Tao Lu 0013

dblp:03/5189-13 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0001-3078-5975ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
YearPublicationVenuePosition
2026 Evaluating Replay Techniques for Asynchronous Task Handover in Immersive Analytics
abstract
Immersive analytics enables collaborative data analysis in shared virtual spaces. While synchronous collaboration in such environments is well-established, real-world analysis often requires an effective task handover—the transfer of knowledge and analytical context between analysts working asynchronously. Traditional handover methods often rely on static annotations that fail to capture the dynamic problem-solving process and spatial context inherent in immersive workflows. To address this handover challenge, we explore session replay as a comprehensive approach for analysts to re-experience a predecessor’s work, facilitating a deeper understanding of both the visual details and the insight formation process. Two phases of studies were conducted to establish design guidelines for such replay systems by investigating the impact of viewing platform (PC vs. VR), perspective (first-person vs. third-person), and navigation control (active vs. passive). Phase 1 identified the optimal replay configurations within each viewing platform, revealing a platform-dependent divergence: PC users favored a guided, first-person perspective for its focused detail, while VR users benefited significantly from the agency afforded by a third-person perspective with active navigation. After refining each condition based on user feedback—including developing a novel hybrid 1PP/3PP format for PC—Phase 2 compared the two optimized systems (PC vs. VR). Our results show that the immersive VR replay led to significantly better task comprehension and workflow reconstruction accuracy, demonstrating the critical role of embodied agency in understanding complex analytical processes.
Zhengtai Gou, Junxiao Long, Tao Lu 0013, Jian Zhao 0010, Yalong Yang 0001
VR3
2025 Ego vs. Exo and Active vs. Passive: Investigating the Individual and Combined Effects of Viewpoint and Navigation on Spatial Immersion and Understanding in Immersive Storytelling
abstract
Visual storytelling combines visuals and narratives to communicate important insights. While web-based visual storytelling is well-established, leveraging the next generation of digital technologies for visual storytelling, specifically immersive technologies, remains underexplored. We investigated the impact of the story viewpoint (from the audience's perspective) and navigation (when progressing through the story) on spatial immersion and understanding. First, we collected web-based 3D stories and elicited design considerations from three VR developers. We then adapted four selected web-based stories to an immersive format. Finally, we conducted a user study (N=24) to examine egocentric and exocentric viewpoints, active and passive navigation, and the combinations they form. Our results indicated significantly higher preferences for egocentric+active (higher agency and engagement) and exocentric+passive (higher focus on content). We also found a marginal significance of viewpoints on story understanding and a strong significance of navigation on spatial immersion.
Tao Lu 0013, Qian Zhu 0010, Tiffany Ma, Kamkwai Wong, Anlan Xie, Alex Endert, Yalong Yang 0001
CHI1
2025 CompositingVis: Exploring Interactions for Creating Composite Visualizations in Immersive Environments
abstract
Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments typically occurs asynchronously outside of the immersive space and is carried out by experienced experts. In this work, we aim to empower users to participate in the creation of composite visualization within immersive environments through embodied interactions. This could provide a flexible and fluid experience with immersive visualization and has the potential to facilitate understanding of the relationship between visualization views. We begin with developing a design space of embodied interactions to create various types of composite visualizations with the consideration of data relationships. Drawing inspiration from people's natural experience of manipulating physical objects, we design interactions based on the combination of 3D manipulations in immersive environments. Building upon the design space, we present a series of case studies showcasing the interaction to create different kinds of composite visualizations in virtual reality. Subsequently, we conduct a user study to evaluate the usability of the derived interaction techniques and user experience of creating composite visualizations through embodied interactions. We find that empowering users to participate in composite visualizations through embodied interactions enables them to flexibly leverage different visualization views for understanding and communicating the relationships between different views, which underscores the potential of several future application scenarios.
Qian Zhu 0010, Tao Lu 0013, Shunan Guo, Xiaojuan Ma, Yalong Yang 0001
IEEE Trans. Vis. Comput. Graph.2
2024 InteractOut: Leveraging Interaction Proxies as Input Manipulation Strategies for Reducing Smartphone Overuse
abstract
Smartphone overuse poses risks to people’s physical and mental health. However, current intervention techniques mainly focus on explicitly changing screen content (i.e., output) and often fail to persistently reduce smartphone overuse due to being over-restrictive or over-flexible. We present the design and implementation of InteractOut, a suite of implicit input manipulation techniques that leverage interaction proxies to weakly inhibit the natural execution of common user gestures on mobile devices. We present a design space for input manipulations and demonstrate 8 Android implementations of input interventions. We first conducted a pilot lab study (N=30) to evaluate the usability of these interventions. Based on the results, we then performed a 5-week within-subject field experiment (N=42) to evaluate InteractOut in real-world scenarios. Compared to the traditional and common timed lockout technique, InteractOut significantly reduced the usage time by an additional 15.6% and opening frequency by 16.5% on participant-selected target apps. InteractOut also achieved a 25.3% higher user acceptance rate, and resulted in less frustration and better user experience according to participants’ subjective feedback. InteractOut demonstrates a new direction for smartphone overuse intervention and serves as a strong complementary set of techniques with existing methods.
Tao Lu 0013, Hongxiao Zheng, Tianying Zhang, Xuhai Xu, Anhong Guo
CHI1