Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Jianhao Chen 0002

dblp:190/7951-2 · DBLP profile ↗
← Back
3ranked-venue papers
1as first author
3since 2021 · last 2025
0009-0002-8892-4162ORCID · verified

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 40% Interaction techniques and input · 26% Learning and educational technologies · 17%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › selection techniques
object selection
0.912025
FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › virtual reality interaction
occluded-target selection
0.912025
FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
virtual reality interaction
0.912025
FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Collaborative and social computing › social media
live streaming
0.812024
Bridging the Literacy Gap for Adults: Streaming and Engaging in Adult Literacy Education through Livestreaming · CHI 2024
Computing education
educational equity
0.212024
Bridging the Literacy Gap for Adults: Streaming and Engaging in Adult Literacy Education through Livestreaming · CHI 2024

Methods — techniques the papers use, named apart from their topics

observation · 1.5mixed-methods study · 1.5interviews · 1.5user study · 0.9heuristic selection · 0.9disambiguation · 0.9
YearPublicationVenuePosition
2025 FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality
abstract
In recent years, various head-worn virtual reality (VR) techniques have emerged to enhance object selection for occluded or distant targets. However, many approaches focus solely on ray-casting inputs, restricting their use with other input methods, such as bare hands. Additionally, some techniques speed up selection by changing the user's perspective or modifying the scene context, which may complicate interactions when users plan to resume or manipulate the scene afterward. To address these challenges, we present FocalSelect, a heuristic selection technique that builds 3D disambiguation through head-hand coordination and scoring-based functions. Our interaction design adheres to the principle that the intended selection range is a small sector of the headset's viewing frustum, allowing optimal targets to be identified within this scope. We also introduce a density-aware adjustable occlusion plane for effective depth culling of rendered objects. Two experiments are conducted to assess the adaptability of FocalSelect across different input modalities and its performance against five selection techniques. The results indicate that FocalSelect enhances selection experiences in occluded and remote scenarios while preserving the spatial context among objects. This preservation helps maintain users' understanding of the original scene and facilitates further manipulation. We also explore potential applications and enhancements to demonstrate more practical implementations of FocalSelect.
Duotun Wang, Linjie Qiu, Boyu Li 0007, Qianxi Liu, Xiaoying Wei, Jianhao Chen 0002, Zeyu Wang 0003, Mingming Fan 0001
IEEE Trans. Vis. Comput. Graph.6
2024 Bridging the Literacy Gap for Adults: Streaming and Engaging in Adult Literacy Education through Livestreaming
abstract
Literacy—the ability to read, write, and comprehend text—is an important topic addressed by UNESCO. Despite global efforts to promote adult literacy education, rural areas with limited resources still lag behind. As livestreaming has gained popularity in China, many streamers leveraged its accessibility and affordability to reach low-literate adults. To gain a better understanding of the practices and challenges faced by adult literacy education through livestreaming, we conducted a mixed-methods study involving a 7-day observation of livestreaming sessions and an interview study with twelve streamers and ten viewers. We discovered streamers’ altruistic motives and unique interactive approaches. Viewers perceived livestreaming as a more engaging, community-supportive method than traditional approaches. We also identified both shared and unique challenges for streamers and viewers that limit its efficacy as a learning tool. Finally, we recognized opportunities to enhance educational equity, emphasizing design implications for advancing adult literacy education and promoting diversity in livestreaming.
Shihan Fu, Jianhao Chen 0002, Emily Kuang, Mingming Fan 0001
CHI2
2024 RobotFire: A Multisensory VR Simulator for Fire Training with Robot-Assisted Smoke and Temperature Simulation
Jianhao Chen 0002, Shihan Fu, Zhongyuan Liao, Huangyi Qu, Junqi Lv
VINCI1