Demo Data from VLDB 2026 / reviewers in the wild / expert
Yuekai Shi
dblp:401/6594
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.9 | 1 | 2025 | 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 |
0.9 | 1 | 2025 | 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 |
0.9 | 1 | 2025 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | No More Head-Turning: Exploring Passthrough Techniques for Addressing Rear Interruptions from the Front in VRabstractVirtual 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 |
VR | 2 |