Qianyuan (Zac) Zou

Qianyuan (Zac) Zou

PhD Student

Zac is a PhD student with a particular interest in XR experiences for design. In 2020 he received his Master’s degree in Computer Graphic Design at the University of Waikato. Zac has a strong interest in VR and AR applications and hardware development for design education. Currently, Zac works under the supervision of Professor Mark Billinghurst and Dr Allan Folwer in the Empathic Computing Lab at the University of Auckland.  For his PhD research he is researching asymmetric interfaces for immersive design.

Projects

  • Asymmetric Interaction for VR sketching

    This project explores how tool-based asymmetric VR interfaces can be used by artists to create immersive artwork more effectively. Most VR interfaces use two input methods of the same type, such as two handheld controllers or two bare-hand gestures. However, it is common for artists to use different tools in each hand, such as a pencil and sketch pad. The research involves developed interaction methods that use different input methods in the edge hand, such as a stylus and gesture. Using this interface, artists can rapidly sketch their designs in VR. User studies are being conducted to compare asymmetric and symmetric interfaces to see which provides the best performance and which the users prefer more.

Publications

  • Asymmetric interfaces with stylus and gesture for VR sketching
    Qianyuan Zou; Huidong Bai; Lei Gao; Allan Fowler; Mark Billinghurst

    Zou, Q., Bai, H., Gao, L., Fowler, A., & Billinghurst, M. (2022, March). Asymmetric interfaces with stylus and gesture for VR sketching. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 968-969). IEEE.

    @inproceedings{zou2022asymmetric,
    title={Asymmetric interfaces with stylus and gesture for VR sketching},
    author={Zou, Qianyuan and Bai, Huidong and Gao, Lei and Fowler, Allan and Billinghurst, Mark},
    booktitle={2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
    pages={968--969},
    year={2022},
    organization={IEEE}
    }
    Virtual Reality (VR) can be used for design and artistic applications. However, traditional symmetrical input devices are not specifically designed as creative tools and may not fully meet artist needs. In this demonstration, we present a variety of tool-based asymmetric VR interfaces to assist artists to create artwork with better performance and easier effort. These interaction methods allow artists to hold different tools in their hands, such as wearing a data glove on the left hand and holding a stylus in the right-hand. We demonstrate this by showing a stylus and glove based sketching interface. We conducted a pilot study showing that most users prefer to create art with different tools in both hands.
  • Tool-based asymmetric interaction for selection in VR.
    Qianyuan Zou; Huidong Bai; Gun Lee; Allan Fowler; Mark Billinghurst

    Zou, Q., Bai, H., Zhang, Y., Lee, G., Allan, F., & Mark, B. (2021). Tool-based asymmetric interaction for selection in vr. In SIGGRAPH Asia 2021 Technical Communications (pp. 1-4).

    @incollection{zou2021tool,
    title={Tool-based asymmetric interaction for selection in vr},
    author={Zou, Qianyuan and Bai, Huidong and Zhang, Yuewei and Lee, Gun and Allan, Fowler and Mark, Billinghurst},
    booktitle={SIGGRAPH Asia 2021 Technical Communications},
    pages={1--4},
    year={2021}
    }
    Mainstream Virtual Reality (VR) devices on the market nowadays mostly use symmetric interaction design for input, yet common practice by artists suggests asymmetric interaction using different input tools in each hand could be a better alternative for 3D modeling tasks in VR. In this paper, we explore the performance and usability of a tool-based asymmetric interaction method for a 3D object selection task in VR and compare it with a symmetric interface. The symmetric VR interface uses two identical handheld controllers to select points on a sphere, while the asymmetric interface uses a handheld controller and a stylus. We conducted a user study to compare these two interfaces and found that the asymmetric system was faster, required less workload, and was rated with better usability. We also discuss the opportunities for tool-based asymmetric input to optimize VR art workflows and future research directions.
  • Stylus and Gesture Asymmetric Interaction for Fast and Precise Sketching in Virtual Reality
    Qianyuan Zou, Huidong Bai, Lei Gao, Gun A. Lee, Allan Fowler & Mark Billinghurst

    Zou, Q., Bai, H., Gao, L., Lee, G. A., Fowler, A., & Billinghurst, M. (2024). Stylus and Gesture Asymmetric Interaction for Fast and Precise Sketching in Virtual Reality. International Journal of Human–Computer Interaction, 1-18.

    @article{zou2024stylus,
    title={Stylus and Gesture Asymmetric Interaction for Fast and Precise Sketching in Virtual Reality},
    author={Zou, Qianyuan and Bai, Huidong and Gao, Lei and Lee, Gun A and Fowler, Allan and Billinghurst, Mark},
    journal={International Journal of Human--Computer Interaction},
    pages={1--18},
    year={2024},
    publisher={Taylor \& Francis}
    }
    This research investigates fast and precise Virtual Reality (VR) sketching methods with different tool-based asymmetric interfaces. In traditional real-world drawing, artists commonly employ an asymmetric interaction system where each hand holds different tools, facilitating diverse and nuanced artistic expressions. However, in virtual reality (VR), users are typically limited to using identical tools in both hands for drawing. To bridge this gap, we aim to introduce specifically designed tools in VR that replicate the varied tool configurations found in the real world. Hence, we developed a VR sketching system supporting three hybrid input techniques using a standard VR controller, a VR stylus, or a data glove. We conducted a formal user study consisting of an internal comparative experiment with four conditions and three tasks to compare three asymmetric input methods with each other and with a traditional symmetric controller-based solution based on questionnaires and performance evaluations. The results showed that in contrast to symmetric dual VR controller interfaces, the asymmetric input with gestures significantly reduced task completion times while maintaining good usability and input accuracy with a low task workload. This shows the value of asymmetric input methods for VR sketching. We also found that the overall user experience could be further improved by optimizing the tracking stability of the data glove and the VR stylus.
  • A hybrid 2D–3D tangible interface combining a smartphone and controller for virtual reality
    Li Zhang, Weiping He, Huidong Bai, Qianyuan Zou, Shuxia Wang, and Mark Billinghurst.

    Zhang, L., He, W., Bai, H., Zou, Q., Wang, S., & Billinghurst, M. (2023). A hybrid 2D–3D tangible interface combining a smartphone and controller for virtual reality. Virtual Reality, 27(2), 1273-1291.

    @article{zhang2023hybrid,
    title={A hybrid 2D--3D tangible interface combining a smartphone and controller for virtual reality},
    author={Zhang, Li and He, Weiping and Bai, Huidong and Zou, Qianyuan and Wang, Shuxia and Billinghurst, Mark},
    journal={Virtual Reality},
    volume={27},
    number={2},
    pages={1273--1291},
    year={2023},
    publisher={Springer}
    }
    Virtual reality (VR) controllers are widely used for 3D virtual object selection and manipulation in immersive virtual worlds, while touchscreen-based devices like smartphones or tablets provide precise 2D tangible input. However, VR controllers and touchscreens are used separately in most cases. This research physically integrates a VR controller and a smartphone to create a hybrid 2D–3D tangible interface for VR interactions, combining the strength of both devices. The hybrid interface inherits physical buttons, 3D tracking, and spatial input from the VR controller while having tangible feedback, 2D precise input, and content display from the smartphone’s touchscreen. We review the capabilities of VR controllers and smartphones to summarize design principles and then present a design space with nine typical interaction paradigms for the hybrid interface. We developed an interactive prototype and three application modes to demonstrate the combination of individual interaction paradigms in various VR scenarios. We conducted a formal user study through a guided walkthrough to evaluate the usability of the hybrid interface. The results were positive, with participants reporting above-average usability and rating the system as excellent on four out of six user experience questionnaire scales. We also described two use cases to demonstrate the potential of the hybrid interface.
  • Robot-enabled tangible virtual assembly with coordinated midair object placement
    Li Zhang, Yizhe Liu, Huidong Bai, Qianyuan Zou, Zhuang Chang, Weiping He, Shuxia Wang, and Mark Billinghurst.

    Zhang, L., Liu, Y., Bai, H., Zou, Q., Chang, Z., He, W., ... & Billinghurst, M. (2023). Robot-enabled tangible virtual assembly with coordinated midair object placement. Robotics and Computer-Integrated Manufacturing, 79, 102434.

    @article{zhang2023robot,
    title={Robot-enabled tangible virtual assembly with coordinated midair object placement},
    author={Zhang, Li and Liu, Yizhe and Bai, Huidong and Zou, Qianyuan and Chang, Zhuang and He, Weiping and Wang, Shuxia and Billinghurst, Mark},
    journal={Robotics and Computer-Integrated Manufacturing},
    volume={79},
    pages={102434},
    year={2023},
    publisher={Elsevier}
    }
    Li Zhang, Yizhe Liu, Huidong Bai, Qianyuan Zou, Zhuang Chang, Weiping He, Shuxia Wang, and Mark Billinghurst.