Chen Zhu-Tian
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Research Interests
Chen Zhu-Tian has a total of 103 co-authors. Here are the top co-authors by number of shared publications:
- Hanspeter Pfister
Harvard University
9 shared publications - Tica Lin
Dolby Laboratories, Atlanta, Georgia, USA
6 shared publications - Johanna Beyer
Harvard University, USA
5 shared publications Huamin Qu
Hong Kong University of Science and Technology
4 shared publications- Yingcai Wu
Zhejiang University, Hangzhou, China
4 shared publications - Xianhao Carton Liu
Department of Computer Science and Engineering, University of Minnesota, Minneapolis, Minnesota, USA
3 shared publications
Latest Publications
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Generative Proxy: Synthesizing Proxy-Based Interfaces for Real-World Interaction Across AR Glasses
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Open AccessGenerative Proxy: Synthesizing Proxy-Based Interfaces for Real-World Interaction Across AR Glasses
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-16
ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-16
Open AccessViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Challenges in Synchronous & Remote Collaboration Around Visualization
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Open AccessChallenges in Synchronous & Remote Collaboration Around Visualization
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Can AR Embedded Visualizations Foster Appropriate Reliance on AI in Spatial Decision-Making? A Comparative Study of AR X-Ray vs. 2D Minimap
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Open AccessCan AR Embedded Visualizations Foster Appropriate Reliance on AI in Spatial Decision-Making? A Comparative Study of AR X-Ray vs. 2D Minimap
- Open Access
- 27 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-16
Reality Proxy: Fluid Interactions with Real-World Objects in MR via Abstract Representations
- 27 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-16
Open AccessReality Proxy: Fluid Interactions with Real-World Objects in MR via Abstract Representations
- Open Access
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Enhancing User Performance and Human Factors through Visual Guidance in AR Assembly Tasks
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Open AccessEnhancing User Performance and Human Factors through Visual Guidance in AR Assembly Tasks
- Top Cited PapersOpen Access
- 11 October 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-14
WaitGPT: Monitoring and Steering Conversational LLM Agent in Data Analysis with On-the-Fly Code Visualization
Large language models (LLMs) support data analysis through conversational user interfaces, as exemplified in OpenAI’s ChatGPT (formally known as Advanced Data Analysis or Code Interpreter). Essentially, LLMs produce code for accomplishing diverse analysis tasks. However, presenting raw code can obscure the logic and hinder user verification. To empower users with enhanced comprehension and augmented control over analysis conducted by LLMs, we propose a novel approach to transform LLM-generated code into an interactive visual representation. In the approach, users are provided with a clear, step-by-step visualization of the LLM-generated code in real time, allowing them to understand, verify, and modify individual data operations in the analysis. Our design decisions are informed by a formative study (N=8) probing into user practice and challenges. We further developed a prototype named WaitGPT and conducted a user study (N=12) to evaluate its usability and effectiveness. The findings from the user study reveal that WaitGPT facilitates monitoring and steering of data analysis performed by LLMs, enabling participants to enhance error detection and increase their overall confidence in the results.
- 11 October 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Top Cited PapersOpen AccessWaitGPT: Monitoring and Steering Conversational LLM Agent in Data Analysis with On-the-Fly Code Visualization
Large language models (LLMs) support data analysis through conversational user interfaces, as exemplified in OpenAI’s ChatGPT (formally known as Advanced Data Analysis or Code Interpreter). Essentially, LLMs produce code for accomplishing diverse analysis tasks. However, presenting raw code can obscure the logic and hinder user verification. To empower users with enhanced comprehension and augmented control over analysis conducted by LLMs, we propose a novel approach to transform LLM-generated code into an interactive visual representation. In the approach, users are provided with a clear, step-by-step visualization of the LLM-generated code in real time, allowing them to understand, verify, and modify individual data operations in the analysis. Our design decisions are informed by a formative study (N=8) probing into user practice and challenges. We further developed a prototype named WaitGPT and conducted a user study (N=12) to evaluate its usability and effectiveness. The findings from the user study reveal that WaitGPT facilitates monitoring and steering of data analysis performed by LLMs, enabling participants to enhance error detection and increase their overall confidence in the results.
- 10 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 31 (1) , 12-22
Sportify: Question Answering with Embedded Visualizations and Personified Narratives for Sports Video
As basketball's popularity surges, fans often find themselves confused and overwhelmed by the rapid game pace and complexity. Basketball tactics, involving a complex series of actions, require substantial knowledge to be fully understood. This complexity leads to a need for additional information and explanation, which can distract fans from the game. To tackle these challenges, we present Sportify, a Visual Question Answering system that integrates narratives and embedded visualization for demystifying basketball tactical questions, aiding fans in understanding various game aspects. We propose three novel action visualizations (i.e., Pass, Cut, and Screen) to demonstrate critical action sequences. To explain the reasoning and logic behind players' actions, we leverage a large-language model (LLM) to generate narratives. We adopt a storytelling approach for complex scenarios from both first and third-person perspectives, integrating action visualizations. We evaluated Sportify with basketball fans to investigate its impact on understanding of tactics, and how different personal perspectives of narratives impact the understanding of complex tactic with action visualizations. Our evaluation with basketball fans demonstrates Sportify's capability to deepen tactical insights and amplify the viewing experience. Furthermore, third-person narration assists people in getting in-depth game explanations while first-person narration enhances fans' game engagement.
- 10 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 31 (1) , 12-22
Sportify: Question Answering with Embedded Visualizations and Personified Narratives for Sports Video
As basketball's popularity surges, fans often find themselves confused and overwhelmed by the rapid game pace and complexity. Basketball tactics, involving a complex series of actions, require substantial knowledge to be fully understood. This complexity leads to a need for additional information and explanation, which can distract fans from the game. To tackle these challenges, we present Sportify, a Visual Question Answering system that integrates narratives and embedded visualization for demystifying basketball tactical questions, aiding fans in understanding various game aspects. We propose three novel action visualizations (i.e., Pass, Cut, and Screen) to demonstrate critical action sequences. To explain the reasoning and logic behind players' actions, we leverage a large-language model (LLM) to generate narratives. We adopt a storytelling approach for complex scenarios from both first and third-person perspectives, integrating action visualizations. We evaluated Sportify with basketball fans to investigate its impact on understanding of tactics, and how different personal perspectives of narratives impact the understanding of complex tactic with action visualizations. Our evaluation with basketball fans demonstrates Sportify's capability to deepen tactical insights and amplify the viewing experience. Furthermore, third-person narration assists people in getting in-depth game explanations while first-person narration enhances fans' game engagement.
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Virtual Dream Reliving: Exploring Generative AI in Immersive Environment for Dream Re-experiencing
Dreaming is a fundamental component of the human experience. Modern-day psychologists and neuroscientists use “dreamwork” to describe a variety of strategies that deepen and engage with dreams. Re-experiencing the dream as if reliving the memory, feelings, and bodily sensations from the dream is a key element shared by many dreamwork practices. In this paper, we propose the concept of "dreamwork engineering" by creating a system enabling dream re-experiencing in a virtual reality environment through generative AI. Through an autoethnographic study, the first author documented his own dreams and relived his dream experiences for two weeks. Based on our results, we propose a technology-aided dreamwork framework, where technology could potentially augment traditional dreamwork methods through spatiality and movement, interactivity and abstract anchor. We further highlight the collaborative role of technology in dreamwork and advocate that the scientific community could also benefit from dreaming and dreamwork for scientific creativity.
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessVirtual Dream Reliving: Exploring Generative AI in Immersive Environment for Dream Re-experiencing
Dreaming is a fundamental component of the human experience. Modern-day psychologists and neuroscientists use “dreamwork” to describe a variety of strategies that deepen and engage with dreams. Re-experiencing the dream as if reliving the memory, feelings, and bodily sensations from the dream is a key element shared by many dreamwork practices. In this paper, we propose the concept of "dreamwork engineering" by creating a system enabling dream re-experiencing in a virtual reality environment through generative AI. Through an autoethnographic study, the first author documented his own dreams and relived his dream experiences for two weeks. Based on our results, we propose a technology-aided dreamwork framework, where technology could potentially augment traditional dreamwork methods through spatiality and movement, interactivity and abstract anchor. We further highlight the collaborative role of technology in dreamwork and advocate that the scientific community could also benefit from dreaming and dreamwork for scientific creativity.
- 14 December 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 30 (10) , 6801-6812
VoxAR: Adaptive Visualization of Volume Rendered Objects in Optical See-Through Augmented Reality
We present VoxAR, a method to facilitate an effective visualization of volume-rendered objects in optical see-through head-mounted displays (OST-HMDs). The potential of augmented reality (AR) to integrate digital information into the physical world provides new opportunities for visualizing and interpreting scientific data. However, a limitation of OST-HMD technology is that rendered pixels of a virtual object can interfere with the colors of the real-world, making it challenging to perceive the augmented virtual information accurately. We address this challenge in a two-step approach. First, VoxAR determines an appropriate placement of the volume-rendered object in the real-world scene by evaluating a set of spatial and environmental objectives, managed as user-selected preferences and pre-defined constraints. We achieve a real-time solution by implementing the objectives using a GPU shader language. Next, VoxAR adjusts the colors of the input transfer function (TF) based on the real-world placement region. Specifically, we introduce a novel optimization method that adjusts the TF colors such that the resulting volume-rendered pixels are discernible against the background and the TF maintains the perceptual mapping between the colors and data intensity values. Finally, we present an assessment of our approach through objective evaluations and subjective user studies.
- 14 December 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 30 (10) , 6801-6812
VoxAR: Adaptive Visualization of Volume Rendered Objects in Optical See-Through Augmented Reality
We present VoxAR, a method to facilitate an effective visualization of volume-rendered objects in optical see-through head-mounted displays (OST-HMDs). The potential of augmented reality (AR) to integrate digital information into the physical world provides new opportunities for visualizing and interpreting scientific data. However, a limitation of OST-HMD technology is that rendered pixels of a virtual object can interfere with the colors of the real-world, making it challenging to perceive the augmented virtual information accurately. We address this challenge in a two-step approach. First, VoxAR determines an appropriate placement of the volume-rendered object in the real-world scene by evaluating a set of spatial and environmental objectives, managed as user-selected preferences and pre-defined constraints. We achieve a real-time solution by implementing the objectives using a GPU shader language. Next, VoxAR adjusts the colors of the input transfer function (TF) based on the real-world placement region. Specifically, we introduce a novel optimization method that adjusts the TF colors such that the resulting volume-rendered pixels are discernible against the background and the TF maintains the perceptual mapping between the colors and data intensity values. Finally, we present an assessment of our approach through objective evaluations and subjective user studies.