Qingshu Yuan

dblp:40/2636 · DBLP profile ↗
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12ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0002-9781-8057ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author
YearPublicationVenuePosition
2026 Enhancing sports games with tangible interaction: a comparative study during the development of a curling game
Qihao Yang, Jichao Xue, Qingshu Yuan, Jin Xu 0003, Zhengwei Yao
Interact. Comput.4
2026 Research on path planning utilizing landmark salient features and composition techniques
Zhengwei Yao, Qingshu Yuan
Signal Process. Image Commun.6
2025 CoPadSAR: A Spatial Augmented Reality Interaction Approach for Collaborative Design via Pad-Based Cross-Device Interaction
abstract
ABSTRACT Augmented reality (AR) is a technology that superimposes digital information onto the real world. As one of the three major forms of AR, spatial augmented reality (SAR) projects virtual content into public spaces, making it accessible to collaborators. Due to its shared large display area, SAR has significant potential for application in collaborative design. However, existing SAR interaction methods may suffer from inefficiencies and poor collaborative experiences. To address this issue, CoPadSAR, a Pad‐based cross‐device interaction method, is proposed. It can map 2D operations from each Pad onto 3D objects within the SAR environment, allowing users to collaborate using multiple Pads. Moreover, a prototype is presented that supports collaborative painting, annotation, and object creation. Furthermore, a comparative study involving 40 participants (20 pairs) is conducted. The results indicate CoPadSAR reveals better group performance than controller‐based, gesture, and tangible interactions. It has greater usability and provides a better collaborative experience. The interviews further confirm the user preference for it. This study contributes to expanding the application of SAR in collaborative design.
Qihao Yang, Qingshu Yuan, Jin Xu 0003, Zhengwei Yao
Comput. Animat. Virtual Worlds3
2024 A Perspective Taking Supported AR Learning Platform with a User Study on Learning Three-View Drawing
abstract
Perspective taking has various effects on students’ learning, including the development of innovative capabilities, improved communication efficiency in distance education, and enhanced learning performances in practical tasks. Current collaboration systems often provide only a single third-person or first-person perspective and require the placement of markers on physical objects to achieve perspective alignment. These limitations restrict users’ observation and participation in the collaboration process, resulting in a less-than-ideal experience. To address this issue, a perspective taking supported augmented reality collaboration learning platform centered around a general technology course is proposed in this article. Users have the ability to view each other’s perspectives and utilize various collaboration cues, including sketches, voice, models, gestures, and gaze. In addition, a comparative study was conducted for the first time, comparing the effects of different perspective collaborations on students’ learning performance, internal motivation, collaboration experience, and intention to continue using the system. The study revealed significant improvements in learning performance when using the proposed system. Students also reported higher levels of intrinsic motivation, better collaborative experiences, and a greater willingness to continue using the proposed system. User interviews further confirmed the preference for and enjoyment of the proposed system.
Kailiang Shou, Qingshu Yuan, Zhengwei Yao
Int. J. Hum. Comput. Interact.2
2024 Exploring Intuitive Visuo-Tactile Interaction Design for Culture Education: A Chinese-Chess-Based Case Study
abstract
Gamified and immersive educational interventions have proven to be powerful motivators to encourage participation in unattractive activities, and human–computer interaction (HCI) is crucial for the successful development of such educational interventions. However, existing interaction methods suffer from either visuo-tactile inconsistency or unfriendly interaction methods, resulting in an unenjoyable user experience. Hence, in this article, the visuo-tactile interaction design based on Norman’s design principles (visibility, feedback, constraint, consistency, affordance, and mapping) and spatial augmented reality (SAR) for intuitive cultural education is proposed for the first time, and an application for Chinese chess, SARChess, is implemented as a case study. Players interact with tangible chess pieces rather than through a digital interface, and the visual output and tangible input are integrated seamlessly to achieve high-level visuo-tactile consistency. Furthermore, a mixed investigation method based on pretest–posttest design, subjective questionnaires, and theme-based interviews was designed and performed to evaluate the user experience, learning performance, and player motivation of SARChess from both objective and subjective perspectives. The results show that SARChess has a significantly better user experience, learning performance, and player motivation than conventional chess and mouse-interaction-based chess, and the unique gameplay and visual cues in SARChess make it more engaging to participants. Additionally, this study finds and summarizes some design implications for applying design principles to traditional cultural education applications.
Qingshu Yuan, Qihao Yang, Jin Xu 0003, Zhengwei Yao
Int. J. Hum. Comput. Interact.1
2022 A spatial augmented reality based circuit experiment and comparative study with the conventional one
abstract
Abstract How to intuitively illustrate phenomena while retaining good operation experiences is a key issue in experimental learning. Virtual experiments with desktop environments, handheld devices, or headsets can show invisible phenomena for students. However, they are either visuo‐tactile inconsistent in space or with heavy physical burdens, causing bad experiences. A spatial augmented reality (SAR) based circuit experiment is developed. It allows students to interact with 3D (three dimensional) printed tangible objects without wearing any devices, having low physical burdens. Objects' poses are tracked using Microsoft Azure Kinect and inertial measurement unit. Virtual phenomena are projected onto the tangible objects and tabletop accordingly. Physical input and virtual output space are completely fused from students' view. It also offers efficient operation manners to students. A questionnaire comparing user experiences between the SAR and conventional experiment reveals that the former has a better learning experience.
Zihan Wang 0004, Qingshu Yuan, Qianyu Meng, Kailiang Shou
Comput. Animat. Virtual Worlds3
2020 VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training
Tianren Luo, Zheng Li 0028, Qingshu Yuan
ICEC5
2018 Retrieving indoor objects: 2D-3D alignment using single image and interactive ROI-based refinement
Fuchang Liu, Shuangjian Wang, Dandan Ding, Qingshu Yuan, Zhengwei Yao, Hai-Sheng Li 0002
Comput. Graph.4
2018 Efficient spectral reconstruction using a trichromatic camera via sample optimization
Chong Wang 0001, Qingshu Yuan
Vis. Comput.4
2013 Perceptual radiometric compensation for inter-reflection in immersive projection environment
abstract
We present a fast perceptual radiometric compensation method for inter-reflection in immersive projection environment. Radiometric compensation is the inverse process of light transport. As light transport process can be described by a matrix-vector multiplication equation, radiometric compensation for inter-reflection can be achieved by solving the equation to get the vector, during which matrix inversion should be computed. As the dimensions of the matrix are equivalent to the resolution of images, such matrix inversion is both time and storage consuming. Unlike previous methods, our method adopts projector-camera system to simulate the inversion, and treats the compensation as a non-linear optimization problem which is formulated from full light transport matrix and non-linear color space conversion. To make physical multiplication simulation more practical, the method adjusts the range of projector-camera system adaptively and reduces the high-frequency errors caused by clipping error and measured error to make the compensated results smoother. We implement an immersive projection display prototype. The experiments show that our method achieves better results compared with the previous method.
Qingshu Yuan, Dongming Lu
VRST2
2005 Awareness Scheduling and Algorithm Implementation for Collaborative Virtual Environment
Yu Sheng, Dongming Lu, Yifeng Hu, Qingshu Yuan
ICCSA (1)4
2005 MultiPro: A Platform for PC Cluster Based Active Stereo Display System
Qingshu Yuan, Dongming Lu, Weidong Chen 0002, Yunhe Pan
ICCSA (1)1