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Yongjiu Lin

dblp:392/3783 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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 · 100%
Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 50% Immersive interaction · 50%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality interaction
0.912025
Examining the Validity of An Endoscopist-patient Co-participative Virtual Reality Method (EPC-VR) in Pain Relief during Colonoscopy · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › immersive interaction
avatar embodiment
0.812024
Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency · ISMAR 2024
Virtual and augmented reality › embodiment
proteus effect
0.812024
Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency · ISMAR 2024

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

clinical comparative study · 0.9gesture recognition model · 0.8
YearPublicationVenuePosition
2025 Examining the Validity of An Endoscopist-patient Co-participative Virtual Reality Method (EPC-VR) in Pain Relief during Colonoscopy
abstract
To relieve perceived pain in patients undergoing colonoscopy, we developed an endoscopist-patient co-participative VR tool (EPC-VR) based on A Neurocognitive Model of Attention to Pain. It allows the patient to play a VR game actively and supports the endoscopist in triggering a distraction mechanism to divert the patient's attention away from the medical procedure. We performed a comparative clinical study with 40 patients. Patients' perception of pain and affective responses were evaluated, and the results support the effectiveness of EPC-VR: active VR playing with endoscopists' participation can help relieve the perceived pain and scare of patients undergoing colonoscopy. Finally, 87.5% of patients opt to use the VR application in the next colonoscopy.
Yulong Bian, Juan Liu 0008, Yongjiu Lin, Weiying Liu, Yang Zhang 0116, Tangjun Qu, Sheng Li 0008, Zhaojie Pan, Wenming Liu
IEEE Trans. Vis. Comput. Graph.3
2024 Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency
abstract
Human cognition and behavior can be unconsciously affected by personal avatars in the virtual world, a phenomenon known as the Proteus Effect. When using first-person non-human avatars, the characteristics of virtual hands may also induce relevant cognitive and even behavioral patterns in real human hands. Therefore, evaluating human-avatar gesture consistency may be a potentially effective method for objectively assessing the Proteus Effect when using non-human avatars. To explore this question, we first created human and non-human avatars, including three animals. Then, we constructed a dataset of hand gestures and trained a model to dynamically recognize real-hand gestures that were consistent with corresponding avatar hands. Next, we designed a virtual reality experimental task involving grasping objects with intuitive gestures and performed a 2 (avatar type: human/non-human) $* 2$ (virtual hand: presence/absence of spontaneous movement) within-subject experiment to examine the effects of avatar characteristics on self-illusion and human-avatar gesture consistency. The results showed that participants performed a significantly larger percentage of gestures that were consistent with their currently used avatars. Additionally, participants did experience self-illusion when using non-human avatars, although the levels were significantly lower than those when using human avatars. Therefore, self-illusion may serve as a perceptual antecedent of the Proteus Effect, even with non-human avatars, inadvertently altering the behavioral gestures of their real hands. In conclusion, detecting human-avatar gesture consistency can help evaluate the Proteus Effect.
Tangjun Qu, Yongjiu Lin, Juan Liu 0008, Chao Zhou 0012, Baiqiao Zhang, Kaiyuan Jiang, Yulong Bian
ISMAR3