Zhenyi He

HC
8papers
264citations
Novelty49%
AI Score26

8 Papers

HCSep 19, 2018Code
Chalktalk : A Visualization and Communication Language -- As a Tool in the Domain of Computer Science Education

Ken Perlin, Zhenyi He, Karl Rosenberg

In the context of a classroom lesson, concepts must be visualized and organized in many ways depending on the needs of the teacher and students. Traditional presentation media such as the blackboard or electronic whiteboard allow for static hand-drawn images, and slideshow software may be used to generate linear sequences of text and pre-animated images. However, none of these media support the creation of dynamic visualizations that can be manipulated, combined, or re-animated in real-time, and so demonstrating new concepts or adapting to changes in the requirements of a presentation is a challenge. Thus, we propose Chalktalk as a solution. Chalktalk is an open-source presentation and visualization tool in which the user's drawings are recognized as animated and interactive "sketches," which the user controls via mouse gestures. Sketches help users demonstrate and experiment with complex ideas (e.g. computer graphics, procedural animation, logic) during a live presentation without needing to create and structure all content ahead of time. Because sketches can interoperate and be programmed to represent underlying data in multiple ways, Chalktalk presents the opportunity to visualize key concepts in computer science: especially data structures, whose data and form change over time due to the variety of interactions within a computer system. To show Chalktalk's capabilities, we have prototyped sketch implementations for binary search tree (BST) and stack (LIFO) data structures, which take advantage of sketches' ability to interact and change at run-time. We discuss these prototypes and conclude with considerations for future research using the Chalktalk platform.

HCJul 13, 2021
LookAtChat: Visualizing Gaze Awareness for Remote Small-Group Conversations

Zhenyi He, Ruofei Du, Ken Perlin

Video conferences play a vital role in our daily lives. However, many nonverbal cues are missing, including gaze and spatial information. We introduce LookAtChat, a web-based video conferencing system, which empowers remote users to identify gaze awareness and spatial relationships in small-group conversations. Leveraging real-time eye-tracking technology available with ordinary webcams, LookAtChat tracks each user's gaze direction, identifies who is looking at whom, and provides corresponding spatial cues. Informed by formative interviews with 5 participants who regularly use videoconferencing software, we explored the design space of gaze visualization in both 2D and 3D layouts. We further conducted an exploratory user study (N=20) to evaluate LookAtChat in three conditions: baseline layout, 2D directional layout, and 3D perspective layout. Our findings demonstrate how LookAtChat engages participants in small-group conversations, how gaze and spatial information improve conversation quality, and the potential benefits and challenges to incorporating gaze awareness visualization into existing videoconferencing systems.

GRMar 30, 2021
FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality

Nianchen Deng, Zhenyi He, Jiannan Ye et al.

Virtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time.

HCDec 9, 2019
Exploring the Effectiveness of Face-to-face Mixed Reality for Teaching with Chalktalk

Zhenyi He, Ken Perlin

Teaching that uses projected presentation media such as slide-shows lacks support for dynamic content whose form and behaviors require live changes during a lecture. Recent software alternatives such as the Chalktalk software platform allow the creation of interactive simulations in arbitrary sequences and combinations within presentations. These more dynamic solutions, however, do not optimize for face-to-face interactions: eye-contact, gaze direction, and concurrent awareness of another person's movements together with the presented content. To explore the extent to which these face-to-face interactions may improve learning and engagement during a lecture, we propose a Mixed Reality (MR) platform that places Chalktalk's behaviors and simulations within a mirrored virtual world environment designed for face-to-face, one-on-one interactions. We compare our system with projected Chalktalk to evaluate its relative effectiveness for learning, retention, and level of engagement.

HCNov 15, 2019
Exploring Configurations for Multi-user Communication in Virtual Reality

Zhenyi He, Karl Rosenberg, Ken Perlin

Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression and understanding of ideas among groups. To achieve this, we designed and examined three possible configurations for participants and shared manipulable objects. In configuration (1), participants stand side-by-side. In (2), participants are positioned across from each other, mirrored face-to-face. In (3), called "eyes-free," participants stand side-by-side looking at a shared display, and draw upon a horizontal surface. We also explored a "telepathy" mode, in which participants could see from each other's point of view. We implemented "3DSketch" visual objects for participants to manipulate and move between virtual content boards in the environment. To evaluate the system, we conducted a study in which four people at a time used each of the three configurations to cooperate and communicate ideas with each other. We have provided experimental results and interview responses.

HCSep 16, 2018
Manifest the Invisible: Design for Situational Awareness of Physical Environments in Virtual Reality

Zhenyi He, Fengyuan Zhu, Ken Perlin et al.

Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information design to increase users' situational awareness (SA) of physical elements when they are immersed in VR environment. This is challenging, since there is a tradeoff between the awareness in reality and the interference with users' experience in virtuality. In this paper, we design five representations (indexical, symbolic, and iconic with three emotions) based on two dimensions (vividness and emotion) to address the problem. We conduct an empirical study to evaluate participants' SA, perceived breaks in presence (BIPs), and perceived engagement through VR tasks that require movement in space. Results show that designs with higher vividness evoke more SA, designs that are more consistent with the virtual environment can mitigate the BIP issue, and emotion-evoking designs are more engaging.

HCAug 10, 2017
PhyShare: Sharing Physical Interaction in Virtual Reality

Zhenyi He, Fengyuan Zhu, Ken Perlin

We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support user's sensory in bridging virtual and physical world. Since participants do not directly observe these robotic proxies, we investigate the multiple mappings between physical robots and virtual proxies that can utilize the resources needed to provide a well rounded VR experience. PhyShare bots can act either as directly touchable objects or invisible carriers of physical objects, depending on different scenarios. They also support distributed collaboration, allowing remotely located VR collaborators to share the same physical feedback.

HCJan 31, 2017
Robotic Haptic Proxies for Collaborative Virtual Reality

Zhenyi He, Fengyuan Zhu, Aaron Gaudette et al.

We propose a new approach for interaction in Virtual Reality (VR) using mobile robots as proxies for haptic feedback. This approach allows VR users to have the experience of sharing and manipulating tangible physical objects with remote collaborators. Because participants do not directly observe the robotic proxies, the mapping between them and the virtual objects is not required to be direct. In this paper, we describe our implementation, various scenarios for interaction, and a preliminary user study.