Demo Data from VLDB 2026 / reviewers in the wild / expert
Gaorong Lv
dblp:355/1882
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling › shape editing
curvature manipulation |
0.9 | 1 | 2025 | QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected Walking · CHI 2025 |
Virtual and augmented reality › locomotion
redirected walking |
0.9 | 1 | 2025 | QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected Walking · CHI 2025 |
Immersive interaction
virtual reality locomotion |
0.8 | 1 | 2024 | Exploring the Effects of Viewpoint Height & Fluctuation on Walking Perception in Panoramic Tours · ISMAR 2024 |
Virtual and augmented reality
locomotion |
0.3 | 1 | 2025 | QCM: A Curvature Manipulation Method to Suppress Discomfort in Redirected Walking · CHI 2025 |
Immersive interaction › virtual reality
virtual reality perception |
0.2 | 1 | 2024 | 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
| 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 | 2 |
| 2025 | StepMind: Integrated Foot-Interaction System for Cognitive-Motor Executive Training
Wei Gai, Chenyu Zang, Gaorong Lv, Chenglei Yang |
ICXR | 4 |
| 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 | 4 |
| 2024 | Supporting foot interaction of reaction time training systemabstractSummary 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 Worlds | 7 |
| 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 |