VLDB 2026 Research / reviewers in the wild / expert
Haikun Huang
dblp:198/1918
· DBLP profile ↗
17ranked-venue papers
2as first author
9since 2021 · last 2026
0000-0002-5962-0533ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 7 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Systems, architecture and hardware · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | HieraVisVR: Hierarchical Visual Analytics for Motion-Centric VR PlaytestingabstractPlaytesting is widely used in the game industry to identify design flaws and evaluate player experience, yet little research explores how to effectively visualize and analyze playtesting data. This challenge is particularly pronounced in motion-based VR games, which involve physical movements and interactions tracked through multimodal inputs, resulting in complex multidimensional data. To better understand the challenges designers face, we conducted a formative study with 30 practitioners in the VR domain to characterize playtesting workflows and associated tasks. Based on these findings, we present HieraVisVR, a hierarchical visual analytics framework that incorporates body-motion-related data to help designers identify player behaviors and critical game moments, simplifying their workflow. We demonstrate the applicability of HieraVisVR in three different applications and evaluate our system with playtesting experts through an analysis of motion-based game data. The study results suggest that our system enhances playtesters’ understanding of the gameplay and improves their data analysis workflow. Erdem Murat, Liuchuan Yu, Haikun Huang, Minsoo Choi 0001, Christos Mousas, Lap-Fai Yu |
CHI | 4 |
| 2023 | Location-Aware Adaptation of Augmented Reality NarrativesabstractThe recent popularity of augmented reality (AR) devices has enabled players to participate in interactive narratives through virtual events and characters populated in a real-world environment, where different actions may lead to different story branches. In this paper, we propose a novel approach to adapt narratives to real spaces for AR experiences. Our optimization-based approach automatically assigns contextually compatible locations to story events, synthesizing a navigation graph to guide players through different story branches while considering their walking experiences. We validated the effectiveness of our approach for adapting AR narratives to different scenes through experiments and user studies. Wanwan Li, ChangYang Li, Haikun Huang, Lap-Fai Yu |
CHI | 4 |
| 2022 | WFH-VR: Teleoperating a Robot Arm to set a Dining Table across the Globe via Virtual RealityabstractThis paper presents an easy-to-deploy, virtual reality-based teleoperation system for controlling a robot arm. The proposed system is based on a consumer-grade virtual reality device (Oculus Quest 2) with a low-cost robot arm (a LoCoBot) to allow easy replication and set up. The proposed Work-from-Home Virtual Reality (WFH-VR) system allows the user to feel an intimate connection with the real remote robot arm. Virtual representations of the robot and objects to be manipulated in the real-world are presented in VR by streaming data pertaining to orientation and poses. The user studies suggest that 1) the proposed telerobotic system is effective under conditions both with and without network latency, whereas a method that simply streams video does not. This design enables the system implemented at an arbitrary distance from the actual work site. 2) The proposed system allows novices to perform manipulation tasks requiring higher dexterity than traditional keyboard controls can support, such as setting tableware. All results, hardware settings, and questionnaire feedback can be obtained at https://arg-nctu.github.io/projects/vr-robot-arm.html. Lai Sum Yim, Quang T. N. Vo, Ching-I Huang, Chi-Ruei Wang, Wren McQueary, Hsueh-Cheng Wang, Haikun Huang, Lap-Fai Yu |
IROS | 7 |
| 2022 | Interactive augmented reality storytelling guided by scene semanticsabstractWe present a novel interactive augmented reality (AR) storytelling approach guided by indoor scene semantics. Our approach automatically populates virtual contents in real-world environments to deliver AR stories, which match both the story plots and scene semantics. During the storytelling process, a player can participate as a character in the story. Meanwhile, the behaviors of the virtual characters and the placement of the virtual items adapt to the player's actions. An input raw story is represented as a sequence of events, which contain high-level descriptions of the characters' states, and is converted into a graph representation with automatically supplemented low-level spatial details. Our hierarchical story sampling approach samples realistic character behaviors that fit the story contexts through optimizations; and an animator, which estimates and prioritizes the player's actions, animates the virtual characters to tell the story in AR. Through experiments and a user study, we validated the effectiveness of our approach for AR storytelling in different environments. ChangYang Li, Wanwan Li, Haikun Huang, Lap-Fai Yu |
ACM Trans. Graph. | 3 |
| 2022 | Synthesizing Personalized Construction Safety Training Scenarios for VR TrainingabstractConstruction industry has the largest number of preventable fatal injuries, providing effective safety training practices can play a significant role in reducing the number of fatalities. Building on recent advancements in virtual reality-based training, we devised a novel approach to synthesize construction safety training scenarios to train users on how to proficiently inspect the potential hazards on construction sites in virtual reality. Given the training specifications such as individual training preferences and target training time, we synthesize personalized VR training scenarios through an optimization approach. We validated our approach by conducting user studies where users went through our personalized guidance VR training, free exploration VR training, or slides training. Results suggest that personalized guidance VR training approach can more effectively improve users' construction hazard inspection skills. Wanwan Li, Haikun Huang, Tomay Solomon, Behzad Esmaeili, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Mood-Driven Colorization of Virtual Indoor ScenesabstractOne of the challenging tasks in virtual scene design for Virtual Reality (VR) is causing it to invoke a particular mood in viewers. The subjective nature of moods brings uncertainty to the purpose. We propose a novel approach to automatic adjustment of the colors of textures for objects in a virtual indoor scene, enabling it to match a target mood. A dataset of 25,000 images, including building/home interiors, was used to train a classifier with the features extracted via deep learning. It contributes to an optimization process that colorizes virtual scenes automatically according to the target mood. Our approach was tested on four different indoor scenes, and we conducted a user study demonstrating its efficacy through statistical analysis with the focus on the impact of the scenes experienced with a VR headset. Michael Solah, Haikun Huang, Jiachuan Sheng, Tian Feng 0001, Marc Pomplun, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Toward Automatic Audio Description Generation for Accessible VideosabstractVideo accessibility is essential for people with visual impairments. Audio descriptions describe what is happening on-screen, e.g., physical actions, facial expressions, and scene changes. Generating high-quality audio descriptions requires a lot of manual description generation [50]. To address this accessibility obstacle, we built a system that analyzes the audiovisual contents of a video and generates the audio descriptions. The system consisted of three modules: AD insertion time prediction, AD generation, and AD optimization. We evaluated the quality of our system on five types of videos by conducting qualitative studies with 20 sighted users and 12 users who were blind or visually impaired. Our findings revealed how audio description preferences varied with user types and video types. Based on our study’s analysis, we provided recommendations for the development of future audio description generation technologies. Wei Liang 0008, Haikun Huang, Dingzeyu Li, Lap-Fai Yu |
CHI | 3 |
| 2021 | Synthesizing scene-aware virtual reality teleport graphsabstractWe present a novel approach for synthesizing scene-aware virtual reality teleport graphs, which facilitate navigation in indoor virtual environments by suggesting desirable teleport positions. Our approach analyzes panoramic views at candidate teleport positions by extracting scene perception graphs, which encode scene perception relationships between the observer and the surrounding objects, and predict how desirable the views at these positions are. We train a graph convolutional model to predict the scene perception scores of different teleport positions. Based on such predictions, we apply an optimization approach to sample a set of desirable teleport positions while considering other navigation properties such as coverage and connectivity to synthesize a teleport graph. Using teleport graphs, users can navigate virtual environments efficaciously. We demonstrate our approach for synthesizing teleport graphs for common indoor scenes. By conducting a user study, we validate the efficacy and desirability of navigating virtual environments via the synthesized teleport graphs. We also extend our approach to cope with different constraints, user preferences, and practical scenarios. ChangYang Li, Haikun Huang, Jyh-Ming Lien, Lap-Fai Yu |
ACM Trans. Graph. | 2 |
| 2021 | Joint computational design of workspaces and workplansabstractHumans assume different production roles in a workspace. On one hand, humans design workplans to complete tasks as efficiently as possible in order to improve productivity. On the other hand, a nice workspace is essential to facilitate teamwork. In this way, workspace design and workplan design complement each other. Inspired by such observations, we propose an automatic approach to jointly design a workspace and a workplan. Taking staff properties, a space, and work equipment as input, our approach jointly optimizes a workspace and a workplan, considering performance factors such as time efficiency and congestion avoidance, as well as workload factors such as walk effort, turn effort, and workload balances. To enable exploration of design trade-offs, our approach generates a set of Pareto-optimal design solutions with strengths on different objectives, which can be adopted for different work scenarios. We apply our approach to synthesize workspaces and workplans for different workplaces such as a fast food kitchen and a supermarket. We also extend our approach to incorporate other common work considerations such as dynamic work demands and accommodating staff members with different physical capabilities. Evaluation experiments with simulations validate the efficacy of our approach for synthesizing effective workspaces and workplans. Haikun Huang, Erion Plaku, Lap-Fai Yu |
ACM Trans. Graph. | 2 |
| 2020 | Exertion-aware path generationabstractWe propose a novel approach for generating paths with desired exertion properties, which can be used for delivering highly realistic and immersive virtual reality applications that help users achieve exertion goals. Given a terrain as input, our optimization-based approach automatically generates feasible paths on the terrain which users can bike to perform body training in virtual reality. The approach considers exertion properties such as the total work and the perceived level of path difficulty in generating the paths. To verify our approach, we applied it to generate paths on a variety of terrains with different exertion targets and constraints. To conduct our user studies, we built an exercise bike whose force feedback was controlled by the elevation angle of the generated path over the terrain. Our user study results showed that users found exercising with our generated paths in virtual reality more enjoyable compared to traditional exercising approaches. Their energy expenditure in biking the generated paths also matched with the specified targets, validating the efficacy of our approach. Wanwan Li, Biao Xie, Walter Meiss, Haikun Huang, Lap-Fai Yu |
ACM Trans. Graph. | 5 |
| 2019 | Lost in Style: Gaze-driven Adaptive Aid for VR NavigationabstractA key challenge for virtual reality level designers is striking a balance between maintaining the immersiveness of VR and providing users with on-screen aids after designing a virtual experience. These aids are often necessary for wayfinding in virtual environments with complex paths. We introduce a novel adaptive aid that maintains the effectiveness of traditional aids, while equipping designers and users with the controls of how often help is displayed. Our adaptive aid uses gaze patterns in predicting user's need for navigation aid in VR and displays mini-maps or arrows accordingly. Using a dataset of gaze angle sequences of users navigating a VR environment and markers of when users requested aid, we trained an LSTM to classify user's gaze sequences as needing navigation help and display an aid. We validated the efficacy of the adaptive aid for wayfinding compared to other commonly-used wayfinding aids. Rawan Alghofaili, Yasuhito Sawahata, Haikun Huang, Hsueh-Cheng Wang, Takaaki Shiratori, Lap-Fai Yu |
CHI | 3 |
| 2019 | Audible Panorama: Automatic Spatial Audio Generation for Panorama ImageryabstractAs 360 deg cameras and virtual reality headsets become more popular, panorama images have become increasingly ubiquitous. While sounds are essential in delivering immersive and interactive user experiences, most panorama images, however, do not come with native audio. In this paper, we propose an automatic algorithm to augment static panorama images through realistic audio assignment. We accomplish this goal through object detection, scene classification, object depth estimation, and audio source placement. We built an audio file database composed of over $500$ audio files to facilitate this process. We designed and conducted a user study to verify the efficacy of various components in our pipeline. We run our method on a large variety of panorama images of indoor and outdoor scenes. By analyzing the statistics, we learned the relative importance of these components, which can be used in prioritizing for power-sensitive time-critical tasks like mobile augmented reality (AR) applications. Haikun Huang, Michael Solah, Dingzeyu Li, Lap-Fai Yu |
CHI | 1 |
| 2019 | Pose-Guided Level DesignabstractPlayer's physical experience is a critical factor to consider in designing motion-based games that are played through motion sensor gaming consoles or virtual reality devices. However, adjusting the physical challenge involved in a motion-based game is difficult and tedious, as it is typically done manually by level designers on a trial-and-error basis. In this paper, we propose a novel approach for automatically synthesizing levels for motion-based games that can achieve desired physical movement goals. By formulating the level design problem as a trans-dimensional optimization problem which is solved by a reversible-jump Markov chain Monte Carlo technique, we show that our approach can automatically synthesize a variety of game levels, each carrying the desired physical movement properties. To demonstrate the generality of our approach, we synthesize game levels for two different types of motion-based games and conduct a user study to validate the effectiveness of our approach. Biao Xie, Haikun Huang, Elisa Ogawa, Tongjian You, Lap-Fai Yu |
CHI | 3 |
| 2019 | Optimizing Visual Element Placement via Visual Attention AnalysisabstractEye-tracking enables researchers to conduct complex analysis on human behavior. With the recent introduction of eye-tracking into consumer-grade virtual reality headsets, the barrier of entry to visual attention analysis in virtual environments has been lowered significantly. Whether for arranging artwork in a virtual museum, posting banners for virtual events or placing advertisements in virtual worlds, analyzing visual attention patterns provides a powerful means for guiding visual element placement. In this work, we propose a novel data-driven optimization approach for automatically analyzing visual attention and placing visual elements in 3D virtual environments. Using an eye-tracking virtual reality headset, we collect eye-tracking data which we use to train a regression model for predicting gaze duration. We then use the predicted gaze duration output of our regressors to optimize the placement of visual elements with respect to certain visual attention and design goals. Through experiments in several virtual environments, we demonstrate the effectiveness of our optimization approach for predicting gaze duration and for placing visual elements in different practical scenarios. Our approach is implemented as a useful plug-in that level designers can use to automatically populate visual elements in 3D virtual environments. Rawan Alghofaili, Michael Solah, Haikun Huang, Yasuhito Sawahata, Marc Pomplun, Lap-Fai Yu |
VR | 3 |
| 2018 | Deep Trail-Following Robotic Guide Dog in Pedestrian Environments for People who are Blind and Visually Impaired - Learning from Virtual and Real WorldsabstractNavigation in pedestrian environments is critical to enabling independent mobility for the blind and visually impaired (BVI) in their daily lives. White canes have been commonly used to obtain contact feedback for following walls, curbs, or man-made trails, whereas guide dogs can assist in avoiding physical contact with obstacles or other pedestrians. However, the infrastructures of tactile trails or guide dogs are expensive to maintain. Inspired by the autonomous lane following of self-driving cars, we wished to combine the capabilities of existing navigation solutions for BVI users. We proposed an autonomous, trail-following robotic guide dog that would be robust to variances of background textures, illuminations, and interclass trail variations. A deep convolutional neural network (CNN) is trained from both the virtual and realworld environments. Our work included major contributions: 1) conducting experiments to verify that the performance of our models trained in virtual worlds was comparable to that of models trained in the real world; 2) conducting user studies with 10 blind users to verify that the proposed robotic guide dog could effectively assist them in reliably following man-made trails. Tzu-Kuan Chuang, Ni-Ching Lin, Jih-Shi Chen, Chen-Hao Hung, Yi-Wei Huang, Chunchih Tengl, Haikun Huang, Lap-Fai Yu, Laura Giarré, Hsueh-Cheng Wang |
ICRA | 7 |
| 2018 | Automatic Optimization of Wayfinding DesignabstractWayfinding signs play an important role in guiding users to navigate in a virtual environment and in helping pedestrians to find their ways in a real-world architectural site. Conventionally, the wayfinding design of a virtual environment is created manually, so as the wayfinding design of a real-world architectural site. The many possible navigation scenarios, as well as the interplay between signs and human navigation, can make the manual design process overwhelming and non-trivial. As a result, creating a wayfinding design for a typical layout can take months to several years. In this paper, we introduce the Way to Go! approach for automatically generating a wayfinding design for a given layout. The designer simply has to specify some navigation scenarios; our approach will automatically generate an optimized wayfinding design with signs properly placed considering human agents' visibility and possibility of making mistakes during a navigation. We demonstrate the effectiveness of our approach in generating wayfinding designs for different layouts such as a train station, a downtown and a canyon. We evaluate our results by comparing different wayfinding designs and show that our optimized wayfinding design can guide pedestrians to their destinations effectively and efficiently. Our approach can also help the designer visualize the accessibility of a destination from different locations, and correct any "blind zone" with additional signs. Haikun Huang, Ni-Ching Lin, Lorenzo Barrett, Darian Springer, Hsueh-Cheng Wang, Marc Pomplun, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Exercise Intensity-Driven Level DesignabstractGames and experiences designed for virtual or augmented reality usually require the player to move physically to play. This poses substantial challenge for level designers because the player's physical experience in a level will need to be considered, otherwise the level may turn out to be too exhausting or not challenging enough. This paper presents a novel approach to optimize level designs by considering the physical challenge imposed upon the player in completing a level of motion-based games. A game level is represented as an assembly of chunks characterized by the exercise intensity levels they impose on players. We formulate game level synthesis as an optimization problem, where the chunks are assembled in a way to achieve an optimized level of intensity. To allow the synthesis of game levels of varying lengths, we solve the trans-dimensional optimization problem with a Reversible-jump Markov chain Monte Carlo technique. We demonstrate that our approach can be applied to generate game levels for s of motion-based virtual reality games. A user evaluation validates the effectiveness of our approach in generating levels with the desired amount of physical challenge. Biao Xie, Haikun Huang, Elisa Ogawa, Tongjian You, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 3 |