Huagen Wan

dblp:29/6605 · DBLP profile ↗
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15ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0002-6661-4190ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 6 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 4 since 2021
YearPublicationVenuePosition
2025 YOLO-BT: A High-Performance Framework for Accurate Brain Tumor Detection and Localization
abstract
Brain tumors pose a significant health risk to humans. For proper diagnosis and efficient treatment planning, early detection of brain tumors is crucial. Nevertheless, current automated detection techniques face several challenges, including insufficient robustness in complex environments, difficulties in recognizing boundaries, and limitations in identifying small tumors. To solve these problems, this paper proposes a novel YOLO-BT architecture that integrates the inverted Residual Mobile Block (iRMB), the Spatial and Channel Reconstruction Convolution (ScConv) module, and the Wise-IoU loss function into YOLOv9. Our experimental results demonstrate that on the Br35H dataset, YOLO-BT achieved a 1.6% improvement in [email protected] compared to YOLOv9, while on the Axial-T1CE-2-Class dataset, YOLO-BT exhibited a 2.2% improvement over YOLOv9. This demonstrates that YOLO-BT is an effective and practical solution for brain tumor detection.
Jiehan Liu, Huagen Wan
SMC2
2024 Designing Gaze-Based Interactions for Teleoperation: Eye Stick and Eye Click
abstract
Perspective-taking and attentional switching are some of the ergonomic challenges that existing teleoperation human-machine interface designs need to address. This study developed two gaze interaction methods, the Eye Stick and the Eye Click, which were based on the joystick metaphor and the navigation metaphor, respectively, to be used in exocentric perspective teleoperation scenarios. We conducted two user studies to test the task performance and the subjective experience of the gaze interaction methods in a virtual ground vehicle teleoperation task. The results showed that compared with a traditional joystick design, the Eye Stick led to a shorter driving distance and the Eye Click led to less task time, and the gaze interaction methods had performance advantages in more difficult mazes. After multiple task sessions, the participants reported that the gaze interaction methods and the traditional joystick were similar in terms of task workload, perceived learnability, and satisfaction; however, the perceived usability of the Eye Stick was not as good as the Eye Click and the traditional joystick. In conclusion, both the Eye Stick and the Eye Click are feasible and promising gaze interaction methods for teleoperation applications with task performance advantages; however, more research is needed to optimize their user experience design.
Jiaye Cai, Xianliang Ge, Liezhong Ge, Hongqi Shi, Huagen Wan, Jie Xu 0011
Int. J. Hum. Comput. Interact.6
2023 BackTracer: Improving ray-casting 3D target acquisition by backtracking the interaction history
Huagen Wan, Shengdong Zhao 0001, Xutao Liu
Int. J. Hum. Comput. Stud.2
2021 The Effects of Initial-Terminal Position on Pointing Task for Touch-Screen Tablet
abstract
Previous studies have used the Fitts’ Law to predict the performance of pointing task on touch screens. It was found that moving distance, target width, and the direction of motion would affect the task performance. The present research aimed to investigate the impact of the initial and terminal positions (ITPs) on pointing performance in two Exps. ITPs were divided into two categories: center of a screen and outer of a screen (center ↔ outer) pointing, and outer of a screen to outer of a screen (outer→outer) pointing. In Exp 1, 30 participants performed the center ↔ outer pointing tasks with 8 directions. The results showed that the outer → center movement was significantly faster than the center → outer at 45°, 90°, and 180°. In Exp 2, 30 participants performed the outer → outer pointing tasks with eight directions. The current study revealed that the ITPs influenced the performance of the pointing task, possibly due to human biomechanical characteristics associated with different movements.
Xianliang Ge, Jie Xu 0011, Wanwan Zheng, Hao Ni 0003, Liezhong Ge, Huagen Wan
Int. J. Hum. Comput. Interact.6
2015 Real-time camera tracking using hybrid features in mobile augmented reality
Huagen Wan
Sci. China Inf. Sci.2
2013 Dual quaternion based virtual hand interaction modeling
Shujing Zhu, Huagen Wan, Jieqing Feng
Sci. China Inf. Sci.3
2006 Trajectory-Based Grasp Interaction for Virtual Environments
Shuming Gao, Huagen Wan, Wenzhen Yang
Computer Graphics International3
2005 A realistic force rendering algorithm for CyberGrasp
abstract
Haptic rendering is a highly device-dependent process. Accordingly, haptic rendering algorithms should be designed regarding the specific physical features of a haptic device. The Immersion CyberGrasp is a force feedback device which can provide an individual force roughly perpendicular to the fingertip of each finger. In this paper, we propose a novel force rendering algorithm for the Immersion CyberGrasp considering the feature of area contacts between the virtual hand avatar and target geometric models. Line segment clusters are used as haptic proxies for the real-time collision detection between the fingertips and target geometric models. Force computations are conducted directly using the collision detection results. Spatial subdivision is performed on target geometric models to facilitate real-time collision detection. Experimental results show that our algorithm can provide stable and realistic force feedback.
Zhihua Zhou, Huagen Wan, Shuming Gao, Qunsheng Peng 0001
CAD/Graphics2
2004 Virtual grasping for virtual assembly tasks
abstract
Intuitive and natural interactions are key aspects of virtual assembly applications. In this paper, we present intuitive virtual hand interactions with parts, subassemblies and tools. Grasping patterns are developed based on the abstraction of various mechanic shapes, kinematics model of virtual hand is built upon the anatomic structure of the human hand to guarantee motion realism, and real-time collision detection scheme is used to identify whether the current finger configuration matches a specific grasping pattern. Experiments on assembly models with a CyberGlove dataglove show that our virtual grasping scheme works well for virtual assembly tasks.
Huagen Wan, Shuming Gao, Qunsheng Peng 0001
ICIG1
2004 Interactive collision detection for complex and deformable models using programmable graphics hardware
abstract
In this paper we present an interactive collision detection algorithm for complex and deformable objects. For two target models, our approach rapidly calculates their region of interests (ROI), which is the overlapping of their axis aligned bounding boxes (AABBs), in CPU. The surfaces of both models inside the ROI are then voxelized using a novel GPU-based real-time voxelization method. The resultant volumes are represented by two 2D textures in video memory. The collision query is efficiently accomplished by comparing these 2D textures in GPU. The algorithm is robust to handle arbitrary shapes, no matter geometric models are convex or concave, closed or open, rigid or deformable. Our preliminary implementation achieves interactive frame rate for complex models with up to one million triangles on commodity desktop PCs.
Wei Chen 0001, Huagen Wan, Hongxin Zhang 0001, Hujun Bao, Qunsheng Peng 0001
VRST2
2003 IBCD: a fast collision detection algorithm based on image space using OBB
abstract
Abstract Image‐based collision detection algorithms make efficient use of the graphics rendering hardware and reduce the computational cost of CPU. In this article, a fast collision detection algorithm based on image space is presented, which combines graphics hardware capabilities with a simplified geometric representation (oriented bounding box) in order to rapidly detect collisions between complex objects. The method can deal with arbitrary polyhedra, while preserving the merits of image‐based collision detection algorithms. This is achieved by decomposing the surfaces of an object into a list of convex pieces. High efficiency of the algorithm is obtained by organizing the convex pieces into a binary tree with each node representing a convex piece, and by adopting triangle strip compression. The algorithm has been implemented and compared with related algorithms. Copyright © 2003 John Wiley & Sons, Ltd.
Zhaowei Fan, Huagen Wan, Shuming Gao
Comput. Animat. Virtual Worlds2
2001 Geometric Deformations Based on 3D Volume Morphing
Xiaogang Jin 0001, Huagen Wan, Qunsheng Peng 0001
J. Comput. Sci. Technol.2
2000 An approach to solid modeling in a semi-immersive virtual environment
Shuming Gao, Huagen Wan, Qunsheng Peng 0001
Comput. Graph.2
2000 Constraint-Based Virtual Solid Modeling
Shuming Gao, Huagen Wan, Qunsheng Peng 0001
J. Comput. Sci. Technol.2
2000 Direct 3D Painting with a Metaball-Based Paintbrush
Huagen Wan, Xiaogang Jin 0001, Hujun Bao
J. Comput. Sci. Technol.1