Jiannan Li

HC
h-index13
4papers
47citations
Novelty46%
AI Score36

4 Papers

1.2QUANT-PHDec 16, 2025
Towards Explainable Quantum AI: Informing the Encoder Selection of Quantum Neural Networks via Visualization

Shaolun Ruan, Feng Liang, Rohan Ramakrishna et al.

Quantum Neural Networks (QNNs) represent a promising fusion of quantum computing and neural network architectures, offering speed-ups and efficient processing of high-dimensional, entangled data. A crucial component of QNNs is the encoder, which maps classical input data into quantum states. However, choosing suitable encoders remains a significant challenge, largely due to the lack of systematic guidance and the trial-and-error nature of current approaches. This process is further impeded by two key challenges: (1) the difficulty in evaluating encoded quantum states prior to training, and (2) the lack of intuitive methods for analyzing an encoder's ability to effectively distinguish data features. To address these issues, we introduce a novel visualization tool, XQAI-Eyes, which enables QNN developers to compare classical data features with their corresponding encoded quantum states and to examine the mixed quantum states across different classes. By bridging classical and quantum perspectives, XQAI-Eyes facilitates a deeper understanding of how encoders influence QNN performance. Evaluations across diverse datasets and encoder designs demonstrate XQAI-Eyes's potential to support the exploration of the relationship between encoder design and QNN effectiveness, offering a holistic and transparent approach to optimizing quantum encoders. Moreover, domain experts used XQAI-Eyes to derive two key practices for quantum encoder selection, grounded in the principles of pattern preservation and feature mapping.

6.4HCOct 5, 2021
HoloBoard: a Large-format Immersive Teaching Board based on pseudo HoloGraphics

Jiangtao Gong, Teng Han, Siling Guo et al.

In this paper, we present HoloBoard, an interactive large-format pseudo-holographic display system for lecture-based classes. With its unique properties of immersive visual display and transparent screen, we designed and implemented a rich set of novel interaction techniques like immersive presentation, role-play, and lecturing behind the scene that is potentially valuable for lecturing in class. We conducted a controlled experimental study to compare a HoloBoard class with a normal class by measuring students' learning outcomes and three dimensions of engagement (i.e., behavioral, emotional, and cognitive engagement). We used pre-/post- knowledge tests and multimodal learning analytics to measure students' learning outcomes and learning experiences. Results indicated that the lecture-based class utilizing HoloBoard lead to slightly better learning outcomes and a significantly higher level of student engagement. Given the results, we discussed the impact of HoloBoard as an immersive media in the classroom setting and suggest several design implications for deploying HoloBoard in immersive teaching practices.

10.4HCSep 30, 2021
AIive: Interactive Visualization and Sonification of Neural Networks in Virtual Reality

Zhuoyue Lyu, Jiannan Li, Bryan Wang

Artificial Intelligence (AI), especially Neural Networks (NNs), has become increasingly popular. However, people usually treat AI as a tool, focusing on improving outcome, accuracy, and performance while paying less attention to the representation of AI itself. We present AIive, an interactive visualization of AI in Virtual Reality (VR) that brings AI "alive". AIive enables users to manipulate the parameters of NNs with virtual hands and provides auditory feedback for the real-time values of loss, accuracy, and hyperparameters. Thus, AIive contributes an artistic and intuitive way to represent AI by integrating visualization, sonification, and direct manipulation in VR, potentially targeting a wide range of audiences.

3.7HCMay 3, 2021
Thinking Outside the Lab: VR Size & Depth Perception in the Wild

Rahul Arora, Jiannan Li, Gongyi Shi et al.

Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage participant engagement, which allowed us to quickly collect high-quality data from a large, diverse participant pool (N=60). Our study aims to understand medium-field size and egocentric distance perception in real-world usage of consumer VR devices. We utilized two perceptual matching tasks -- distance bisection and size matching -- at the same target distances of 1--9 metres. While the bisection protocol indicated a near-universal trend of nonlinear distance compression, the size matching estimates were more equivocal. Varying eye-height from the floor plane showed no significant effect on the judgements. We also discuss the pros and cons of a fully remote perceptual study in VR, the impact of hardware variation, and measures needed to ensure high-quality data.