VLDB 2026 Research / reviewers in the wild / expert
Hongqiu Luan
dblp:355/1879
· DBLP profile ↗
9ranked-venue papers
3as first author
9since 2021 · last 2025
0000-0002-3482-3019ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected WalkingabstractIn redirected walking techniques, curvature gain and bending gain, which are referred to as curvature manipulation, are important redirection gains. The applied gains can differ when multiple paths are mapped, and sudden changes in gain may cause discomfort. This study proposes quadratic curvature manipulation (QCM) based on the habituation mechanism to effectively reduce discomfort. This method quadratically adjusts the path curvature, thereby reducing user's perception of curvature changes. Furthermore, we introduce the segmented curvature change (SCC) mode that combines QCM with linear curvature manipulation to facilitate more natural gain transitions, thereby reducing discomfort. Two experiments were conducted. Experiment 1 examined the relationship between QCM parameters and gains at which users felt discomfort. Experiment 2 further examined the effects of different curvature change modes on discomfort. The results indicate that using the SCC mode in curvature manipulations is more effective than other methods in reducing discomfort. Xiyu Bao, Gaorong Lv, Yulong Bian, Wei Gai, Shi-Qing Xin, Hongqiu Luan, Xiaojuan Ma, Chenglei Yang |
CHI | 6 |
| 2024 | SPViM: Sparse Pyramid Video Representation Learning Framework for Fine-Grained Action Retrieval
Lutong Wang, Chenglei Yang, Hongqiu Luan, Wei Gai, Wenxiu Geng |
ICIC (5) | 3 |
| 2024 | Exploring the Effects of Viewpoint Height & Fluctuation on Walking Perception in Panoramic ToursabstractPanoramic roaming with HMDs provides an immersive VR experience and the realism of user’s navigation in panoramic virtual environments (VEs) can be further enhanced by real-walking locomotion technology. However, the mismatched viewpoint height & fluctuation with the user’s visual senses may lead to perceptual conflicts during real-walking interaction. We conducted a series of user studies to investigate how viewpoint height & fluctuation affect the walking perception of users by real-walking interaction to navigate panoramic VEs and constructed a virtual camera motion model of viewpoint fluctuation and eyetracking compensation for walking behavior in panoramic virtual roaming. It was found that mismatched viewpoint fluctuation triggered generalized discomfort in participants and that participants preferred virtual viewpoint heights below eye level when roaming in panoramic VEs by real-walking. Considering these findings, we proposed viewpoint adaptive adjustment method based on visual manipulation and conducted a preliminary evaluation, which showed that the proposed method can effectively mitigate the conflict between the visual system and other sensory systems. It made that panoramic VEs constructed at a certain fixed height are rendered universal for users with different eyelevel heights and viewpoint fluctuation is matched to the undulation of their center of gravity during real-walking interaction. Hongqiu Luan, Lutong Wang, Wei Gai, Gaorong Lv, Xiaona Luan, Chenglei Yang |
ISMAR | 1 |
| 2024 | Immersive 6DOF Roaming with Novel View Synthesis from Single Outdoor Panorama
Hongqiu Luan, Lutong Wang, Xiaona Luan, Wei Gai, Chenglei Yang |
PRCV (9) | 1 |
| 2024 | A toolkit for automatically generating and modifying VR hierarchy tile menusabstractAbstract Current VR/AR system development studios lack a toolkit that can automatically generate hierarchical tile menu layouts and menu prototypes for VR/AR devices without the need for user programming. This paper proposes a solution in the form of a toolkit that automatically generates a hierarchy tile menu layout using a modified circular treemap algorithm. Users can interactively arrange and resize tiles to create various layouts according to their preferences or needs, utilizing a circle packer method. The toolkit further automatically generates a VR/AR menu prototype based on the resulting layout. Notably, reprogramming is not necessary each time the hierarchy is modified or the menu layout is redesigned. The user test results demonstrate that the proposed toolkit simplifies the creation of hierarchical tile menu layouts, enhances user efficiency in the design process, and enables users to flexibly create hierarchical tile menu prototypes according to their design ideas. Xiyu Bao, Yulong Bian, Wei Gai, Juan Liu 0008, Hongqiu Luan, Chenglei Yang |
Comput. Animat. Virtual Worlds | 7 |
| 2024 | Effective Motion Self-Learning Genre Using 360° Virtual Reality Content on Mobile Device: A Study Based on Taichi Training PlatformabstractOnline fitness training, with its affordability and flexibility, offers a convenient way for individuals to engage in regular workouts that promote physical and mental health. Yet, learning fitness motions in this way presents various challenges and may not always be as effective as in-person training. To address the practical demands of motion learning, we conducted a systematic survey and accordingly proposed a four-stage self-learning genre that integrates immersive virtual reality (VR) environments with motion skill learning theories, strategies, and expert experience. Herein, we merged progressive structures and multi-level visual cues to enhance instruction, and proposed a fine-grained motion analysis method to provide adaptive correction feedback during training. Utilizing a Taichi training platform with the genre embedded, we systematically validated the effectiveness of the genre, and examined the potential impact of VR content presentation form on motion learning among different age groups, as well as their preferences and focus on VR fitness training genre design. Results from the quantitative analysis, qualitative evaluation, and case study showed that the 360° video-based VR content brought more positive motion learning performance and user experiences than the fully-simulated VR used in many previous studies. The proposed genre demonstrated outstandingly performance, experience, and usability, with each stage and design playing an effective role. Moreover, we offer several design considerations for VR fitness systems targeting diverse age groups, providing beneficial insights for VR development in the sports and health-related fields. Lutong Wang, Wei Gai, Gongxiang Chen, Yulong Bian, Hongqiu Luan, Chenglei Yang |
IEEE J. Biomed. Health Informatics | 6 |
| 2023 | The Role of the Field Dependence-Independence Construct on the Curvature Gain of Redirected Walking Technology in Virtual Reality
Rui Jing, Gaorong Lv, Hongqiu Luan, Wei Gai, Shengzun Song, Chenglei Yang |
CGI (3) | 3 |
| 2023 | Multi-sensory Consistency Experience: A 6-DOF Simulation System Based on Video Automatically Generated Motion Effects
Hongqiu Luan, Lutong Wang, Gaorong Lv, Wei Gai, Xiaona Luan, Chenglei Yang |
CGI (3) | 1 |
| 2023 | MGP: a monitoring-based VR interactive mode to support guided practice
Hongqiu Luan, Lutong Wang, Shengzun Song, Yulong Bian, Xiyu Bao, Wei Gai, Gaorong Lv, Chenglei Yang |
Vis. Comput. | 2 |