integrating 3D Sketching and Generative AI · CHI 2024 |
Human-AI interaction › generative AI
generative AI in design |
0.8 | 1 | 2024 | Neural Canvas: Supporting Scenic Design Prototyping by Integrating 3D Sketching and Generative AI · CHI 2024 |
Machine learning › Efficient and distributed learning › federated learning › data heterogeneity
class imbalance in federated learning |
0.6 | 1 | 2022 | BalanceFL: Addressing Class Imbalance in Long-Tail Federated Learning · IPSN 2022 |
Machine learning › Efficient and distributed learning
federated learning |
0.6 | 1 | 2022 | BalanceFL: Addressing Class Imbalance in Long-Tail Federated Learning · IPSN 2022 |
Machine learning › Learning paradigms › class imbalance
long-tailed learning |
0.6 | 1 | 2022 | BalanceFL: Addressing Class Imbalance in Long-Tail Federated Learning · IPSN 2022 |
User interface design and tools
creativity support tools |
0.3 | 1 | 2026 | DoodleAssist: Progressive Interactive Line Art Generation With Latent Distribution Alignment · IEEE Trans. Vis. Comput. Graph. 2026 |
Interaction techniques and input
selection techniques |
0.3 | 1 | 2026 | Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026 |
Machine learning › Generative modeling
diffusion model |
0.3 | 1 | 2025 | GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors · ICCV 2025 |
Computational photography and imaging
intrinsic image decomposition |
0.3 | 1 | 2025 | GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors · ICCV 2025 |
Immersive interaction › virtual reality
virtual reality authoring |
0.3 | 1 | 2025 | GaussianShopVR: Facilitating Immersive 3D Authoring Using Gaussian Splatting in VR · UIST 2025 |
Methods — techniques the papers use, named apart from their topics
latent distribution alignment · 2.0diffusion model · 2.0diffusion prior · 1.7adaptive light aggregation · 1.7user study · 1.5physical proxies · 1.5marker-based tracking · 1.5generative AI models · 1.5within-subject study · 1.0weighted VOTE · 1.0temporal analysis · 1.0local update scheme · 0.6class imbalance rectification · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DoodleAssist: Progressive Interactive Line Art Generation With Latent Distribution AlignmentabstractCreating high-quality line art in a fast and controlled manner plays a crucial role in anime production and concept design. We present DoodleAssist, an interactive and progressive line art generation system controlled by sketches and prompts, which helps both experts and novices concretize their design intentions or explore possibilities. Built upon a controllable diffusion model, our system performs progressive generation based on the last generated line art, synthesizing regions corresponding to drawn or modified strokes while keeping the remaining ones unchanged. To facilitate this process, we propose a latent distribution alignment mechanism to enhance the transition between the two regions and allow seamless blending, thereby alleviating issues of region incoherence and line discontinuity. Finally, we also build a user interface that allows the convenient creation of line art through interactive sketching and prompts. Qualitative and quantitative comparisons against existing approaches and an in-depth user study demonstrate the effectiveness and usability of our system. Our system can benefit various applications such as anime concept design, drawing assistant, and creativity support for children. Haoran Mo, Yulin Shen 0001, Edgar Simo-Serra, Zeyu Wang 0003 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2026 | Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual RealityabstractTarget selection is a fundamental interaction in virtual reality (VR). But the act of confirming a selection, such as a button press or pinch, can disturb the tracked pose and shift the intended target, which is referred to as the Heisenberg Effect. Prior research has mainly investigated controller input. However, it remains unclear how the effect manifests in the bare-hand input and how score-based techniques may mitigate the effect in different spatial variations. To fill the gap, we conduct a within-subject study to examine the Heisenberg Effect across two input modalities (i.e., controller and hand) and two selection mechanisms (i.e., direct and score-based). Our results show that hand input is more susceptible to the Heisenberg Effect, with direct selection more influenced by target width and score-based selection more sensitive to target density. Based on previous vote-oriented technique and our temporal analysis, we introduce weighted VOTE, a history-based intention accuracy model for target voting, that reweights recent interaction intent to counteract input disturbances. Our evaluation shows the method improves selection accuracy compared to baseline techniques. Finally, we discuss future directions for adaptive selection methods. Linjie Qiu, Duotun Wang, Boyu Li 0007, Jiawei Li 0009, Yulin Shen 0001, Zeyu Wang 0003, Mingming Fan 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors
Yulin Shen 0001, Zeyu Wang 0003 |
ICCV | 3 |
| 2025 | GaussianShopVR: Facilitating Immersive 3D Authoring Using Gaussian Splatting in VR
Yulin Shen 0001, Boyu Li 0007, Jiayang Huang, David Kei-Man Yip, Zeyu Wang 0003 |
UIST | 1 |
| 2024 | Neural Canvas: Supporting Scenic Design Prototyping by Integrating 3D Sketching and Generative AIabstractWe propose Neural Canvas, a lightweight 3D platform that integrates sketching and a collection of generative AI models to facilitate scenic design prototyping. Compared with traditional 3D tools, sketching in a 3D environment helps designers quickly express spatial ideas, but it does not facilitate the rapid prototyping of scene appearance or atmosphere. Neural Canvas integrates generative AI models into a 3D sketching interface and incorporates four types of projection operations to facilitate 2D-to-3D content creation. Our user study shows that Neural Canvas is an effective creativity support tool, enabling users to rapidly explore visual ideas and iterate 3D scenic designs. It also expedites the creative process for both novices and artists who wish to leverage generative AI technology, resulting in attractive and detailed 3D designs created more efficiently than using traditional modeling tools or individual generative AI platforms. Yulin Shen 0001, Yifei Shen 0002, Jiawen Cheng, Chutian Jiang, Mingming Fan 0001, Zeyu Wang 0003 |
CHI | 1 |
| 2024 | AniCraft: Crafting Everyday Objects as Physical Proxies for Prototyping 3D Character Animation in Mixed RealityabstractWe introduce AniCraft, a mixed reality system for prototyping 3D character animation using physical proxies crafted from everyday objects. Unlike existing methods that require specialized equipment to support the use of physical proxies, AniCraft only requires affordable markers, webcams, and daily accessible objects and materials. AniCraft allows creators to prototype character animations through three key stages: selection of virtual characters, fabrication of physical proxies, and manipulation of these proxies to animate the characters. This authoring workflow is underpinned by diverse physical proxies, manipulation types, and mapping strategies, which ease the process of posing virtual characters and mapping user interactions with physical proxies to animated movements of virtual characters. We provide a range of cases and potential applications to demonstrate how diverse physical proxies can inspire user creativity. User experiments show that our system can outperform traditional animation methods for rapid prototyping. Furthermore, we provide insights into the benefits and usage patterns of different materials, which lead to design implications for future research. Boyu Li 0007, Linping Yuan, Qianxi Liu, Yulin Shen 0001, Zeyu Wang 0003 |
UIST | 5 |
| 2022 | BalanceFL: Addressing Class Imbalance in Long-Tail Federated LearningabstractFederated Learning (FL) is an emerging learning paradigm that enables the collaborative learning of different nodes without ex-posing the raw data. However, a critical challenge faced by the current federated learning algorithms in real-world applications is the long-tailed data distribution, i.e., in both local and global views, the numbers of classes are often highly imbalanced. This would lead to poor model accuracy on some rare but vital classes, e.g., those related to safety in health and autonomous driving applications. In this paper, we propose BalanceFL, a federated learning frame-work that can robustly learn both common and rare classes from a long-tailed real-world dataset, addressing both the global and local data imbalance at the same time. Specifically, instead of letting nodes upload a class-drifted model trained on imbalanced private data, we design a novel local update scheme that rectifies the class imbalance, forcing the local model to behave as if it were trained on ideal uniform distributed data. To evaluate the performance of BalanceFL, we first adapt two public datasets to the long-tailed federated learning setting, and then collect a real-life IMU dataset for action recognition, which includes more than 10,000 data sam-ples and naturally exhibits the global long tail effect and the local imbalance. On all of these three datasets, BalanceFL outperforms state-of-the-art federated learning approaches by a large margin. Xian Shuai, Yulin Shen 0001, Siyang Jiang, Zhenyu Yan 0002, Guoliang Xing |
IPSN | 2 |
| 2022 | Geometry Attention Transformer with position-aware LSTMs for image captioning
Yulin Shen 0001, Luping Ji |
Expert Syst. Appl. | 2 |
| 2020 | Recurrent convolutions of binary-constraint Cellular Neural Network for texture recognition
Luping Ji, Mingzhe Chang, Yulin Shen 0001 |
Neurocomputing | 3 |