Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Yuekai Shi

dblp:401/6594 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
1since 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 · 1 · 1 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
Ubiquitous computing and smart environments · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.912025
No More Head-Turning: Exploring Passthrough Techniques for Addressing Rear Interruptions from the Front in VR · VR 2025
Virtual and augmented reality › augmented reality display
passthrough
0.912025
No More Head-Turning: Exploring Passthrough Techniques for Addressing Rear Interruptions from the Front in VR · VR 2025
Ubiquitous computing and smart environments
interruption management
0.912025
No More Head-Turning: Exploring Passthrough Techniques for Addressing Rear Interruptions from the Front in VR · VR 2025

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

user study · 1.7semi-structured interviews · 1.7
YearPublicationVenuePosition
2025 No More Head-Turning: Exploring Passthrough Techniques for Addressing Rear Interruptions from the Front in VR
abstract
Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without removing the headset. However, when interruptions come from the rear, users need to turn their heads to see the real world, which can lead to negative experiences in VR. Study 1, conducted through semi-structured interviews involving 13 participants, found that users are less likely to use Passthrough for rear interruptions due to large head-turning movements, which cause inconvenience, increase the risk of motion sickness, and reduce the experience. Building on these findings, we introduced three Passthrough techniques in Study 2 for displaying the rear view in front of the user: Full Rear Passthrough + Pause (FRPP), Rear Passthrough Window (RPW), and Rear Passthrough AR (RPAR). Compared to the Baseline method that requires head-turning, all three systems reduced physical and temporal demands, alleviated disorientation caused by motion sickness, and provided a better user experience for managing rear interruptions. Among these, FRPP and RPAR were the most preferred. These findings provide valuable insights for future VR design, emphasizing the need for solutions that effectively manage rear interruptions while maintaining user comfort and experience.
Zixuan Guo 0003, Yuekai Shi, Tiantian Ye, Tingjie Wan, Hai-Ning Liang
VR2