Wei He 0028

dblp:20/6417-28 · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2026
0009-0001-6745-2752ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
YearPublicationVenuePosition
2026 How Do We Evaluate Experiences in Immersive Environments?
abstract
How do we evaluate experiences in immersive environments? Despite decades of research in immersive technologies such as virtual reality, the field remains fragmented. Studies rely on overlapping constructs, heterogeneous instruments, and little agreement on what counts as immersive experience. To better understand this landscape, we conducted a bottom-up scoping review of 375 papers published in ACM CHI, UIST, VRST, SUI, IEEE VR, ISMAR, and TVCG. Our analysis reveals that evaluation practices are often domain- and purpose-specific, shaped more by local choices than by shared standards. Yet this diversity also points to new directions. Instead of multiplying instruments, researchers benefit from integrating and refining them into smarter measures. Rather than focusing only on system outputs, evaluations must center the user’s lived experience. Computational modeling offers opportunities to bridge signals across methods, but lasting progress requires open and sustainable evaluation practices that support comparability and reuse. Ultimately, our contribution is to map current practices and outline a forward-looking agenda for immersive experience research.
Xiang Li 0101, Wei He 0028, Per Ola Kristensson
CHI2
2026 LocoScooter: Designing a Stationary Scooter-Based Locomotion System for Navigation in Virtual Reality
abstract
Virtual locomotion remains a challenge in VR, especially in space-limited environments where room-scale walking is impractical. We present LocoScooter, a low-cost, deployable locomotion interface combining foot-sliding on a compact treadmill with handlebar steering inspired by scooter riding. Built from commodity hardware, it supports embodied navigation through familiar, physically engaging movement. In a within-subject study $(N = 14)$, LocoScooter significantly improved immersion, enjoyment, and bodily involvement over joystick navigation, while maintaining comparable efficiency and usability. Despite higher physical demand, users did not report increased fatigue, suggesting familiar movements can enrich VR navigation.
Wei He 0028, Xiang Li 0101, Per Ola Kristensson, Ge Lin 0001
IEEE Trans. Vis. Comput. Graph.1
2026 Evaluating the Usability of Microgestures for Text Editing Tasks in Virtual Reality
abstract
As virtual reality (VR) continues to evolve, traditional input methods such as handheld controllers and gesture systems often face challenges with precision, social accessibility, and user fatigue. These limitations motivate the exploration of microgestures, which promise more subtle, ergonomic, and device-free interactions. We introduce microGEXT, a lightweight microgesture-based system designed for text editing in VR without external sensors, which utilizes small, subtle hand movements to reduce physical strain compared to standard gestures. We evaluated microGEXT in three user studies. In Study 1 ($N=20$N=20), microGEXT reduced overall edit time and fatigue compared to a ray-casting + pinch menu baseline, the default text editing approach in commercial VR systems. Study 2 ($N=20$N=20) found that microGEXT performed well in short text selection tasks but was slower for longer text ranges. In Study 3 ($N=10$N=10), participants found microGEXT intuitive for open-ended information-gathering tasks. Across all studies, microGEXT demonstrated enhanced user experience and reduced physical effort, offering a promising alternative to traditional VR text editing techniques.
Xiang Li 0101, Wei He 0028, Per Ola Kristensson
IEEE Trans. Vis. Comput. Graph.2
2024 MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse Campus
abstract
The preservation of cultural heritage, as mandated by the United Nations Sustainable Development Goals (SDGs), is integral to sustainable urban development. This paper focuses on the Dragon Boat Festival, a prominent event in Chinese cultural heritage, and proposes leveraging Virtual Reality (VR), to enhance its preservation and accessibility. Traditionally, participation in the festival's dragon boat races was limited to elite athletes, excluding broader demographics. Our proposed solution, named MetaDragonBoat, enables virtual participation in dragon boat racing, offering immersive experiences that replicate physical exertion through a cultural journey. Thus, we build a digital twin of a university campus located in a region with a rich dragon boat racing tradition. Coupled with three paddling techniques that are enabled by either commercial controllers or physical paddle controllers with haptic feedback, diversified users can engage in realistic rowing experiences. Our results demonstrate that by integrating resistance into the paddle controls, users could simulate the physical effort of dragon boat racing, promoting a deeper understanding and appreciation of this cultural heritage.
Wei He 0028, Xiang Li 0101, Shengtian Xu, Yuzheng Chen, Chan-In Sio, Ge Lin 0001, Lik-Hang Lee
ACM Multimedia1
2024 The Framework of NAVIS: Navigating Virtual Spaces with Immersive Scooters
abstract
Virtual reality (VR) environments have greatly expanded opportunities for immersive exploration, yet physically navigating these digital spaces remains a significant challenge. In this paper, we present the conceptual framework of NAVIS (Navigating Virtual Spaces with Immersive Scooters), a novel system that utilizes a scooter-based interface to enhance both navigation and interaction within virtual environments. NAVIS combines real-time physical mobility, haptic feedback, and CAVE-like (Cave Automatic Virtual Environment) technology to create a realistic sense of travel and movement, improving both spatial awareness and the overall immersive experience. By offering a more natural and physically engaging method of exploration, NAVIS addresses key limitations found in traditional VR locomotion techniques, such as teleportation or joystick control, which can detract from immersion and realism. This approach highlights the potential of combining physical movement with virtual environments to provide a more intuitive and enjoyable experience for users, opening up new possibilities for applications in gaming, education, and beyond.
Zhixun Lin, Wei He 0028, Mingchen Ye, Xiang Li 0101, Ge Lin 0001
MUM2
2024 Investigating Creation Perspectives and Icon Placement Preferences for On-Body Menus in Virtual Reality
abstract
On-body menus present a novel interaction paradigm within Virtual Reality (VR) environments by embedding virtual interfaces directly onto the user’s body. Unlike traditional screen-based interfaces, on-body menus enable users to interact with virtual options or icons visually attached to their physical form. In this paper, We investigated the impact of the creation process on the effectiveness of on-body menus, comparing first-person, third-person, and mirror perspectives. Our first study ( N = 12) revealed that the mirror perspective led to faster creation times and more accurate recall compared to the other two perspectives. To further explore user preferences, we conducted a second study ( N = 18) utilizing a VR system with integrated body tracking. By combining distributions of icons from both studies ( N = 30), we confirmed significant preferences in on-body menu placement based on icon category ( e.g. , Social Media icons were consistently placed on forearms). We also discovered associations between categories, such as Leisure and Social Media icons frequently co-occurring. Our findings highlight the importance of the creation process, uncover user preferences for on-body menu organization, and provide insights to guide the development of intuitive and effective on-body interactions within virtual environments.
Xiang Li 0101, Wei He 0028, Shan Jin 0002, Jan Gugenheimer, Pan Hui 0001, Hai-Ning Liang, Per Ola Kristensson
Proc. ACM Hum. Comput. Interact.2