EDBT 2026 Demo / reviewers in the wild / expert
Yizhuo Zhang 0001
dblp:128/5533-1
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0002-0113-3468ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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 · 87% Usability and user experience research · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality locomotion › redirected walking
rotation gain |
0.7 | 1 | 2023 | On Rotation Gains Within and Beyond Perceptual Limitations for Seated VR · IEEE Trans. Vis. Comput. Graph. 2023 |
Immersive interaction
virtual reality locomotion |
0.7 | 1 | 2023 | On Rotation Gains Within and Beyond Perceptual Limitations for Seated VR · IEEE Trans. Vis. Comput. Graph. 2023 |
Usability and user experience research › perceptual evaluation
perceptual thresholds |
0.2 | 1 | 2023 | On Rotation Gains Within and Beyond Perceptual Limitations for Seated VR · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
two-alternative forced-choice experiment · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | On Rotation Gains Within and Beyond Perceptual Limitations for Seated VRabstractHead tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is not possible. Redirection techniques decouple tracked physical motion and virtual motion, allowing users to explore virtual environments with more flexibility. In seated situations with only head movements available, the difference of stimulus might cause the detection thresholds of rotation gains to differ from that of redirected walking. Therefore we present an experiment with a two-alternative forced-choice (2AFC) design to compare the thresholds for seated and standing situations. Results indicate that users are unable to discriminate rotation gains between 0.89 and 1.28, a smaller range compared to the standing condition. We further treated head amplification as an interaction technique and found that a gain of 2.5, though not a hard threshold, was near the largest gain that users consider applicable. Overall, our work aims to better understand human perception of rotation gains in seated VR and the results provide guidance for future design choices of its applications. Chen Wang 0049, Song-Hai Zhang, Yizhuo Zhang 0001, Stefanie Zollmann, Shi-Min Hu 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |