Jin Xu
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
Jin Xu has a total of 36 co-authors. Here are the top co-authors by number of shared publications:
- Yubo Tao
State Key Laboratory of CAD&CG, Zhejiang University, Hangzhou, China
5 shared publications - Qingshu Yuan
School of Information Science and Technology, Hangzhou Normal University, Hangzhou, China
3 shared publications - Zhigeng Pan
School of Artificial Intelligence, Nanjing University of Information Science and Technology, Nanjing 210044, China
3 shared publications Hai Lin
2 shared publications- Hai Lin
State Key Laboratory of CAD and CG, College of Computer Science and Technology, Zhejiang University, Hangzhou, China
2 shared publications - Haoran Dai
State Key Laboratory of CAD&CG, Zhejiang University, Hangzhou, China
2 shared publications
Latest Publications
- Open Access
- 22 October 2026
- Published by Elsevier in Visual Informatics
MulNetVis: Multiscale temporal and structural summaries of large-scale dynamic networks
- 22 October 2026
- Published by Elsevier in Visual Informatics
Open AccessMulNetVis: Multiscale temporal and structural summaries of large-scale dynamic networks
- 30 July 2026
- Published by Springer Nature in Journal of Visualization
- Vol. 29 (5) , 991-1011
GraphExVis: visual analytics for GNN interpretability and trustworthiness via local explanations
- 30 July 2026
- Published by Springer Nature in Journal of Visualization
- Vol. 29 (5) , 991-1011
GraphExVis: visual analytics for GNN interpretability and trustworthiness via local explanations
- 11 October 2025
- Published by Oxford University Press (OUP) in Interacting with Computers
- Vol. 38 (4) , 571-588
Enhancing sports games with tangible interaction: a comparative study during the development of a curling game
This study was conducted during the development of a spatial augmented reality (SAR) curling game, with the aim of selecting an appropriate interaction method. Currently, pointer-based interaction, gesture interaction, controller interaction, and tangible interaction are the main interaction methods used in sports games. Sports games emphasize the realism of movement and the speed of response, which are greatly impacted by the naturalness, performance, and usability of the interaction method. However, their differences concerning the aforementioned metrics and impacts on the gaming experience remain unclear. Therefore, a comparative study was conducted to evaluate the interaction performance, usability, and gaming experience offered by these four methods. Specifically, an SAR prototype system supporting selection, alignment, and system control tasks was developed with a user study conducted involving 40 undergraduate or graduate students. The results showed that in terms of interaction performance, tangible interaction was the most efficient and with high accuracy, slightly lower than the most familiar mouse method. In terms of usability, tangible interaction scored the highest. In terms of gaming experience, tangible interaction received the highest overall evaluation. Consequently, tangible interaction was applied to the curling game, with the hope of extending its use to more sports games. Hopefully, this study can provide valuable insights and guidance for other sports games in the selection of interaction methods.
- 11 October 2025
- Published by Oxford University Press (OUP) in Interacting with Computers
- Vol. 38 (4) , 571-588
Enhancing sports games with tangible interaction: a comparative study during the development of a curling game
This study was conducted during the development of a spatial augmented reality (SAR) curling game, with the aim of selecting an appropriate interaction method. Currently, pointer-based interaction, gesture interaction, controller interaction, and tangible interaction are the main interaction methods used in sports games. Sports games emphasize the realism of movement and the speed of response, which are greatly impacted by the naturalness, performance, and usability of the interaction method. However, their differences concerning the aforementioned metrics and impacts on the gaming experience remain unclear. Therefore, a comparative study was conducted to evaluate the interaction performance, usability, and gaming experience offered by these four methods. Specifically, an SAR prototype system supporting selection, alignment, and system control tasks was developed with a user study conducted involving 40 undergraduate or graduate students. The results showed that in terms of interaction performance, tangible interaction was the most efficient and with high accuracy, slightly lower than the most familiar mouse method. In terms of usability, tangible interaction scored the highest. In terms of gaming experience, tangible interaction received the highest overall evaluation. Consequently, tangible interaction was applied to the curling game, with the hope of extending its use to more sports games. Hopefully, this study can provide valuable insights and guidance for other sports games in the selection of interaction methods.
- 9 May 2025
- Published by Springer Nature in Journal of Visualization
- Vol. 28 (4) , 859-876
TOVis: a visual analytics system for outcome-driven treatment plan optimization
- 9 May 2025
- Published by Springer Nature in Journal of Visualization
- Vol. 28 (4) , 859-876
TOVis: a visual analytics system for outcome-driven treatment plan optimization
- Open Access
- 11 May 2024
- Published by Elsevier in Visual Informatics
- Vol. 8 (2) , 13-26
IMVis: Visual analytics for influence maximization algorithm evaluation in hypergraphs
- 11 May 2024
- Published by Elsevier in Visual Informatics
- Vol. 8 (2) , 13-26
Open AccessIMVis: Visual analytics for influence maximization algorithm evaluation in hypergraphs
- 18 January 2024
- Published by Wiley in Computer Applications in Engineering Education
- Vol. 32 (3)
Examining the impact of head‐mounted augmented reality on learning engineering drawings: A case study for three‐view drawing
As the cornerstone of spatial geometry and engineering drawings, three‐view drawing lays the necessary foundation for students to learn geography, graphics, industrial design, geographic information science, and so forth. However, teaching three‐view drawing can be challenging due to its abstraction. Currently, desktop and handheld augmented reality (AR) systems are widely applied to three‐view teaching. However, existing systems suffer from visuo‐tactile inconsistency and contain unfriendly interactions, resulting in a poor learning experience. In this paper, head‐mounted AR is introduced for the first time in the teaching of three‐view drawing. A system was designed for learning three‐view drawing to facilitate students' free exploration and learning in lessons. Additionally, a comparative experiment was designed and conducted to investigate whether multimodal interaction and head‐mounted AR help students to better understand the relationship between concrete three‐dimensional (3D) objects and abstract two‐dimensional planes and the impact on subjective perceptions. The results demonstrated that the proposed system significantly improved learning performance. Furthermore, the proposed system heightened students' interest in learning, made reproducing 3D structures more intuitive, and students were more willing to use such systems in their future studies.
- 18 January 2024
- Published by Wiley in Computer Applications in Engineering Education
- Vol. 32 (3)
Examining the impact of head‐mounted augmented reality on learning engineering drawings: A case study for three‐view drawing
As the cornerstone of spatial geometry and engineering drawings, three‐view drawing lays the necessary foundation for students to learn geography, graphics, industrial design, geographic information science, and so forth. However, teaching three‐view drawing can be challenging due to its abstraction. Currently, desktop and handheld augmented reality (AR) systems are widely applied to three‐view teaching. However, existing systems suffer from visuo‐tactile inconsistency and contain unfriendly interactions, resulting in a poor learning experience. In this paper, head‐mounted AR is introduced for the first time in the teaching of three‐view drawing. A system was designed for learning three‐view drawing to facilitate students' free exploration and learning in lessons. Additionally, a comparative experiment was designed and conducted to investigate whether multimodal interaction and head‐mounted AR help students to better understand the relationship between concrete three‐dimensional (3D) objects and abstract two‐dimensional planes and the impact on subjective perceptions. The results demonstrated that the proposed system significantly improved learning performance. Furthermore, the proposed system heightened students' interest in learning, made reproducing 3D structures more intuitive, and students were more willing to use such systems in their future studies.
- 25 June 2023
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 40 (8) , 2099-2119
Exploring Intuitive Visuo-Tactile Interaction Design for Culture Education: A Chinese-Chess-Based Case Study
- 25 June 2023
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 40 (8) , 2099-2119
Exploring Intuitive Visuo-Tactile Interaction Design for Culture Education: A Chinese-Chess-Based Case Study
- 22 November 2022
- Published by Springer Nature in Journal of Visualization
- Vol. 26 (3) , 577-592
Interactive similar patient retrieval for visual summary of patient outcomes
- 22 November 2022
- Published by Springer Nature in Journal of Visualization
- Vol. 26 (3) , 577-592
Interactive similar patient retrieval for visual summary of patient outcomes
- Open Access
- 1 January 2021
- Published by Association for Computational Linguistics (ACL)
- p. 732-742
From Discourse to Narrative: Knowledge Projection for Event Relation Extraction
Jialong Tang, Hongyu Lin, Meng Liao, Yaojie Lu, Xianpei Han, Le Sun, Weijian Xie, Jin Xu. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021.
- 1 January 2021
- Published by Association for Computational Linguistics (ACL)
- p. 732-742
Open AccessFrom Discourse to Narrative: Knowledge Projection for Event Relation Extraction
Jialong Tang, Hongyu Lin, Meng Liao, Yaojie Lu, Xianpei Han, Le Sun, Weijian Xie, Jin Xu. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021.
- 1 February 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-6
Collaborative filtering recommendation algorithm considering users’ preferences for item attributes
In the neighborhood-based collaborative filtering recommendation algorithm, the accuracy of the similarity calculation determines the quality of the recommendation algorithm directly. The traditional similarity measure only considers influence of common rated items among users, and ignores the attribute characteristics of users' rated items. Low-precision similarity metrics reduce performance of recommended systems, when the dataset is extremely sparse. In order to solve above problems, this paper proposes a similarity measure model considering users' preferences for item attributes. The model fully considers the user's preferences for item attributes and co-rated items, and the number of co-rated items. The model establishes more connections between users and items, so as to mine user interests effectively and make it more in line with the actual application. The experimental results show that the model proposed by this paper is superior to other comparison methods in accuracy and diversity, which effectively improves the performance of the recommended algorithm.
- 1 February 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-6
Collaborative filtering recommendation algorithm considering users’ preferences for item attributes
In the neighborhood-based collaborative filtering recommendation algorithm, the accuracy of the similarity calculation determines the quality of the recommendation algorithm directly. The traditional similarity measure only considers influence of common rated items among users, and ignores the attribute characteristics of users' rated items. Low-precision similarity metrics reduce performance of recommended systems, when the dataset is extremely sparse. In order to solve above problems, this paper proposes a similarity measure model considering users' preferences for item attributes. The model fully considers the user's preferences for item attributes and co-rated items, and the number of co-rated items. The model establishes more connections between users and items, so as to mine user interests effectively and make it more in line with the actual application. The experimental results show that the model proposed by this paper is superior to other comparison methods in accuracy and diversity, which effectively improves the performance of the recommended algorithm.