Yuzheng Chen

dblp:265/2327 · DBLP profile ↗
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8ranked-venue papers
1as first author
6since 2021 · last 2026
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
2026 The Interaction of Cursor Warping and View Manipulation in Multi-Display XR Environments
abstract
Extended Reality (XR) headsets enable large, reconfigurable multi-display workspaces and support view manipulation, allowing the workspace to reposition itself around the user. Cursor warping similarly reduces traversal distance and pointer search by reinitialising the cursor at defined locations. Yet when both mechanisms operate together, the spatial relationship between user, displays, and cursor becomes dynamic, and it remains unclear how cursor repositioning behaves when the workspace itself moves. In a study (N=20) of five cursor-warping strategies with two view manipulations, we show that the benefits of both do not automatically combine: workspace motion can disrupt spatial consistency and alter both performance and movement costs. We show that continuous cursor movement in world space is limited compared to alternative warping techniques, and cursor behaviour and view control are tightly coupled. Hence, cursor initialisation and view manipulation must be co-designed to support efficient and comfortable interaction in XR multi-display environments.
Yuzheng Chen, Hock Siang Lee, Florian Weidner, Jinghui Hu, Hans-Werner Gellersen
CHI1
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 Multimedia4
2024 Hearing the Moment with MetaEcho! From Physical to Virtual in Synchronized Sound Recording
abstract
In film education, high expenses and limited space significantly challenge teaching synchronized sound recording (SSR). Traditional methods, which emphasize theory with limited practical experience, often fail to bridge the gap between theoretical understanding and practical application. As such, we introduce MetaEcho, an educational virtual reality leveraging the presence theory for teaching SSR. MetaEcho provides realistic simulations of various recording equipment and facilitates communication between learners and instructors, offering an immersive learning experience that closely mirrors actual practices. An evaluation with 24 students demonstrated that MetaEcho surpasses the traditional method in presence, collaboration, usability, realism, comprehensibility, and creativity. Three experts also commented on the benefits of MetaEcho and the opportunities for promoting SSR education in the metaverse era.
Zheng Wei 0003, Yuzheng Chen, Wai Tong, Huamin Qu, Lik-Hang Lee
ACM Multimedia2
2023 Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player's Physical Body and the Virtual World
abstract
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player’s focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach – the "Body as a Play Material" – where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world.
Rakesh Patibanda, Christian N. Hill, Aryan Saini, Xiang Li 0101, Yuzheng Chen, Andrii Matviienko, Jarrod Knibbe, Elise van den Hoven, Florian 'Floyd' Mueller
Proc. ACM Hum. Comput. Interact.5
2023 Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players
abstract
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.
Rakesh Patibanda, Aryan Saini, Nathalie Overdevest, Maria Fernanda Montoya, Xiang Li 0101, Yuzheng Chen, Shreyas Nisal, Josh Andres, Jarrod Knibbe, Elise van den Hoven, Florian 'Floyd' Mueller
Proc. ACM Hum. Comput. Interact.6
2022 Comparison of Three Speed Loop Designs for a High Speed Nine-phase Permanent Magnet Synchronous Machine in More Electric Aircraft
abstract
A high speed nine phase permanent magnet synchronous machine (PMSM) has been designed for more electric aircraft (MEA) for the sake of high power density and fault-tolerant capability. This paper addresses the speed loop design of the high speed PMSM by comparing three speed loop designs. For MEA, fast dynamic is not the primary demand, robustness against parameter variation and noise is the key requirement. For high speed machine, field weakening is not avoidable, therefore, maintaining the speed control during field weakening is also an important feature. This paper analyses the frequency response, stiffness and performance of the speed control with the three speed controllers, while the three controllers are tuned to provide the same control bandwidth. Simulation results validate the analysis. The pros and cons of each control design are summarised in the conclusion.
Mi Tang, Yuzheng Chen, Tao Yang 0020, Mohammad Ilkhani
IECON2
2020 Exploration of Hands-free Text Entry Techniques For Virtual Reality
abstract
Text entry is a common activity in virtual reality (VR) systems. There is a limited number of available hands-free techniques, which allow users to carry out text entry when users’ hands are busy such as holding items or hand-based devices are not available. The most used hands-free text entry technique is DwellType, where a user selects a letter by dwelling over it for a specific period. However, its performance is limited due to the fixed dwell time for each character selection. In this paper, we explore two other hands-free text entry mechanisms in VR: BlinkType and NeckType, which leverage users’ eye blinks and neck’s forward and backward movements to select letters. With a user study, we compare the performance of the two techniques with DwellType. Results show that users can achieve an average text entry rate of 13.47, 11.18 and 11.65 words per minute with BlinkType, NeckType, and DwellType, respectively. Users’ subjective feedback shows BlinkType as the preferred technique for text entry in VR.
Xueshi Lu, Difeng Yu, Hai-Ning Liang, Wenge Xu, Yuzheng Chen, Xiang Li 0101, Khalad Hasan
ISMAR5
2020 Exploring Visual Techniques for Boundary Awareness During Interaction in Augmented Reality Head-Mounted Displays
abstract
Mid-air hand interaction has long been proposed as a ‘natural’ input method for Augmented Reality (AR) systems. Current AR Head-Mounted Displays (HMDs) have a limited area for hand-based interactions. Because of this, users may easily move their hand(s) outside this tracked area during interaction, especially in dynamic tasks (e.g., when translating an object). Compared to common midair interaction issues, such as gesture recognition, arm/hand fatigue, and unnatural ways of interacting with virtual objects (e.g., selecting a distant object), boundary awareness issues in AR devices have received little attention. In this research, we explore visual techniques for boundary awareness in AR HMDs, focusing on object translation tasks. Through a systematic formative study, we first identify the challenges that users might face when interacting with AR HMDs without any boundary awareness information (i.e., how current systems work). Based on the findings, we then propose four methods (i.e., static surfaces, dynamic surface(s), static coordinated lines, and dynamic coordinate line(s)) and evaluate them against the benchmark (i.e., baseline condition without boundary awareness) to make users aware of the tracked interaction area. Our results show that visual methods for boundary awareness can help with dynamic mid-air hand interactions in AR HMDs, but their effectiveness and application are user-dependent.
Wenge Xu, Hai-Ning Liang, Yuzheng Chen, Xiang Li 0101, Kangyou Yu
VR3