<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Qingyu (Quinn) Hu</title><link>https://hu0123hu.github.io/</link><atom:link href="https://hu0123hu.github.io/index.xml" rel="self" type="application/rss+xml"/><description>Qingyu (Quinn) Hu</description><generator>Wowchemy (https://wowchemy.com)</generator><language>en-us</language><lastBuildDate>Tue, 24 Feb 2026 00:00:00 +0000</lastBuildDate><image><url>https://hu0123hu.github.io/media/icon_hu5766853815090235279.png</url><title>Qingyu (Quinn) Hu</title><link>https://hu0123hu.github.io/</link></image><item><title>Augmented Reality Exergame for Promoting Learning Outcomes in Sports</title><link>https://hu0123hu.github.io/research/augmented-reality/</link><pubDate>Sat, 05 Aug 2023 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/research/augmented-reality/</guid><description>&lt;div class="section-card">
&lt;div class="section-title">🧩 Overview&lt;/div>
&lt;p>
SmashMate is an AR-based badminton training system built on Microsoft HoloLens 2.
By integrating a virtual coach and shadow training method, it offers an immersive experience
for improving footwork precision. The system combines exergame interaction and real-time
feedback to enhance engagement and training outcomes, validated through experimental studies.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">📚 Publication&lt;/div>
&lt;p class="pub-item subtle">
Under review at &lt;span class="pub-venue">International Journal of Human–Computer Interaction (IJHCI)&lt;/span>.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">🎯 Contributions&lt;/div>
&lt;ul class="tight-list">
&lt;li>Designed interaction flow and exergame feedback mechanics&lt;/li>
&lt;li>Developed AR training environment using Unity and HoloLens 2&lt;/li>
&lt;li>Conducted user testing and analyzed performance data&lt;/li>
&lt;/ul>
&lt;/div></description></item><item><title>Vision-Based Kinematic Tracking for Racket Sports</title><link>https://hu0123hu.github.io/demos/badminton-cv/</link><pubDate>Tue, 24 Feb 2026 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/demos/badminton-cv/</guid><description/></item><item><title>AI-Driven Multi-Agent Architecture (Deloitte China Internship)</title><link/><pubDate>Sat, 24 Jan 2026 00:00:00 +0000</pubDate><guid/><description/></item><item><title>Spatial Computing: Robotic Point-Cloud Acquisition Simulation</title><link>https://hu0123hu.github.io/demos/point-cloud/</link><pubDate>Thu, 15 Jan 2026 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/demos/point-cloud/</guid><description/></item><item><title>Cross-Scale Gamified Learning System for Circuit Education</title><link>https://hu0123hu.github.io/research/cross-scale/</link><pubDate>Tue, 12 Aug 2025 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/research/cross-scale/</guid><description>&lt;div class="section-card">
&lt;div class="section-title">🧩 Overview&lt;/div>
&lt;p>
This project, developed as my Master’s thesis, explores a cross-scale gamified learning system
that helps middle school students grasp abstract circuit concepts through tangible and embodied interaction.
The system integrates two modules: a macro-level tabletop interface for real-world circuit construction guided by projection animations,
and a micro-level first-person game where students use body movements to simulate the behavior of electrons in LC resonant circuits.
By combining physical manipulation with immersive gameplay and symbolic feedback, the study demonstrates how learners can better connect operational,
experiential, and theoretical knowledge. Results from classroom-based experiments show significant improvements in students’ conceptual understanding,
engagement, and cognitive integration across scales.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">📚 Publication&lt;/div>
&lt;p class="pub-item">
&lt;span class="pub-authors">&lt;strong>Hu, Q.&lt;/strong>, Li, Z., &amp;amp; Chen, L. (2025).&lt;/span> Designing a Cross-scale Gamified Learning System for Circuit Education: Bridging Macro and Micro Cognitive Scales. In &lt;span class="pub-venue">Proceedings of IASDR 2025&lt;/span>. Taipei, China.
&lt;/p>
&lt;p class="pub-item">
&lt;span class="pub-authors">&lt;strong>Hu, Q.&lt;/strong> &amp;amp; Li, Z. (2025).&lt;/span> “‘Seeing’ Electricity: Exploring Middle School Students’ Experiences in a Kinect-based Sound Visualization Circuit Learning Game.” HCII 2025 – Human-Computer Interaction International Conference, Late Breaking, Springer CCIS.
&lt;/p>
&lt;p class="pub-item subtle">
Full version is currently under review at IJHCI.
&lt;/p>
&lt;/div></description></item><item><title>LLM-Supported Creative Project-Based Learning</title><link>https://hu0123hu.github.io/research/llm-supported/</link><pubDate>Fri, 22 Mar 2024 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/research/llm-supported/</guid><description>&lt;div class="section-card">
&lt;div class="section-title">🧩 Overview&lt;/div>
&lt;p>
This research explores how Large Language Models (LLMs), such as ChatGPT, can support middle school students’ creativity during project-based learning (PBL).
Through an observational study and a week-long instructional experiment with 31 students, the study identified five design considerations and proposed a novel LLM-empowered PBL program.
Results show that LLMs can support all phases of PBL—from idea discovery to final presentation—by boosting creative self-efficacy and providing personalized, real-time feedback.
The study also discusses students’ ambivalent perceptions of LLMs and highlights design implications for integrating AI tools into educational settings.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">📚 Publication&lt;/div>
&lt;p class="pub-item">
Zha, S., Qiao, Y., &lt;span class="pub-authors">Hu, Q.&lt;/span>, Li, Z., Gong, J., &amp;amp; Xu, Y. (2025).
Designing child-centric AI learning environments: Insights from an LLM-powered creative project-based learning study.
&lt;span class="pub-venue">International Journal of Human-Computer Studies&lt;/span>, 103602.
&lt;a href="https://www.sciencedirect.com/science/article/abs/pii/S1071581925001594" target="_blank">https://doi.org/10.1016/j.ijhcs.2025.103602&lt;/a>
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">🎯 Contributions&lt;/div>
&lt;ul class="tight-list">
&lt;li>Conducted user interviews and thematic analysis&lt;/li>
&lt;li>Co-designed the 48-hour instructional program&lt;/li>
&lt;li>Supported on-site study coordination and data collection&lt;/li>
&lt;li>Assisted in manuscript writing and figure design&lt;/li>
&lt;/ul>
&lt;/div>
&lt;!-- 直接在最底部插入图片（不使用卡片&amp;无标题） -->
&lt;img src="llm-figure.png" alt="LLM-supported PBL: classroom activity and framework figure">
&lt;div class="fig-note">Classroom activity (left) and synthesized framework of ambivalent perspectives on LLMs in creativity (right).&lt;/div></description></item><item><title>Chinese Ink Painting-themed Cave Automatic Virtual Environment</title><link>https://hu0123hu.github.io/research/chinese-ink-painting/</link><pubDate>Fri, 04 Aug 2023 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/research/chinese-ink-painting/</guid><description>&lt;div class="section-card">
&lt;div class="section-title">🧩 Overview&lt;/div>
&lt;p>
This project is an immersive installation in ink wash style that presents Chinese cosmology.
The installation uses Kinect to capture the viewer's eye position, allowing the ink wash space
to adjust its perspective in real-time based on the viewer's standing position, thereby
enhancing the immersive experience.
&lt;/p>
&lt;!-- 把原来 Gallery 里的图片直接放到同一块里 -->
&lt;img src="Frame 44.png" alt="System principle and installation site photo">
&lt;div class="section-card">
&lt;div class="section-title">🏆 Awards&lt;/div>
&lt;ul class="tight-list">
&lt;li>2024 MUSE Creative Awards — Gold Winner&lt;/li>
&lt;li>2024 French Design Awards&lt;/li>
&lt;li>Selected for the 62nd Milan Design Week Asian Art Exhibition&lt;/li>
&lt;/ul>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">🎯 Contributions&lt;/div>
&lt;ul class="tight-list">
&lt;li>3D modeling in Blender&lt;/li>
&lt;li>Unity-based scene development&lt;/li>
&lt;li>Kinect integration and debugging&lt;/li>
&lt;li>Immersive narrative design&lt;/li>
&lt;/ul>
&lt;/div></description></item><item><title>Program Ambient Heat Transfer Behaviors on Objects through Fluidic Composites</title><link>https://hu0123hu.github.io/research/program-ambient/</link><pubDate>Mon, 12 Jun 2023 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/research/program-ambient/</guid><description>&lt;div class="section-card">
&lt;div class="section-title">🧩 Overview&lt;/div>
&lt;p>
Thermaterial is a novel composite material system that enables the programmable control of ambient heat transfer through embedded fluidic structures.
By integrating fluid channels filled with different thermal agents into everyday objects, users can dynamically manipulate heat retention and dissipation properties.
This research introduces a fabrication method and simulation tool that allow designers to shape thermal experiences in space and on surfaces—potentially transforming how we design comfort, interaction, and responsiveness in physical environments.
Applications include personalized thermal zones, responsive furniture, and energy-efficient designs.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">📚 Publication&lt;/div>
&lt;p class="pub-item">
Yu, T.; Fan, Y.; Zhang, Z.; &lt;span class="pub-authors">Hu, Q.&lt;/span>; Xu, W.; Mi, H.; Mueller, S. (2024).
“Thermaterial: Program ambient heat transfer behaviors on objects through fluidic composites.”
In &lt;span class="pub-venue">Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems (CHI EA ’24)&lt;/span>, 1–8.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">🎯 Contributions&lt;/div>
&lt;ul class="tight-list">
&lt;li>Contributed to design ideation and prototype fabrication&lt;/li>
&lt;li>Participated in user experiments on thermal haptics and data collection&lt;/li>
&lt;/ul>
&lt;/div></description></item><item><title>Social Robot for Hybrid Meeting Engagement</title><link>https://hu0123hu.github.io/research/social-robot/</link><pubDate>Sat, 10 Jun 2023 00:00:00 +0000</pubDate><guid>https://hu0123hu.github.io/research/social-robot/</guid><description>&lt;div class="section-card">
&lt;div class="section-title">🧩 Overview&lt;/div>
&lt;p>
This project explores how robot-mediated communication can enhance the presence of remote participants in hybrid group discussions.
We designed two types of telepresence robots: &lt;em>Buzzo&lt;/em>, a minimal motion-based presence bot, and &lt;em>Eureka&lt;/em>, a socially expressive robot capable of emotional gestures.
Through two field studies involving classroom and conference settings, the research examines how physical embodiment, social signaling, and spatial positioning influence the integration, perceived presence, and participation equity of remote users.
The results suggest that expressive robots like &lt;em>Eureka&lt;/em> significantly enhance engagement, making remote participants feel more “present” in hybrid interactions.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">📚 Publication&lt;/div>
&lt;p class="pub-item">
Zhao, Z.; Chen, Y.; &lt;span class="pub-authors">Hu, Q.&lt;/span>; Ma, S.; Li, H.; Guo, Y.; Mi, H. (2023).
“Buzzo or Eureka—Robot that Makes Remote Participants Feel More Presence in Hybrid Discussions.”
In &lt;span class="pub-venue">Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction (HRI ’23 Companion)&lt;/span>, 323–327.
&lt;/p>
&lt;p class="pub-item">
Ma, S.; &lt;span class="pub-authors">Hu, Q.&lt;/span>; Chen, Y.; Zhao, Z.; Li, H. (2023).
“Social bots that bring a strong presence to remote participants in hybrid meetings.”
In &lt;span class="pub-venue">Companion of HRI ’23&lt;/span>, ACM, 853–856.
&lt;span class="subtle">DOI:&lt;/span> &lt;a href="https://doi.org/10.1145/3568294.3580200" target="_blank">10.1145/3568294.3580200&lt;/a>.
&lt;/p>
&lt;/div>
&lt;div class="section-card">
&lt;div class="section-title">🎯 Contributions&lt;/div>
&lt;ul class="tight-list">
&lt;li>Robot behavioral design and prototyping&lt;/li>
&lt;li>Coordination and execution of user studies&lt;/li>
&lt;li>Qualitative video analysis&lt;/li>
&lt;li>Co-authored both publications&lt;/li>
&lt;/ul>
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