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Run-Yu Li

dblp:420/7561 · DBLP profile ↗
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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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Health and well-being technologies · 23%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
avatar
0.912025
Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance? · ISMAR 2025
Immersive interaction › embodiment
proteus effect
0.912025
Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance? · ISMAR 2025
Immersive interaction
virtual reality
0.912025
Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance? · ISMAR 2025
Health and well-being technologies › physical activity
virtual reality exercise
0.912025
Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance? · ISMAR 2025
Immersive interaction › virtual reality
presence
0.312025
Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance? · ISMAR 2025
YearPublicationVenuePosition
2025 Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance?
abstract
The rise of Virtual Reality (VR) sports has been driven by evolving work patterns, limited access to physical exercise spaces, and a growing focus on health and wellness. Beyond the enjoyment and convenience offered by VR exercise, we aim to enhance users' athletic performance through this medium. Prior research on the Proteus Effect in VR sports has demonstrated the potential of customized, stronger, or younger avatars to improve exercise outcomes. However, such effects are limited for users who already perceive themselves as strong and youthful. To address this, we propose a more general approach: representing perceived avatar capability through facial expressions and vocal cues to influence user performance. In this study, we examined how manipulating the perceived capability level of virtual avatars (high, neutral, low) during dumbbell lateral raises in a VR gym affected exercise performance. Results indicated that avatars with high-capability expressions significantly enhanced performance and motivation compared to low-capability avatars. These findings underscore the promise of using facial and auditory cues to represent perceived capability, offering new directions for designing emotionally intelligent fitness applications.
Sen-Zhe Xu 0001, Bo-Sheng Huang, Zian Zhou, Run-Yu Li, Song-Hai Zhang, Xu-Cheng Yin
ISMAR4