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Gaorong Lv

dblp:355/1882 · DBLP profile ↗
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7ranked-venue papers
0as first author
7since 2021 · last 2025
0000-0002-9281-564XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 56% Geometric modeling and processing · 44%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling › shape editing
curvature manipulation
0.912025
QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected Walking · CHI 2025
Virtual and augmented reality › locomotion
redirected walking
0.912025
QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected Walking · CHI 2025
Immersive interaction
virtual reality locomotion
0.812024
Exploring the Effects of Viewpoint Height & Fluctuation on Walking Perception in Panoramic Tours · ISMAR 2024
Virtual and augmented reality
locomotion
0.312025
QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected Walking · CHI 2025
Immersive interaction › virtual reality
virtual reality perception
0.212024
Exploring the Effects of Viewpoint Height & Fluctuation on Walking Perception in Panoramic Tours · ISMAR 2024

Methods — techniques the papers use, named apart from their topics

psychophysical experiment · 0.9user study · 0.8eye tracking · 0.8
YearPublicationVenuePosition
2025 QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected Walking
abstract
In 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
CHI2
2025 StepMind: Integrated Foot-Interaction System for Cognitive-Motor Executive Training
Wei Gai, Chenyu Zang, Gaorong Lv, Chenglei Yang
ICXR4
2024 Exploring the Effects of Viewpoint Height & Fluctuation on Walking Perception in Panoramic Tours
abstract
Panoramic 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
ISMAR4
2024 Supporting foot interaction of reaction time training system
abstract
Summary Reaction time, the ability to detect, process and respond to stimuli, is one of the fundamental factors in human computer interaction, and is a key cognitive skill in clinical and healthy populations. Good reaction time allows us to respond to stimuli and situations with agility and efficiency. How to train and improve a person's reaction time has become an important research question. In this paper, we present a new training genre which combines the user‐centered personalized training objects generation with precise tracking of foot interaction.Virtual objects are created with respect to the user's features and historical training effectiveness, and are in motion. A foot tracking algorithm based on three‐Gaussian model is designed to support interaction with stepping on moving virtual objects. We present the design and implementation of the system, as well as user studies. Findings illustrate that the reaction time performances are significantly improved following of seven days of training based on foot interaction.
Chenyu Zang, Wei Gai, Chenzhi Xing, Wenfei Wang, Dongli Li, Gaorong Lv, Chenglei Yang
Comput. Animat. Virtual Worlds7
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)2
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)5
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.9