VLDB 2026 Research / reviewers in the wild / expert
Jiayan Zhao
dblp:199/5676
· DBLP profile ↗
11ranked-venue papers
4as first author
6since 2021 · last 2025
0000-0002-8533-6042ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Seeing Cold, Eating Warm: Food Perception in Imaginative Storytelling and Immersive Virtual Reality Winter Contexts
Jiayan Zhao, Garmt Dijksterhuis |
EuroXR | 1 |
| 2024 | AirCrab: A Hybrid Aerial-Ground Manipulator with An Active WheelabstractInspired by the behavior of birds, we present AirCrab, a hybrid aerial ground manipulator (HAGM) with a single active wheel and a 3-degree of freedom (3-DoF) manipulator. AirCrab leverages a single point of contact with the ground to reduce position drift and improve manipulation accuracy. The single active wheel enables locomotion on narrow surfaces without adding significant weight to the robot. To realize accurate attitude maintenance using propellers on the ground, we design a control allocation method for AirCrab that prioritizes attitude control and dynamically adjusts the thrust input to reduce energy consumption. Experiments verify the effectiveness of the proposed control method and the gain in manipulation accuracy with ground contact. A series of operations to complete the letters ‘NTU’ demonstrates the capability of the robot to perform challenging hybrid aerial-ground manipulation missions. Muqing Cao, Jiayan Zhao, Xinhang Xu, Lihua Xie 0001 |
IROS | 2 |
| 2022 | 3D Sketch Maps: Concept, Potential Benefits, and Challenges (Short Paper)
Kevin Gonyop Kim, Jakub Krukar, Panagiotis Mavros, Jiayan Zhao, Peter Kiefer, Angela Schwering, Christoph Hölscher, Martin Raubal |
COSIT | 4 |
| 2021 | Influence of HMD Type and Spatial Ability on Experiences and Learning in Place-based EducationabstractWith the emergence of different types of Head-Mounted Displays (HMDs), researchers and educators must make informed decisions on what HMDs best support their needs. When performing experiments with relatively large populations, these decisions are largely affected by the sensing-scaling tradeoff between high-end tethered HMDs and lower-end standalone systems. Higher sensing affords a richer experience, but it is also associated with higher costs in terms of the HMD itself and the need for VR-ready computers. These limitations often impede instructors from using high-end HMDs in an efficient way with larger populations. We report on the results of a study in the context of place-based immersive VR (iVR) Geoscience education that compares the experiences and learning of 45 students after going through an immersive virtual field trip, using either a lower-sensing but scalable Oculus Quest or a higher-sensing but tethered HTC Vive Pro. Our results indicate that students who used the Quest reported significantly higher levels of satisfaction but also more simulator sickness (although still a very low number on average) compared to those who used an HTC Vive Pro. Our findings suggest that with content design considerations, standalone HMDs can be a viable replacement for high-end systems in large-scale studies. Furthermore, our results also suggest that in the context of place-based iVR education, the spatial abilities of students (i.e., sense-of-direction) can be a determining factor in their experiences and learning, and therefore an important topic of study for designing effective place-based iVR experiences. Pejman Sajjadi, Jiayan Zhao, Jan Oliver Wallgrün, Peter La Femina, Alexander Klippel |
iLRN | 2 |
| 2021 | Place-Based Learning Through a Proxy - Variations in the Perceived Benefits of a Virtual TourabstractPlace-based and fieldwork learning play a key role in higher education in environmental sciences and other geospatial disciplines. We report on a study in which we evaluated a web-based virtual tour application for teaching natural resource management in fire-prone western forests in two undergraduate classes. The virtual tour uses 360°-image-based virtual scenes and pre-recorded audio commentary by a domain expert to lead participants through the Stanislaus-Tuolumne Experimental Forest where forest treatments were implemented to reduce fire hazard. We present results from assessing students' overall perception of the virtual tour, their views towards its application in undergraduate education, and their feedback for improving the design of future virtual tours. Furthermore, we discuss the collected data from the perspective of gender differences and differences in familiarity with the topic of the tour. Jan Oliver Wallgrün, Eric Knapp, Alan Taylor, Alexander Klippel, Jiayan Zhao, Pejman Sajjadi |
iLRN | 5 |
| 2021 | CrowdXR - Pitfalls and Potentials of Experiments with Remote ParticipantsabstractAlthough the COVID-19 pandemic has made the need for remote data collection more apparent than ever, progress has been slow in the virtual reality (VR) research community, and little is known about the quality of the data acquired from crowdsourced participants who own a head-mounted display (HMD), which we call crowdXR. To investigate this problem, we report on a VR spatial cognition experiment that was conducted both in-lab and out-of-lab. The in-lab study was administered as a traditional experiment with undergraduate students and dedicated VR equipment. The out-of-lab study was carried out remotely by recruiting HMD owners from VR-related research mailing lists, VR subreddits in Reddit, and crowdsourcing platforms. Demographic comparisons show that our out-of-lab sample was older, included more males, and had a higher sense of direction than our in-lab sample. The results of the involved spatial memory tasks indicate that the reliability of the data from out-of-lab participants was as good as or better than their in-lab counterparts. Additionally, the data for testing our research hypotheses were comparable between in- and out-of-lab studies. We conclude that crowdsourcing is a feasible and effective alternative to the use of university participant pools for collecting survey and performance data for VR research, despite potential design issues that may affect the generalizability of study results. We discuss the implications and future directions of running VR studies outside the laboratory and provide a set of practical recommendations. Jiayan Zhao, Mark B. Simpson, Pejman Sajjadi, Jan Oliver Wallgrün, Ping Li 0026, Mahda M. Bagher, Danielle Oprean, Lace M. K. Padilla, Alexander Klippel |
ISMAR | 1 |
| 2020 | Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM EducationabstractField trips are a key component of learning in STEM disciplines such as geoscience to develop skills, integrate knowledge, and prepare students for lifelong learning. Given the reported success of technology-based learning and the prevalence of new forms of technology, especially with immersive virtual reality (iVR) entering the mainstream, virtual field trips (VFTs) are increasingly being considered as an effective form of teaching to either supplement or replace actual field trips (AFTs). However, little research has investigated the implications of VFTs in place-based STEM education, and empirical evidence is still limited about differences between students’ learning experiences and outcomes in VFTs experienced on desktop displays and field trips experienced in iVR. We report on a study that divided an introductory geoscience laboratory course into three groups with the first two groups experiencing a VFT either on desktop (dVFT) or in iVR (iVFT), while the third group went on an AFT. We compared subjective experiences (assessed via questionnaires) and objective learning outcomes for these groups. Our results suggest that, although students reported higher motivation and being more present in the iVFT group, they did not learn more compared to those in the dVFT group; both VFT groups yielded higher scores for learning experience and perceived learning outcomes than the actual field site visit. These findings demonstrate positive learning effects of VFTs relative to AFTs and provide evidence that geology VFTs need not be limited to iVR setups, which lead to considerable equipment costs and increased implementation complexity. Discussing the results, we reflect on the implications of our findings and point out future research directions. Jiayan Zhao, Peter C. LaFemina, Julia Carr, Pejman Sajjadi, Jan Oliver Wallgrün, Alexander Klippel |
VR | 1 |
| 2019 | Immersive Learning in the Wild: A Progress Report
Alexander Klippel, Danielle Oprean, Jiayan Zhao, Jan Oliver Wallgrün, Peter C. LaFemina, Kathy L. Jackson, Elise Gowen |
iLRN | 3 |
| 2019 | Warping Space and Time-Reviving Educational Tools of the 19th CenturyabstractxR has the potential to warp both space and time. We demonstrate this potential by designing a mixed reality application for mobile devices for the Penn State's Obelisk, a historic landmark on the main Penn State campus that artistically reveals the geological history of Pennsylvania. Our AR application allows for placing a model of the Obelisk on any surface, interacting with the individual stones to reveal their geological characteristics and location of excavation, and changing to an immersive VR experience of this location based on 360° imagery. Originally conceptualized as a teaching tool for the School of Mines, our xR application revives the Obelisk's long forgotten mission and allows educators to integrate it once more into the curriculum as well as creatively expand its potential. Alexander Klippel, Jan Oliver Wallgrün, Arif Masrur, Jiayan Zhao, Peter C. LaFemina |
VR | 4 |
| 2019 | Research Framework for Immersive Virtual Field TripsabstractVirtual field trips have been thought of and implemented for several decades. For the most part, these field trips were delivered through desktop computers and often as interactive but strictly two-dimensional experiences. The advent of immersive technologies for both creating content and experiencing places in three dimensions provides ample opportunities to move beyond the restrictions of two dimensional media. We propose here a framework we developed to assess immersive learning experiences, specifically immersive virtual field trips (iVFTs). We detail the foundations and provide insights into associated empirical evaluations. Alexander Klippel, Jiayan Zhao, Danielle Oprean, Jan Oliver Wallgrün, Jack Shen-Kuen Chang |
VR | 2 |
| 2019 | Scale - Unexplored Opportunities for Immersive Technologies in Place-based LearningabstractImmersive technologies have the potential to overcome physical limitations and virtually deliver field site experiences, for example, into the classroom. Yet, little is known about the features of immersive technologies that contribute to successful place-based learning. Immersive technologies afford embodied experiences by mimicking natural embodied interactions through a user's egocentric perspective. Additionally, they allow for beyond reality experiences integrating contextual information that cannot be provided at actual field sites. The current study singles out one aspect of place-based learning: Scale. In an empirical evaluation, scale was manipulated as part of two immersive virtual field trip (iVFT) experiences in order to disentangle its effect on place-based learning. Students either attended an actual field trip (AFT) or experienced one of two iVFTs using a head-mounted display. The iVFTs either mimicked the actual field trip or provided beyond reality experiences offering access to the field site from an elevated perspective using pseudo-aerial 360° imagery. Results show that students with access to the elevated perspective had significantly better scores, for example, on their spatial situation model (SSM). Our findings provide first results on how an increased (geographic) scale, which is accessible through an elevated perspective, boosts the development of SSMs. The reported study is part of a larger immersive education effort. Inspired by the positive results, we discuss our plan for a more rigorous assessment of scale effects on both self- and objectively assessed performance measures of spatial learning. Jiayan Zhao, Alexander Klippel |
VR | 1 |