Zixuan Guo 0003

dblp:203/2211-3 · DBLP profile ↗
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15ranked-venue papers
6as first author
15since 2021 · last 2026
0000-0002-0451-8988ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 5 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 6 · 5 first-author · 6 since 2021
YearPublicationVenuePosition
2026 XR Intergenerational Exergaming: Exploring the Complementary Roles of VR, MR, and Environmental Context
abstract
Intergenerational households often involve children and older adults sharing daily life. Yet, it remains challenging to find shared exercise activities due to the significant differences in motor ability, motivational preferences, and user experience needs. Existing exergames lower the entry barriers through body-based interaction, but screen-based setups restrict play to indoor environments. XR HMDs extend exergames into public contexts, yet the differential impact of VR and MR on intergenerational play remains underexplored. To address this gap, we developed an asymmetric-role XR exergame and conducted a $2\times 2$ within-subjects study with 20 intergenerational pairs (N=40) to explore the effect of Display Mode (VR vs MR) and Environmental Context (Private Space vs Public Space) on their user experience and collaborative performance. This work reveals clear age-related patterns: children exhibited greater engagement in immersive VR environments, whereas older adults preferred MR for improved safety and enhanced visibility of their intergenerational partners. Finally, we offer design guidelines for leveraging complementary strengths of XR display modes and environmental contexts to support inclusive and engaging intergenerational exergames.
Hongxi Chen, Zixuan Guo 0003, Nilufar Baghaei, Hai-Ning Liang
IEEE Trans. Vis. Comput. Graph.3
2026 Is Seeing Believing and Hearing Trusting? Exploring the Role of Visual and Vocal Cues in Shaping User Trust in VR News Anchors
abstract
Amid the global decline in news credibility, immersive journalism in virtual reality (VR) offers opportunities to enhance trust and engagement through presence and interactivity. As the communicators of news, virtual news anchors play a key role in shaping audience perceptions. However, the mechanisms through which virtual anchors in VR elicit audience trust remain underexplored. Guided by the Stimulus-Organism-Response framework, this study investigates how the visual style and voiceover of VR news avatars influence perceived realism, and how these perceptions subsequently shape trust and news credibility. In a $2 \times 2$ within-subjects experiment $(N = 24)$, participants viewed a virtual news anchor featuring either (1) a realistic or (2) a cartoon-like visual style, paired with either (1) an anthropomorphic or (2) a neutral voiceover. Results indicate that visual style exerted a dominant influence on perceived realism and trust in virtual anchors. By contrast, while voiceover type did not affect perceived realism, perceived voice realism significantly predicted trust, highlighting the nuanced role of vocal cues in VR news contexts. Notably, the interaction between visual and vocal realism failed to yield an additive effect on trust, and avatar trust did not significantly predict news credibility. Our findings shed further light on avatar trust in immersive news environments and provide design insights for the development of credible and trustworthy virtual anchors.
Zixuan Guo 0003, Hai-Ning Liang
IEEE Trans. Vis. Comput. Graph.2
2026 PunctVR: VR Training for Image-Guided Needle Puncture with a Scaffolded, Self-Directed Framework
abstract
Image-guided percutaneous needle puncture is a critical yet challenging clinical procedure, constrained by the high cognitive demand of mental model construction and manipulation of 3D anatomy via scrolling through 2D cross-sectional images. While virtual reality (VR) simulators provide a risk-free training platform, many focus on simulation fidelity but lack structured, self-directed learning frameworks. In this paper, we present PunctVR, a VR system that incorporates the instructional principles of scaffolding. PunctVR features a training mode employing a phased subgoal workflow and instructional guidance scaffolding, and an assessment-only test mode where both the workflow and enhanced 3D visualization are removed. We conducted a between-subject experiment with 16 physicians, comparing training using a baseline multiplanar reconstruction (MPR) view with a combined MPR + 3D visualization across two difficulty levels. Our test mode results indicate that all trainees significantly improved their performance after training. Furthermore, those who trained with the integrated 3D visualization achieved a greater reduction in puncture time in both easy and hard cases. These findings suggest that PunctVR effectively enhances procedural efficiency in simulated needle puncture training and provides important insights into how learning scaffolding can accelerate skill acquisition and retention for image-guided interventions.
Wenqing Liu, Yan Zhang 0101, Hangyu Zhou, Zixuan Guo 0003, Aixi Guo, Ziang Qi, Jiannan Ye, Qishan Tong, Xubo Yang
IEEE Trans. Vis. Comput. Graph.6
2026 LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting
abstract
As 3D Gaussian Splatting (3DGS) emerges as a leading approach for novel view synthesis and scene reconstruction, its potential in digital asset creation has gained significant attention. An increasing number of asset libraries based on GS are being established. However, generating physics-based dynamic assets remains a time-consuming and expertise-intensive task, especially for non-experts. In this paper, we propose LIVE-GS, a highly realistic Virtual Reality (VR) system powered by Large Language Models (LLMs), which enables rapid creation of dynamic Gaussian assets and real-time VR interactions. To inform our system design, we conducted interviews to examine challenges faced by current GS-based VR systems and the specific demands of users. Based on these insights, we employed GPT-4o to analyze key physical properties of objects that significantly impact user interactions, ensuring physics-based interactions in VR align with real-world phenomena. A key innovation of LIVE-GS is its ability to predict reasonable parameters in just 10 seconds from static Gaussian assets while maintaining high-quality VR interactions. To validate our approach, we invited participants experienced in physical simulation to manually adjust physical parameters, providing a baseline for comparison in both asset quality and authoring efficiency. We also conducted a comprehensive user study to evaluate system usability and user satisfaction. Experimental results demonstrate that LIVE-GS, leveraging LLMs' scene understanding capabilities, can achieve efficient physical scene creation and natural interactions without requiring manual design or annotation.
Haotian Mao, Hangyu Zhou, Zhuoxiong Xu, Siyue Wei, Yule Quan, Yan Zhang 0101, Zixuan Guo 0003, Nianchen Deng, Xubo Yang
IEEE Trans. Vis. Comput. Graph.7
2026 SemanticAction: A Semantic-Driven and Behavior-Aware Password Framework for Adaptive VR Authentication Under Observation Attacks
abstract
As immersive Virtual Reality (VR) applications become increasingly widespread, ensuring secure and usable authentication is critical. Traditional knowledge-based methods (e.g., passwords, PINs) suffer from memorability issues and are highly vulnerable to observation attacks such as Man-in-the-Room (MITR). Meanwhile, biometric and behavioral approaches raise concerns regarding practicality, privacy, and cross-platform deployment. We present SemanticAction, a semantic-driven, behavior-augmented authentication framework that integrates knowledge-based passwords with gesture-based behavioral biometrics. Passwords are encoded as scene-anchored directions executed through intuitive hand gestures, enabling semantic meaning to guide user interactions. To counter observation attacks, SemanticAction employs randomized scene prompts and decoy scenes, while a dual-constraint verification mechanism adapts to both cold-start/few-shot conditions. Two user studies provide initial evidence that SemanticAction can mitigate MITR attacks while alleviating memorability challenges, maintaining favorable usability and security performance even with limited behavioral data. This work offers early insights and practical design considerations for behavior-aware authentication in VR.
Tingjie Wan, Yalin Deng, Zixuan Guo 0003, Xubo Yang, Boyu Gao 0003
IEEE Trans. Vis. Comput. Graph.5
2026 Mask Balancing: Perception-Driven Dynamic Visibility Enhancement for Occlusion-Capable Optical See-Through Head-Mounted Displays
abstract
The poor transparency of occlusion-capable optical see-through head-mounted displays (OC-OSTHMDs) deteriorates the visibility of the real scene, hindering the practical application of the devices. Previous works mitigate the issue by upgrading the transmittance of the spatial light modulator (SLM). However, the strategy soon reaches a limit because further optimization requires improving the transmittance of all optical elements, e.g., lenses and beam splitters. Moreover, pixelated occlusion usually relies on polarizing the real scene light, inevitably cutting the input optical power by half. To overcome this limitation, we propose a mask balancing method that improves real-scene brightness through polarization blending. Specifically, the s-polarized component, which passes through the optical system to provide occlusion-capable vision, is blended with the p-polarized component, which bypasses the system to preserve the raw view of the real scene. The blending is realized by simply modulating the cross-angle between a polarizing beam splitter and a linear polarizer, benefiting the robustness and versatility of the proposed method. We introduce a perception-driven blending approach, where the cross-angle is optimized in real-time to balance the visibility of the real scene and the texture and lighting of the virtual object. A benchtop prototype is built. A user study with 12 participants is conducted to quantify the visibility threshold of the texture and lighting of virtual objects. Then, a user study with 12 participants proves that the proposed method improves the visibility of the real scene while keeping a good appearance of the virtual object. We believe the proposed method is an important step toward developing practical solutions for OC-OSTHMDs.
Yan Zhang 0101, Rundong Chu, Qingtai Dong, Xiaodan Hu, Keyao You, Zixuan Guo 0003, Hangyu Zhou, Kiyoshi Kiyokawa, Xubo Yang
IEEE Trans. Vis. Comput. Graph.7
2026 AdaptiController: VR-Enhanced Fine Motor Assistance Through Finger Pressure Modulation
abstract
This paper explores finger pressure as a continuous implicit input modality to enhance interaction precision in virtual reality (VR). While motion controllers are widely adopted, their limitations in delicate operations remain a critical challenge. We investigate whether finger pressure signals from conventional VR controllers could offer advantages over traditional kinematic metrics for precision interaction.Through empirical studies, we demonstrate a robust relationship between pressure dynamics and task precision requirements, leading to a lightweight sigmoid-based model that leverages detected pressure to infer desired control granularity. In a comparative evaluation of video-scrubbing tasks, our adaptive method outperforms static sensitivity baselines in both task performance and subjective preference, without elevating cognitive load. Further validation via a VR sketching application demonstrates that our technique maintains task performance while reducing mental demand compared to manual control. Our findings reveal the untapped potential of pressure-based input to bridge coarse and fine-grained VR interactions, offering a path toward more versatile and intuitive input systems.
Hangyu Zhou, Haotian Mao, Zixuan Guo 0003, Yushi Wei, Yan Zhang 0101, Xubo Yang
IEEE Trans. Vis. Comput. Graph.3
2025 No More Head-Turning: Exploring Passthrough Techniques for Addressing Rear Interruptions from the Front in VR
abstract
Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without removing the headset. However, when interruptions come from the rear, users need to turn their heads to see the real world, which can lead to negative experiences in VR. Study 1, conducted through semi-structured interviews involving 13 participants, found that users are less likely to use Passthrough for rear interruptions due to large head-turning movements, which cause inconvenience, increase the risk of motion sickness, and reduce the experience. Building on these findings, we introduced three Passthrough techniques in Study 2 for displaying the rear view in front of the user: Full Rear Passthrough + Pause (FRPP), Rear Passthrough Window (RPW), and Rear Passthrough AR (RPAR). Compared to the Baseline method that requires head-turning, all three systems reduced physical and temporal demands, alleviated disorientation caused by motion sickness, and provided a better user experience for managing rear interruptions. Among these, FRPP and RPAR were the most preferred. These findings provide valuable insights for future VR design, emphasizing the need for solutions that effectively manage rear interruptions while maintaining user comfort and experience.
Zixuan Guo 0003, Yuekai Shi, Tiantian Ye, Tingjie Wan, Hai-Ning Liang
VR1
2024 Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study
abstract
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and engaging in VR exergaming in public settings presents its own set of challenges (e.g., safety, social acceptance, isolation, and privacy protection). The recent development of Passthrough functionality in VR headsets allows users to maintain awareness of their surroundings, enhancing safety and convenience. Despite its potential benefits, little is known about how Passthrough could affect user performance and experience and solve the challenges of playing VR exergames in real-world public environments. To our knowledge, this work is the first to conduct a field study in an underground passageway on a university campus to explore the use of Passthrough in a realworld public environment, with a disturbance-free closed room as a baseline. Results indicate that enabling Passthrough in a public environment improves performance without compromising presence. Moreover, Passthrough can increase social acceptance, especially among individuals with higher levels of self-consciousness. These findings highlight Passthrough’s potential to encourage VR exergaming adoption in public environments, with promising implications for overall health and well-being.
Zixuan Guo 0003, Hanxiao Deng, Angel J. Y. Tan, Wenge Xu, Hai-Ning Liang
ISMAR1
2024 Enhancement of Co-located Shared VR Experiences: Representing Non-HMD Observers on Both HMD and 2D Screens
abstract
Virtual reality (VR) not only allows head-mounted display (HMD) users to immerse themselves in virtual worlds but also to share them with others. When designed correctly, this shared experience can be enjoyable. However, in typical scenarios, HMD users are isolated by their devices, and non-HMD observers lack connection with the virtual world. To address this, our research investigates visually representing observers on both HMD and 2D screens to enhance shared experiences. The study, including five representation conditions, reveals that incorporating observer representation positively impacts both HMD users and observers. For how to design and represent them, our work shows that HMD users prefer methods displaying real-world visuals, while observers exhibit diverse preferences regarding being represented with real or virtual images. We provide design guidelines tailored to both displays, offering valuable insights to enhance co-located shared VR experiences for HMD users and non-HMD observers.
Zixuan Guo 0003, Wenge Xu, Tingjie Wan, Nilufar Baghaei, Cheng-Hung Lo, Hai-Ning Liang
ISMAR1
2024 An Empirical Framework for Understanding a Player's Sense of Agency in Games
abstract
This study investigates players’ sense of control over a game, referred to as the sense of agency (SoA). While prior research has addressed the importance of control in game interactions, understanding the factors that constitute players’ SoA remains limited. Using a mixed methods approach, we conducted interviews (n = 18) and surveys (n = 654) to gain qualitative and quantitative insights into this unique perceptual phenomenon. Multidimensional scaling analysis revealed a two-dimensional space comprising five clusters that shape players’ SoA. We then developed and tested a 12-item Game Sense of Agency questionnaire which, through exploratory and confirmatory factor analysis, measures four factors: Multisensory Presentation, Feedback Reasoning, Virtual Realism and Control Smoothness. This research identifies the multifaceted nature of players’ SoA and offers practical suggestions for how it could be measured. The outcomes contribute an empirically-driven framework for understanding and evaluating the factors that influence players’ SoA in games.
Zixuan Guo 0003, Cheng-Hung Lo
Int. J. Hum. Comput. Interact.1
2024 Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR Exergames
abstract
VR exergames offer an engaging solution to combat sedentary behavior and promote physical activity. However, challenges emerge when playing these games in shared spaces, particularly due to the presence of bystanders. VR's passthrough functionality enables players to maintain awareness of their surrounding environment while immersed in VR gaming, rendering it a promising solution to improve users' awareness of the environment. This study investigates the passthrough's impact on player performance and experiences in shared spaces, involving an experiment with 24 participants that examines Space (Office vs. Corridor) and Passthrough Function (With vs. Without). Results reveal that Passthrough enhances game performance and environmental awareness while reducing immersion. Players prefer an open area to an enclosed room, whether with or without Passthrough, finding it more socially acceptable. Additionally, Passthrough appears to encourage participation among players with higher self-consciousness, potentially alleviating their concerns about being observed by bystanders. Our findings provide valuable insights for designing VR experiences in shared spaces, underscoring the potential of VR's passthrough to enhance user experiences and promote VR adoption in these environments.
Zixuan Guo 0003, Hanxiao Deng, Wenge Xu, Nilufar Baghaei, Cheng-Hung Lo, Hai-Ning Liang
IEEE Trans. Vis. Comput. Graph.1
2024 Analysis and Design of Efficient Authentication Techniques for Password Entry with the Qwerty Keyboard for VR Environments
abstract
Authentication in digital security relies heavily on text-based passwords, even with other available methods like biometrics and graphical passwords. While virtual reality (VR) keyboards are typically invisible to onlookers, the presence of inconspicuous sensors, including accelerometers, gyroscopes, and barometers, poses a potential risk of unauthorized observation and recording. Traditional defense shoulder-surfing attack methods typically involve breaking apart the Qwerty layout, which destroys the user's inherent familiarity with the layout. This research addresses the need for secure password entry in VR environments while retaining the Qwerty layout. We explore three keyboard-related position alteration strategies to ensure security while mitigating the decline in user experience. These strategies involve moving the entire keyboard, cursor, and keys. Our theoretical study assesses the effectiveness of these strategies against shoulder-surfing attacks. Two user studies, employing ray-based and position-based text entry methods, respectively, evaluate the practical effectiveness of the three strategies in resisting shoulder-surfing attacks, as well as their impact on typing performance and user experience. Our findings demonstrate that the three strategies achieve shoulder-surfing attack resistance comparable to a random layout keyboard. Moreover, compared to a random layout, the two strategies involving the movement of the entire keyboard and the repositioning of keys support faster entry rates and enhanced user experience.
Tingjie Wan, Liangyuting Zhang, Yunxin Xu, Zixuan Guo 0003, Boyu Gao 0003, Hai-Ning Liang
IEEE Trans. Vis. Comput. Graph.4
2023 MR.Brick: Designing A Remote Mixed-reality Educational Game System for Promoting Children's Social & Collaborative Skills
abstract
Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration as an alternative approach is still a great challenge for children. This paper presents MR.Brick, a Mixed Reality (MR) educational game system that helps children adapt to remote collaboration. A controlled experimental study involving 24 children aged six to ten was conducted to compare MR.Brick with the traditional video game by measuring their social and collaborative skills and analyzing their multi-modal playing behaviours. The results showed that MR.Brick was more conducive to children’s remote collaboration experience than the traditional video game. Given the lack of training systems designed for children to collaborate remotely, this study may inspire interaction design and educational research in related fields.
Yudan Wu, Shanhe You, Zixuan Guo 0003, Guyue Zhou, Jiangtao Gong
CHI3
2023 Who's Watching Me?: Exploring the Impact of Audience Familiarity on Player Performance, Experience, and Exertion in Virtual Reality Exergames
abstract
Familiarity with audiences plays a significant role in shaping individual performance and experience across various activities in everyday life. This study delves into the impact of familiarity with non-playable character (NPC) audiences on player performance and experience in virtual reality (VR) exergames. By manipulating of NPC appearance (face and body shape) and voice familiarity, we explored their effect on game performance, experience, and exertion. The findings reveal that familiar NPC audiences have a positive impact on performance, creating a more enjoyable gaming experience, and leading players to perceive less exertion. Moreover, individuals with higher levels of self-consciousness exhibit heightened sensitivity to the familiarity with NPC audiences. Our results shed light on the role of familiar NPC audiences in enhancing player experiences and provide insights for designing more engaging and personalized VR exergame environments.
Zixuan Guo 0003, Wenge Xu, Cheng-Hung Lo, Hai-Ning Liang
ISMAR1