Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jingxin Zhang 0003
dblp:85/6255-3
· DBLP profile ↗
5ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0001-5703-9609ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 first-author
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 · 93% Collaborative and social computing · 7% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
telepresence |
0.7 | 2 | 2019 | Localizing Teleoperator Gaze in 360° Hosted Telepresence · VR 2019 Extended Abstract: Natural Human-Robot Interaction in Virtual Reality Telepresence Systems · VR 2018 |
Virtual and augmented reality › immersive display
CAVE |
0.3 | 1 | 2018 | Hybrid Decision Support System for Traffic Engineers · VR 2018 |
Virtual and augmented reality › locomotion
redirected walking |
0.3 | 1 | 2018 | Detection Thresholds for Rotation and Translation Gains in 360° Video-Based Telepresence Systems · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality
telepresence |
0.3 | 1 | 2018 | Detection Thresholds for Rotation and Translation Gains in 360° Video-Based Telepresence Systems · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality
virtual reality |
0.3 | 1 | 2018 | Hybrid Decision Support System for Traffic Engineers · VR 2018 |
Immersive interaction › telepresence
immersive telepresence |
0.3 | 1 | 2018 | Extended Abstract: Natural Human-Robot Interaction in Virtual Reality Telepresence Systems · VR 2018 |
Immersive interaction › virtual reality
360° video |
0.1 | 1 | 2019 | Localizing Teleoperator Gaze in 360° Hosted Telepresence · VR 2019 |
Virtual and augmented reality › immersive video
360-degree video |
0.1 | 1 | 2018 | Detection Thresholds for Rotation and Translation Gains in 360° Video-Based Telepresence Systems · IEEE Trans. Vis. Comput. Graph. 2018 |
Collaborative and social computing › cooperative work
group decision-making |
0.1 | 1 | 2018 | Hybrid Decision Support System for Traffic Engineers · VR 2018 |
Immersive interaction
motion sickness |
0.1 | 1 | 2018 | Extended Abstract: Natural Human-Robot Interaction in Virtual Reality Telepresence Systems · VR 2018 |
Immersive interaction › virtual reality › presence
spatial presence |
0.1 | 1 | 2018 | Extended Abstract: Natural Human-Robot Interaction in Virtual Reality Telepresence Systems · VR 2018 |
Methods — techniques the papers use, named apart from their topics
controlled user study · 0.4psychophysical experiment · 0.3discrimination task · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Localizing Teleoperator Gaze in 360° Hosted TelepresenceabstractWe evaluate the ability of locally present participants to localize an avatar head's gaze direction in 360° hosted telepresence. We performed a controlled user study to test two potential solutions to indicate a remote user's gaze. We analyze the influence of the user's distance to the avatar and display technique on localization accuracy. Our experimental results suggest that all these factors have a significant effect on the localization accuracy with varying effect sizes. Jingxin Zhang 0003, Nicholas Katzakis, Fariba Mostajeran, Frank Steinicke |
VR | 1 |
| 2018 | Hybrid Decision Support System for Traffic EngineersabstractWe present a hybrid system combining immersive and non-immersive technology for traffic engineering experts in the cooperative process of construction site planning and decision-making. We exploit a four-sided CAVE setup, which allows a 360° view of the actual real-world location, while an interactive tabletop positioned in the center of the CAVE provides a map-based 2D planning view. By selecting different locations on the digital map, the 360° environment changes with respect to the selected spot. The tabletop can display more detailed data, e. g., traffic flow and traffic light programs. In the described setup group decisions can be made more effectively compared to current workplace situations. In preliminary focus group discussions, we received positive feedback and plan to expand the system's features in the future. Manuela Uhr, Joachim Nitschke, Jingxin Zhang 0003, Frank Steinicke |
VR | 3 |
| 2018 | Extended Abstract: Natural Human-Robot Interaction in Virtual Reality Telepresence SystemsabstractTelepresence systems have the potential to overcome limits and distance constraints of the real-world by enabling people to remotely visit and interact with each other. However, current telepresence systems usually lack natural ways of supporting interaction and exploration of remote environments (REs). In particular, single we-bcams for capturing the RE provide only a limited illusion of spatial presence and movement control of mobile platforms in today's telepresence systems are often restricted to simple interaction devices. One of the main challenges of telepresence systems is to allow users to explore a RE in an immersive, intuitive and natural way, e. g. real walking in the user's local environment (LE), and thus controlling motions of the robot platform in the RE. The goal of the presented research project is to meet these challenges, and contribute to the development and evaluation of novel telep-resence system and interactive behaviours in 360° virtual environments with a focus on full-view telepresence, spatial perception, locomotion, usability and motion sickness. Jingxin Zhang 0003 |
VR | 1 |
| 2018 | Detection Thresholds for Rotation and Translation Gains in 360° Video-Based Telepresence SystemsabstractTelepresence systems have the potential to overcome limits and distance constraints of the real-world by enabling people to remotely visit and interact with each other. However, current telepresence systems usually lack natural ways of supporting interaction and exploration of remote environments (REs). In particular, single webcams for capturing the RE provide only a limited illusion of spatial presence, and movement control of mobile platforms in today's telepresence systems are often restricted to simple interaction devices. One of the main challenges of telepresence systems is to allow users to explore a RE in an immersive, intuitive and natural way, e.g., by real walking in the user's local environment (LE), and thus controlling motions of the robot platform in the RE. However, the LE in which the user's motions are tracked usually provides a much smaller interaction space than the RE. In this context, redirected walking (RDW) is a very suitable approach to solve this problem. However, so far there is no previous work, which explored if and how RDW can be used in video-based 360° telepresence systems. In this article, we conducted two psychophysical experiments in which we have quantified how much humans can be unknowingly redirected on virtual paths in the RE, which are different from the physical paths that they actually walk in the LE. Experiment 1 introduces a discrimination task between local and remote translations, and in Experiment 2 we analyzed the discrimination between local and remote rotations. In Experiment 1 participants performed straightforward translations in the LE that were mapped to straightforward translations in the RE shown as 360° videos, which were manipulated by different gains. Then, participants had to estimate if the remotely perceived translation was faster or slower than the actual physically performed translation. Similarly, in Experiment 2 participants performed rotations in the LE that were mapped to the virtual rotations in a 360° video-based RE to which we applied different gains. Again, participants had to estimate whether the remotely perceived rotation was smaller or larger than the actual physically performed rotation. Our results show that participants are not able to reliably discriminate the difference between physical motion in the LE and the virtual motion from the 360° video RE when virtual translations are down-scaled by 5.8% and up-scaled by 9.7%, and virtual rotations are about 12.3% less or 9.2% more than the corresponding physical rotations in the LE. Jingxin Zhang 0003, Eike Langbehn, Dennis Krupke, Nicholas Katzakis, Frank Steinicke |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Evaluation of Flick Gestures on Multitouch Tabletop SurfacesabstractThis work is observing the impacts/influence of different mapping functions between the user's flick gesture and the animation of the flicked object. The flick gesture, in which the user quickly swipes a finger across the screen and lifts the finger without slowing down, is a popular interaction technique on multitouch displays, e. g. for navigating on digital maps. While flick operations are well established on small mobile touch screens, the exact implementation of this technique on large multitouch tabletops needs to be adjusted to several parameters, especially flick velocity and inertia duration. Manuela Uhr, Joachim Nitschke, Jingxin Zhang 0003, Paul Lubos, Frank Steinicke |
ISS | 3 |