Demo Data from VLDB 2026 / reviewers in the wild / expert
Yang Zhao 0030
dblp:50/2082-30
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2024
0009-0000-2124-2568ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 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
2 papers |
Visualization and visual analytics · 36% Computational photography and imaging · 32% Virtual and augmented reality · 18% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 62% Wearable and physiological sensing · 31% Usability and user experience research · 7% |
Topics — the 10 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing
eye tracking |
0.8 | 1 | 2024 | Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024 |
Immersive interaction
virtual reality |
0.8 | 1 | 2024 | Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024 |
Immersive interaction
visual discomfort |
0.8 | 1 | 2024 | Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024 |
Computational photography and imaging › image display
high dynamic range display |
0.6 | 1 | 2022 | Realistic Luminance in VR · SIGGRAPH Asia 2022 |
Visualization and visual analytics › perception › visual perception
luminance perception |
0.6 | 1 | 2022 | Realistic Luminance in VR · SIGGRAPH Asia 2022 |
Visualization and visual analytics › perception
perception in visualization |
0.6 | 1 | 2022 | Realistic Luminance in VR · SIGGRAPH Asia 2022 |
Virtual and augmented reality › immersive display
virtual reality display |
0.6 | 1 | 2022 | Realistic Luminance in VR · SIGGRAPH Asia 2022 |
Computational photography and imaging › holography
holographic optical element |
0.4 | 1 | 2020 | Design and fabrication of freeform holographic optical elements · ACM Trans. Graph. 2020 |
Computational fabrication
optical fabrication |
0.4 | 1 | 2020 | Design and fabrication of freeform holographic optical elements · ACM Trans. Graph. 2020 |
Usability and user experience research › user study
user preference study |
0.2 | 1 | 2022 | Realistic Luminance in VR · SIGGRAPH Asia 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 1.9representational similarity analysis · 0.8wavefront decomposition · 0.4grating vector field optimization · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Identifying Behavioral Correlates to Visual DiscomfortabstractOutside of self-report surveys, there are no proven, reliable methods to quantify visual discomfort or visually induced motion sickness symptoms when using head-mounted displays. While valuable tools, self-report surveys suffer from potential biases and low sensitivity due to variability in how respondents may assess and report their experience. Consequently, extreme visual-vestibular conflicts are generally used to induce discomfort symptoms large enough to measure reliably with surveys (e.g., stationary participants riding virtual roller coasters). An emerging area of research is the prediction of discomfort survey results from physiological and behavioral markers. However, the signals derived from experimental paradigms that are explicitly designed to be uncomfortable may not generalize to more naturalistic experiences where comfort is prioritized. In this work we introduce a custom VR headset designed to introduce significant near-eye optical distortion (i.e., pupil swim) to induce visual discomfort during more typical VR experiences. We evaluate visual comfort in our headset while users play the popular VR title Job Simulator and show that eye-tracked dynamic distortion correction improves visual comfort in a multi-session, within-subjects user study. We additionally use representational similarity analysis to highlight changes in head and gaze behavior that are potentially more sensitive to visual discomfort than surveys. David A. Tovar, James Wilmott, Xiuyun Wu, Michael J. Proulx, Dave Lindberg, Yang Zhao 0030, Olivier Mercier, Phillip Guan |
ACM Trans. Graph. | 7 |
| 2022 | Realistic Luminance in VRabstractAs virtual reality (VR) headsets continue to achieve ever more immersive visuals along the axes of resolution, field of view, focal cues, distortion mitigation, and so on, the luminance and dynamic range of these devices falls far short of widely available consumer televisions. While work remains to be done on the display architecture side, power and weight limitations in head-mounted displays pose a challenge for designs aiming for high luminance. In this paper, we seek to gain a basic understanding of VR user preferences for display luminance values in relation to known, real-world luminances for immersive, natural scenes. To do so, we analyze the luminance characteristics of an existing high-dynamic-range (HDR) panoramic image dataset, build an HDR VR headset capable of reproducing over 20,000 nits peak luminance, and conduct a first-of-its-kind study on user brightness preferences in VR. We conclude that current commercial VR headsets do not meet user preferences for display luminance, even for indoor scenes. Nathan Matsuda, Alexandre Chapiro, Yang Zhao 0030, Clinton Smith, Romain Bachy, Douglas Lanman |
SIGGRAPH Asia | 3 |
| 2020 | Design and fabrication of freeform holographic optical elementsabstractHolographic optical elements (HOEs) have a wide range of applications, including their emerging use in virtual and augmented reality displays, but their design and fabrication have remained largely limited to configurations using simple wavefronts. In this paper, we present a pipeline for the design, optimization, and fabrication of complex, customized HOEs that enhances their imaging performance and enables new applications. In particular, we propose an optimization method for grating vector fields that accounts for the unique selectivity properties of HOEs. We further show how our pipeline can be applied to two distinct HOE fabrication methods. The first uses a pair of freeform refractive elements to manufacture HOEs with high optical quality and precision. The second uses a holographic printer with two wavefront-modulating arms, enabling rapid prototyping. We propose a unified wavefront decomposition framework suitable for both fabrication approaches. To demonstrate the versatility of these methods, we fabricate and characterize a series of specialized HOEs, including an aspheric lens, a head-up display lens, a lens array, and, for the first time, a full-color caustic projection element. Changwon Jang, Olivier Mercier, Kiseung Bang, Yang Zhao 0030, Douglas Lanman |
ACM Trans. Graph. | 5 |