Liu Wang 0001

dblp:10/3099-1 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0002-0635-6054ORCID · 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 · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2024 Design and evaluation of a self-adaptive strategy for movement modulation in virtual rehabilitation
abstract
Compared with conventional virtual rehabilitation programs, the self-adaptive virtual rehabilitation system has the advantage of dynamically adjusting the training difficulty according to the users' real-time motion data collected, showing the potential to improve the rehabilitation experiences and assist the therapists with the flexibility provided. Movement enhancement, which visually amplifies the user's motion, exhibits significant promise in rehabilitation to improve the user's confidence and motivation. This study aims to propose a self-adaptive strategy in a virtual rehabilitation system based on movement enhancement and evaluate its effectiveness in improving user experience and performance. This study will be beneficial for the future development of virtual rehabilitation programs that combine self-adaptive systems and movement modulation, consequently helping individuals involved in virtual rehabilitation with improved user experience.
Liu Wang 0001, Mengjie Huang, Jianqing Liu, Siyu Xiao, Rui Yang 0007
HSI1
2024 Effect of Reaching Movement Modulation on Experience of Control in Virtual Reality
abstract
Users’ motion representation in virtual reality (VR) can be modulated visually by introducing a mismatch with their real motion, which can bring benefits to exercise and rehabilitation and has great potential for exergame applications in VR. Users’ experience of control is a critical consideration for user experience in human–computer interaction and should be paid special attention when movement modulation is implemented in VR. However, how movement modulation affects users’ experience of control and motor performance has not been fully investigated in detail. This research included 49 participants and investigated how the experience of control is influenced by reaching movement modulation in two types: the enhancement and reduction modes. Different modulation modes were designed to study their influence on the explicit experience of control in self-ratings and the implicit measured experience of control in intentional binding and electroencephalography. Participants’ movement trajectory, velocity, and completion time were analyzed for motor performance. The results illustrate a significant effect of movement modulation on the users’ motor performance and experience of control in self-ratings and EEG. This study makes a major contribution through a comprehensive analysis of the experience of control with movement modulation and provides important and practical design considerations on movement modulation design in future exercise-based applications with positive controlling experiences in VR.
Liu Wang 0001, Mengjie Huang, Rui Yang 0007, Chengxuan Qin, Hai-Ning Liang
Int. J. Hum. Comput. Interact.1
2023 Development of a 3D Modelling Gallery Based on Virtual Reality
Zhaoyu Xu, Mengjie Huang, Rui Yang 0007, Liu Wang 0001
iLRN4
2023 Survey of Movement Reproduction in Immersive Virtual Rehabilitation
abstract
Virtual reality (VR) has emerged as a powerful tool for rehabilitation. Many effective VR applications have been developed to support motor rehabilitation of people affected by motor issues. Movement reproduction, which transfers users' movements from the physical world to the virtual environment, is commonly used in VR rehabilitation applications. Three major components are required for movement reproduction in VR: (1) movement input, (2) movement representation, and (3) movement modulation. Until now, movement reproduction in virtual rehabilitation has not yet been systematically studied. This article aims to provide a state-of-the-art review on this subject by focusing on existing literature on immersive motor rehabilitation using VR. In this review, we provided in-depth discussions on the rehabilitation goals and outcomes, technology issues behind virtual rehabilitation, and user experience regarding movement reproduction. Similarly, we present good practices and highlight challenges and opportunities that can form constructive suggestions for the design and development of fit-for-purpose VR rehabilitation applications and can help frame future research directions for this emerging area that combines VR and health.
Liu Wang 0001, Mengjie Huang, Rui Yang 0007, Hai-Ning Liang
IEEE Trans. Vis. Comput. Graph.1