EDBT 2026 Demo / reviewers in the wild / expert
Jen-Shuo Liu
dblp:166/2754
· DBLP profile ↗
10ranked-venue papers
5as first author
9since 2021 · last 2024
0000-0002-4109-5769ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Asynchronously Assigning, Monitoring, and Managing Assembly Goals in Virtual Reality for High-Level Robot TeleoperationabstractWe present a prototype virtual reality user interface for robot teleoperation that supports high-level specification of 3D object positions and orientations in remote assembly tasks. Users interact with virtual replicas of task objects. They asynchronously assign multiple goals in the form of 6DoF destination poses without needing to be familiar with specific robots and their capabilities, and manage and monitor the execution of these goals. The user interface employs two different spatiotemporal visualizations for assigned goals: one represents all goals within the user’s workspace (Aggregated View), while the other depicts each goal within a separate world in miniature (Timeline View). We conducted a user study of the interface without the robot system to compare how these visualizations affect user efficiency and task load. The results show that while the Aggregated View helped the participants finish the task faster, the participants preferred the Timeline View. Shutaro Aoyama, Jen-Shuo Liu, Portia Wang, Shreeya Jain, Xuezhen Wang, Jingxi Xu 0002, Shuran Song, Barbara Tversky, Steven K. Feiner |
VR | 2 |
| 2023 | Cueing Sequential 6DoF Rigid-Body Transformations in Augmented RealityabstractAugmented reality (AR) has been used to guide users in multi-step tasks, providing information about the current step (cueing) or future steps (precueing). However, existing work exploring cueing and precueing a series of rigid-body transformations requiring rotation has only examined one-degree-of-freedom (DoF) rotations alone or in conjunction with 3DoF translations. In contrast, we address sequential tasks involving 3DoF rotations and 3DoF translations. We built a testbed to compare two types of visualizations for cueing and precueing steps. In each step, a user picks up an object, rotates it in 3D while translating it in 3D, and deposits it in a target 6DoF pose. Action-based visualizations show the actions needed to carry out a step and goal-based visualizations show the desired end state of a step. We conducted a user study to evaluate these visualizations and the efficacy of precueing. Participants performed better with goal-based visualizations than with action-based visualizations, and most effectively with goal-based visualizations aligned with the Euler axis. However, only a few of our participants benefited from precues, most likely because of the cognitive load of 3D rotations. Jen-Shuo Liu, Barbara Tversky, Steven K. Feiner |
ISMAR | 1 |
| 2023 | Multi-Level Precues for Guiding Tasks Within and Between Workspaces in Spatial Augmented RealityabstractWe explore Spatial Augmented Reality (SAR) precues (predictive cues) for procedural tasks within and between workspaces and for visualizing multiple upcoming steps in advance. We designed precues based on several factors: cue type, color transparency, and multi-level (number of precues). Precues were evaluated in a procedural task requiring the user to press buttons in three surrounding workspaces. Participants performed fastest in conditions where tasks were linked with line cues with different levels of color transparency. Precue performance was also affected by whether the next task was in the same workspace or a different one. Benjamin Volmer, Jen-Shuo Liu, Brandon J. Matthews, Ina Bornkessel-Schlesewsky, Steven K. Feiner, Bruce H. Thomas |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Scene Editing as Teleoperation: A Case Study in 6DoF Kit AssemblyabstractStudies in robot teleoperation have been centered around action specifications-from continuous joint control to discrete end-effector pose control. However, these “robot-centric” interfaces often require skilled operators with extensive robotics expertise. To make teleoperation accessible to nonexpert users, we propose the framework “Scene Editing as Teleoperation” (SEaT), where the key idea is to transform the traditional “robot-centric” interface into a “scene-centric” interface-instead of controlling the robot, users focus on specifying the task's goal by manipulating digital twins of the real-world objects. As a result, a user can perform teleoperation without any expert knowledge of the robot hardware. To achieve this goal, we utilize a category-agnostic scene-completion algorithm that translates the real-world workspace (with unknown objects) into a manipulable virtual scene representation and an action-snapping algorithm that refines the user input before generating the robot's action plan. To train the algorithms, we procedurely generated a large-scale, diverse kit-assembly dataset that contains object-kit pairs that mimic real-world object-kitting tasks. Our experiments in simulation and on a real-world system demonstrate that our framework improves both the efficiency and success rate for 6DoF kit-assembly tasks. A user study demonstrates that SEaT framework participants achieve a higher task success rate and report a lower subjective workload compared to an alternative robot-centric interface. Jen-Shuo Liu, Steven K. Feiner, Shuran Song |
IROS | 3 |
| 2022 | Adaptive Visual Cues for Guiding a Bimanual Unordered Task in Virtual RealityabstractWork on cueing performance in AR and VR has focused on sequential tasks in which each step must be completed in order before the user can proceed to the next. However, for unordered tasks such as putting books back on a library shelf, the user may be able to perform multiple steps concurrently without needing to follow a specific order. In such situations, giving the user multiple cues for potentially concurrent steps may improve performance time. To investigate this, we built a bimanual VR testbed in which the user needs to move objects to designated destinations, guided by different numbers of cues. The user can decide the order to perform the cued steps and, in some conditions, can affect which cues are shown.In a formal user study, we found that in most conditions, participants perform fastest with three cues. Dynamically updating the set of displayed cues based on hand proximity improves performance, and updating the set based on eye gaze improves performance even more. Finally, for both the hand-proximity and eye-gaze mechanisms, performance can be further improved by locking the cues for objects predicted to be moved next based on hand distance. Jen-Shuo Liu, Portia Wang, Barbara Tversky, Steven K. Feiner |
ISMAR | 1 |
| 2022 | Precueing Sequential Rotation Tasks in Augmented RealityabstractAugmented reality has been used to improve sequential-task performance by cueing information about a current task step and precueing information about future steps. Existing work has shown the benefits of precueing movement (translation) information. However, rotation is also a major component in many real-life tasks, such as turning knobs to adjust parameters on a console. We developed an AR testbed to investigate whether and how much precued rotation information can improve user performance. We consider two unimanual tasks: one requires a user to make sequential rotations of a single object, and the other requires the user to move their hand between multiple objects to rotate them in sequence. Jen-Shuo Liu, Barbara Tversky, Steven K. Feiner |
VRST | 1 |
| 2022 | Precueing Object Placement and Orientation for Manual Tasks in Augmented RealityabstractWhen a user is performing a manual task, AR or VR can provide information about the current subtask (cueing) and upcoming subtasks (precueing) that makes them easier and faster to complete. Previous research on cueing and precueing in AR and VR has focused on path-following tasks requiring simple actions at each of a series of locations, such as pushing a button or just visiting. We consider a more complex task, whose subtasks involve moving to and picking up an item, moving that item to a designated place while rotating it to a specific angle, and depositing it. We conducted two user studies to examine how people accomplish this task while wearing an AR headset, guided by different visualizations that cue and precue movement and rotation. Participants performed best when given movement information for two successive subtasks and rotation information for a single subtask. In addition, participants performed best when the rotation visualization was split across the manipulated object and its destination. Jen-Shuo Liu, Barbara Tversky, Steven K. Feiner |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Enhancement and Speedup of Photometric Compensation for Projectors by Reducing Inter-Pixel Coupling and Calibration PatternsabstractFor a procam to preserve the color appearance of an image projected on a color surface, the photometric distortion introduced by the color surface has to be properly compensated. The performance of such photometric compensation relies on an accurate estimation of the projector nonlinearity. In this paper, we improve the accuracy of projector nonlinearity estimation by taking inter-pixel coupling into consideration. In addition, to respond quickly to the change of projection area due to projector movement, we reduce the number of calibration patterns from six to one and use the projected image as the calibration pattern. This greatly improves the computational efficiency of re-calibration that needs to be performed on the fly during a multimedia presentation without breaking its continuity. Both objective and subjective results are provided to illustrate the effectiveness of the proposed method for color compensation. Kuang-Tsu Shih, Jen-Shuo Liu, Frank Shyu, Homer H. Chen |
IEEE Trans. Image Process. | 2 |
| 2021 | Using Multi-Level Precueing to Improve Performance in Path-Following Tasks in Virtual RealityabstractWork on VR and AR task interaction and visualization paradigms has typically focused on providing information about the current step (a cue) immediately before or during its performance. Some research has also shown benefits to simultaneously providing information about the next step (a precue). We explore whether it would be possible to improve efficiency by precueing information about multiple upcoming steps before completing the current step. To accomplish this, we developed a remote VR user study comparing task completion time and subjective metrics for different levels and styles of precueing in a path-following task. Our visualizations vary the precueing level (number of steps precued in advance) and style (whether the path to a target is communicated through a line to the target, and whether the place of a target is communicated through graphics at the target). Participants in our study performed best when given two to three precues for visualizations using lines to show the path to targets. However, performance degraded when four precues were used. On the other hand, participants performed best with only one precue for visualizations without lines, showing only the places of targets, and performance degraded when a second precue was given. In addition, participants performed better using visualizations with lines than ones without lines. Jen-Shuo Liu, Carmine Elvezio, Barbara Tversky, Steven K. Feiner |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Blocking harmful blue light while preserving image color appearanceabstractRecent study in vision science has shown that blue light in a certain frequency band affects human circadian rhythm and impairs our health. Although applying a light blocker to an image display can block the harmful blue light, it inevitably makes an image look like an aged photo. In this paper, we show that it is possible to reduce harmful blue light while preserving the blue appearance of an image. Moreover, we optimize the spectral transmittance profile of blue light blocker based on psychophysical data and develop a color compensation algorithm to minimize color distortion. A prototype using notch filters is built as a proof of concept. Kuang-Tsu Shih, Jen-Shuo Liu, Frank Shyu, Su-Ling Yeh, Homer H. Chen |
ACM Trans. Graph. | 2 |