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Jiafu Lv

dblp:116/8730 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0007-1216-5282ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 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
2 papers
Immersive interaction · 76% Interaction techniques and input · 13% Collaborative and social computing · 11%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive content generation › XR content creation
immersive authoring
0.912025
RemapVR: An Immersive Authoring Tool for Rapid Prototyping of Remapped Interaction in VR · CHI 2025
Immersive interaction › virtual reality › cybersickness
VR sickness
0.812024
Exploring Experience Gaps Between Active and Passive Users During Multi-user Locomotion in VR · CHI 2024
Interaction techniques and input
gesture input
0.312025
RemapVR: An Immersive Authoring Tool for Rapid Prototyping of Remapped Interaction in VR · CHI 2025
Collaborative and social computing
multi-user virtual environments
0.212024
Exploring Experience Gaps Between Active and Passive Users During Multi-user Locomotion in VR · CHI 2024

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

user study · 0.8psychological measurement · 0.8physiological measurement · 0.8
YearPublicationVenuePosition
2025 RemapVR: An Immersive Authoring Tool for Rapid Prototyping of Remapped Interaction in VR
Tianren Luo, Chaoyong Jiang, Xinran Duan, Jiafu Lv, Nianlong Li, Yachun Fan, Teng Han, Feng Tian 0001
CHI5
2024 Exploring Experience Gaps Between Active and Passive Users During Multi-user Locomotion in VR
abstract
Multi-user locomotion in VR has grown increasingly common, posing numerous challenges. A key factor contributing to these challenges is the gaps in experience between active and passive users during co-locomotion. Yet, there remains a limited understanding of how and to what extent these experiential gaps manifest in diverse multi-user co-locomotion scenarios. This paper systematically explores the gaps in physiological and psychological experience indicators between active and passive users across various locomotion situations. Such situations include when active users walk, fly by joystick, or teleport, and passive users stand still or look around. We also assess the impact of factors such as sub-locomotion type, speed/teleport-interval, motion sickness susceptibility, etc. Accordingly, we delineate acceptability disparities between active and passive users, offering insights into leveraging notable experimental findings to mitigate discomfort during co-locomotion through avoidance or intervention.
Tianren Luo, Fenglin Lu, Jiafu Lv, Xiaohui Tan, Chang Liu 0163, Fangzhi Yan, Jin Huang 0009, Chun Yu, Teng Han, Feng Tian 0001
CHI3