Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Chengyuan Lai

dblp:164/4170 · DBLP profile ↗
← Back
5ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0003-4219-4803ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 1 since 2021Computer networks · 1Databases, data management, data science and information retrieval · 1Human-computer interaction and ubiquitous computing · 1 · 1 first-author

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
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 57% Immersive interaction · 43%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
locomotion
0.512021
The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality
locomotion techniques
0.512021
The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality
user experience
0.512021
The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques · IEEE Trans. Vis. Comput. Graph. 2021
Usability and user experience research
cognitive load
0.412020
The Cognitive Load and Usability of Three Walking Metaphors for Consumer Virtual Reality · ISMAR 2020
Immersive interaction
virtual reality locomotion
0.412020
The Cognitive Load and Usability of Three Walking Metaphors for Consumer Virtual Reality · ISMAR 2020
Virtual and augmented reality
cybersickness
0.112020
The Cognitive Load and Usability of Three Walking Metaphors for Consumer Virtual Reality · ISMAR 2020

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

dual-task methodology · 1.9within-subject study · 1.0meta-analysis · 1.0user study · 0.9
YearPublicationVenuePosition
2021 The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques
abstract
Target and steering-based techniques are two common approaches to travel in consumer VR applications. In this paper, we present two within-subject studies that employ a prior dual-task methodology to evaluate and compare the cognitive loads, travel performances, and simulator sickness of three common target-based travel techniques and three common steering-based travel techniques. We also present visual meta-analyses comparing our results to prior results using the same dual-task methodology. Based on our results and meta-analyses, we present several design suggestions for travel techniques based on various aspects of user experiences.
Chengyuan Lai, Xinyu Hu 0002, Afham Ahmed Aiyaz, Ann Segismundo, Ananya Phadke, Ryan P. McMahan
IEEE Trans. Vis. Comput. Graph.1
2020 The Cognitive Load and Usability of Three Walking Metaphors for Consumer Virtual Reality
abstract
Walking metaphors have been extensively researched for travel in virtual reality (VR) applications. However, only a few walking metaphors are feasible for most consumer VR systems. In this paper, we present a study that compares three of these suitable metaphors: Scaled Walking, Human Joystick, and Walking-In-Place. Our study empirically assesses the cognitive loads and travel performances of these three walking metaphors by employing a novel dual-task methodology. We also evaluated their effects on simulator sickness, presence, and perceived usability. The results of our study indicate that Scaled Walking afforded significantly better travel performances and perceived usability than Human Joystick and Walking-In-Place. Our results also indicate that Walking-In-Place required the worst cognitive loads and that Human Joystick induced the worst simulator sickness. Given these results, we discuss the implications of using a high-fidelity, full-gait walking metaphor.
Chengyuan Lai, Ryan P. McMahan
ISMAR1
2018 Designing and Evaluating a Mesh Simplification Algorithm for Virtual Reality
abstract
With the increasing accessibility of the mobile head-mounted displays (HMDs), mobile virtual reality (VR) systems are finding applications in various areas. However, mobile HMDs are highly constrained with limited graphics processing units (GPUs) and low processing power and onboard memory. Hence, VR developers must be cognizant of the number of polygons contained within their virtual environments to avoid rendering at low frame rates and inducing simulator sickness. The most robust and rapid approach to keeping the overall number of polygons low is to use mesh simplification algorithms to create low-poly versions of pre-existing, high-poly models. Unfortunately, most existing mesh simplification algorithms cannot adequately handle meshes with lots of boundaries or nonmanifold meshes, which are common attributes of many 3D models. In this article, we present QEM 4VR , a high-fidelity mesh simplification algorithm specifically designed for VR. This algorithm addresses the deficiencies of prior quadric error metric (QEM) approaches by leveraging the insight that the most relevant boundary edges lie along curvatures while linear boundary edges can be collapsed. Additionally, our algorithm preserves key surface properties, such as normals, texture coordinates, colors, and materials, as it preprocesses 3D models and generates their low-poly approximations offline. We evaluated the effectiveness of our QEM 4VR algorithm by comparing its simplified-mesh results to those of prior QEM variations in terms of geometric approximation error, texture error, progressive approximation errors, frame rate impact, and perceptual quality measures. We found that QEM 4VR consistently yielded simplified meshes with less geometric approximation error and texture error than the prior QEM variations. It afforded better frame rates than QEM variations with boundary preservation constraints that create unnecessary lower bounds on overall polygon count reduction. Our evaluation revealed that QEM 4VR did not fair well in terms of existing perceptual distance measurements, but human-based inspections demonstrate that these algorithmic measurements are not suitable substitutes for actual human perception. In turn, we present a user-based methodology for evaluating the perceptual qualities of mesh simplification algorithms.
Kanchan Bahirat, Chengyuan Lai, Ryan P. McMahan, B. Prabhakaran 0001
ACM Trans. Multim. Comput. Commun. Appl.2
2017 A Boundary and Texture Preserving Mesh Simplification Algorithm for Virtual Reality
abstract
With the increasing accessibility of the mobile head-mounted displays (HMDs), mobile virtual reality (VR) systems are finding applications in various areas. However, mobile HMDs are highly constrained with limited graphics processing units (GPUs), low processing power and onboard memory. Hence, VR developers must be cognizant of the number of polygons contained within their virtual environments to avoid rendering at low frame rates and inducing simulator sickness. The most robust and rapid approach to keeping the overall number of polygons low is to use mesh simplification algorithms to create low-poly versions of preexisting, high-poly models. Unfortunately, most existing mesh simplification algorithms cannot adequately handle meshes with lots of boundaries or non-manifold meshes, which are common attributes of 3D models made with computer-aided design tools.; [email protected] this paper, we present a high-fidelity mesh simplification algorithm specifically designed for VR. This new algorithm, QEM4VR, addresses the deficiencies of prior quadric error metric (QEM) approaches by leveraging the insight that the most relevant boundary edges lie along curvatures while linear boundary edges can be collapsed. Additionally, our QEM4VR algorithm preserves key surface properties, such as normals, texture coordinates, colors, and materials. It pre-processes the 3D models and generate their low-poly approximations offline. We used six publicly available, high-poly models, with and without textures to compare the accuracy and fidelity of our QEM4VR algorithm to previous QEM variations. We also performed a frame rate analysis with original high-poly models and low-poly models obtained using QEM4VR and previous QEM variations. Our results indicate that QEM4VR creates low-poly, high-fidelity virtual environments for VR applications on devices that are constrained by the low number of polygons they can work with.
Kanchan Bahirat, Chengyuan Lai, Ryan P. McMahan, B. Prabhakaran 0001
MMSys2
2013 The IFC-based path planning for 3D indoor spaces
Ya-Hong Lin, Yu-Shen Liu, Xiao-Guang Han, Chengyuan Lai, Ming Gu 0001
Adv. Eng. Informatics5