Ziyuan Quhe/his

Master of Design Innovation and Technology · RMIT University

Master's student in Design Innovation and Technology at RMIT University, Melbourne, currently visiting Monash University's Exertion Games Lab. I also go by Bryce.

I study embodied interaction and extended reality, with a focus on how people adapt their movement and bodily strategies to changing interactive environments. My work explores sensing, haptics, and physical–digital interfaces to create more adaptive and human-centered interactive experiences.

Research Interests

My research explores embodied interaction, extended reality, and wearable and ubiquitous sensing. I am particularly interested in how people adapt their movement and bodily strategies when the relationship between their actions and interactive environments changes. Building on this, I explore how sensing, haptics, and physical–digital interfaces can make interactive systems more responsive to users' behavior and bodily states. More broadly, I aim to design and study human-centered technologies that connect perception, action, and the physical environment across immersive and everyday contexts.

News

2026.07
Joined the Exertion Games Lab at Monash University as a visiting student.
2026
Mapping the Landscape of Affective Extended Reality received an Honorable Mention at CHI '26.
2026
From One-Time Choices to Future Behavior appeared at UbiComp '26 Companion in Shanghai.
2026.01
Started a visiting semester in Game Design and Development at Aalto University, Helsinki.
2025.10
Began Dissonant Affect, an independent project on immersive affective news and media bias cognition.

Selected Publications

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From One-Time Choices to Future Behavior: Revising Privacy Rules for AI Assistants in Shared SpacesTo appear

Ziyuan Qu, Jiaxi Hu, Zhiqi Gao
UbiComp Companion · October 2026
pdf
abs
An AI assistant in a shared room hears people who never asked to be recorded. Our prototype lets the primary user set privacy rules and decide, in the moment, whether a bystander's remark may be used — then either confine that decision to the current event or save it as a rule for later ones. A five-participant formative walkthrough found everyone could complete the decision, but two could not tell which future situations their saved rule would cover. The lesson is specific: when someone saves a privacy rule, its future reach has to be visible at the moment of saving.

Mapping the Landscape of Affective Extended Reality: A Scoping Review of Biodata-Driven Systems for Understanding and Sharing EmotionsHonorable Mention

Zhidian Lin, Allison Jing, Ziyuan Qu, Fabio Zambetta, Ryan M. Kelly
CHI · April 2026
Introduces affective extended reality as a way to characterise XR systems that use biodata to make emotion understandable. HCI has produced many such systems, but they had not been mapped into a coherent whole. We reviewed 82 papers at the intersection of biodata, emotion and XR, analysing the sensing technologies they rely on, the interaction techniques they employ, and the design space they collectively describe.

Beyond the Screen: Passive Peripheral Touch for Reducing Occlusion in Mobile InteractionAccepted

Ziyuan Qu, Yibo Meng, B. Liu, Yan Guan
CHI Workshop · April 2026
abs
A passive, battery-free accessory that moves the finger off the screen. Metal tines act as extended electrodes so taps and swipes still register while the hand stops covering what the user is trying to read.

Selected Projects

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Was Here: From Presence to Trace

An interactive projection installation in an RMIT corridor. Four frames trace how a passing body registers in digital systems — a live silhouette, a data trail, a mark on the environment, and finally an anonymous flow of information. Nobody has to stop or press anything; walking through is the whole interaction.

2025ProjectionComputer visionPassive interactionMDF

Telepathic Jar

A pair of IoT bottles that sense the weather where each person is and translate it into light and mist. Instead of showing raw sensor readings, it curates them — colour, brightness and fog become a quiet way to feel that someone far away is having a grey afternoon. Built on ESP32 with MQTT over TLS.

2025IoTESP32MQTTCalm technology

Dislocation Communication

A two-player narrative game for parents and children in single-parent families, built on the Satir family therapy model. One player describes a real conflict; the other uses an "iceberg searchlight" to read the layers of feeling underneath it. Repairing the room is how the game marks that you understood each other.

2024Unreal EngineNarrative designMental health