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Linjie Qiu

dblp:403/7950 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2026
0009-0008-9204-5690ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 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.

Human-computer interaction and pervasive computing
4 papers
Immersive interaction · 54% Interaction techniques and input · 29% Accessibility and assistive technology · 10%

Topics — the 7 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality interaction
1.922026
Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026
FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input
target selection
1.012026
Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
augmented reality interaction
0.912025
ExplorAR: Assisting Older Adults to Learn Smartphone Apps through AR-powered Trial-and-Error with Interactive Guidance · ACM Multimedia 2025
Interaction techniques and input › selection techniques
object selection
0.912025
FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › virtual reality interaction
occluded-target selection
0.912025
FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Accessibility and assistive technology › older adults
older adult technology learning
0.912025
ExplorAR: Assisting Older Adults to Learn Smartphone Apps through AR-powered Trial-and-Error with Interactive Guidance · ACM Multimedia 2025
Interaction techniques and input
selection techniques
0.312026
Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026

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

user study · 1.7within-subject study · 1.0weighted VOTE · 1.0temporal analysis · 1.0frame coding · 1.0between-subjects experiment · 1.0NASA-TLX · 1.0trial-and-error learning · 0.9disambiguation · 0.9augmented reality guidance · 0.9
YearPublicationVenuePosition
2026 Direct vs. Score-based Selection: Understanding the Heisenberg Effect in Target Acquisition Across Input Modalities in Virtual Reality
abstract
Target selection is a fundamental interaction in virtual reality (VR). But the act of confirming a selection, such as a button press or pinch, can disturb the tracked pose and shift the intended target, which is referred to as the Heisenberg Effect. Prior research has mainly investigated controller input. However, it remains unclear how the effect manifests in the bare-hand input and how score-based techniques may mitigate the effect in different spatial variations. To fill the gap, we conduct a within-subject study to examine the Heisenberg Effect across two input modalities (i.e., controller and hand) and two selection mechanisms (i.e., direct and score-based). Our results show that hand input is more susceptible to the Heisenberg Effect, with direct selection more influenced by target width and score-based selection more sensitive to target density. Based on previous vote-oriented technique and our temporal analysis, we introduce weighted VOTE, a history-based intention accuracy model for target voting, that reweights recent interaction intent to counteract input disturbances. Our evaluation shows the method improves selection accuracy compared to baseline techniques. Finally, we discuss future directions for adaptive selection methods.
Linjie Qiu, Duotun Wang, Boyu Li 0007, Jiawei Li 0009, Yulin Shen 0001, Zeyu Wang 0003, Mingming Fan 0001
IEEE Trans. Vis. Comput. Graph.1
2026 Follow the Signs or the Crowd? Effects of Environmental Load and Crowd Dynamics in VR Evacuation
abstract
Emergency evacuation in VR must balance realism with clear guidance. However, most prior studies strengthen either sensory or social factors in isolation, leaving equal-geometry causal estimates of load versus crowd still lacking. We present SAFE-VR, a controlled testbed that orthogonally varies Environmental Load (low vs. high) and Crowd Dynamics (orderly vs. chaotic) while keeping layout, signage, and spawn constant. In a preregistered 2 x 2 between-subjects experiment (N=80), we analyzed time-to-exit, frame-coded behavior, presence, and workload to distangle sensory from social effects. Both factors impaired egress, with the High×Chaotic condition performing worst overall. For time-to-exit, effects were additive (no reliable Load×Crowd interaction); in contrast, Temporal demand showed a crossed interaction. High load increased effort, frustration, and object contacts; while chaotic flow increased route deviations, human contacts, and slowed exits. These patterns align with reliability-weighted cueing: as guidance becomes harder to perceive, participants may shift toward crowd-following, especially when flow is unstable. SAFE-VR thus delineates how load and crowd structure jointly shape route fidelity, collisions, and evacuation time, and highlights conditions where subjective time pressure diverges from objective delay.
Zheng Wei 0003, Jingchen Gao, Linjie Qiu, Yun Huang 0003, Huamin Qu
IEEE Trans. Vis. Comput. Graph.5
2025 ExplorAR: Assisting Older Adults to Learn Smartphone Apps through AR-powered Trial-and-Error with Interactive Guidance
abstract
Older adults tend to encounter challenges when learning to use new smartphone apps due to age-related cognitive and physical changes. Compared to traditional support methods such as video tutorials, trial-and-error allows older adults to learn to use smartphone apps by making and correcting mistakes. However, it remains unknown how trial-and-error should be designed to empower older adults to use smartphone apps and how well it would work for older adults. Informed by the guidelines derived from prior work, we designed and implemented ExplorAR, an AR-based trial-and-error system that offers real-time and situated visual guidance in the augmented space around the smartphone to empower older adults to explore and correct mistakes independently. We conducted a user study with 18 older adults to compare ExplorAR with traditional video tutorials and a simplified version of ExplorAR. Results show that the AR-supported trial-and-error method enhanced older adults' learning experience by fostering deeper cognitive engagement and improving confidence in exploring unknown operations.
Jiawei Li 0009, Linjie Qiu, Zhiqing Wu, Qiongyan Chen, Mingming Fan 0001
ACM Multimedia2
2025 DesignMemo: Integrating Discussion Context into Online Collaboration with Enhanced Design Rationale Tracking
abstract
Remote collaborative design has become increasingly popular, but current design tools often overlook the importance of contextual communication during synchronized design activities, which is critical for understanding the rationale and decisions behind design choices. In this paper, we introduce DesignMemo, a proof-of-concept system that integrates the verbal context of remote discussions into visual design history tracking. The system automatically labels the visual elements with an annotation, which is linked to a certain transcript of the meeting, so that the user can easily recall the context of the visual design by clicking the element. The system also integrates an LLM agent for annotation-oriented summarization based on global context tracking, so users can quickly follow the rationale of the design without reading the lengthy transcript. Our user study with 24 participants suggests that the ability to track communication context makes the iterative design process smoother and more efficient.
Boyu Li 0007, Linjie Qiu, Duotun Wang, Qianxi Liu, Ryo Suzuki 0001, Mingming Fan 0001, Zeyu Wang 0003
Proc. ACM Hum. Comput. Interact.2
2025 FocalSelect: Improving Occluded Objects Acquisition with Heuristic Selection and Disambiguation in Virtual Reality
abstract
In recent years, various head-worn virtual reality (VR) techniques have emerged to enhance object selection for occluded or distant targets. However, many approaches focus solely on ray-casting inputs, restricting their use with other input methods, such as bare hands. Additionally, some techniques speed up selection by changing the user's perspective or modifying the scene context, which may complicate interactions when users plan to resume or manipulate the scene afterward. To address these challenges, we present FocalSelect, a heuristic selection technique that builds 3D disambiguation through head-hand coordination and scoring-based functions. Our interaction design adheres to the principle that the intended selection range is a small sector of the headset's viewing frustum, allowing optimal targets to be identified within this scope. We also introduce a density-aware adjustable occlusion plane for effective depth culling of rendered objects. Two experiments are conducted to assess the adaptability of FocalSelect across different input modalities and its performance against five selection techniques. The results indicate that FocalSelect enhances selection experiences in occluded and remote scenarios while preserving the spatial context among objects. This preservation helps maintain users' understanding of the original scene and facilitates further manipulation. We also explore potential applications and enhancements to demonstrate more practical implementations of FocalSelect.
Duotun Wang, Linjie Qiu, Boyu Li 0007, Qianxi Liu, Xiaoying Wei, Jianhao Chen 0002, Zeyu Wang 0003, Mingming Fan 0001
IEEE Trans. Vis. Comput. Graph.2