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

Chenyang Cai

dblp:197/6173 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0001-8207-9434ORCID · 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 · 65% Interaction techniques and input · 16% Usability and user experience research · 14%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › spatial interaction › navigation
gesture-based locomotion
0.712023
Exploring Locomotion Methods with Upright Redirected Views for VR Users in Reclining & Lying Positions · UIST 2023
Immersive interaction
virtual reality locomotion
0.712023
Exploring Locomotion Methods with Upright Redirected Views for VR Users in Reclining & Lying Positions · UIST 2023
Immersive interaction › locomotion
redirection in virtual reality
0.612022
Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying Positions · UIST 2022
Immersive interaction
sensory conflict
0.612022
Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying Positions · UIST 2022
Usability and user experience research
simulator sickness
0.612022
Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying Positions · UIST 2022
Immersive interaction
virtual reality experience
0.612022
Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying Positions · UIST 2022

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

user study · 1.2user-elicitation study · 0.7illusion-based method · 0.6
YearPublicationVenuePosition
2023 Exploring Locomotion Methods with Upright Redirected Views for VR Users in Reclining & Lying Positions
abstract
Using VR in reclining & lying positions is getting common for users, but upward views caused by posture have to be redirected to be parallel to the ground as when users are standing. This affects users’ locomotion performances in VR due to potential physical restrictions, and the visual-vestibular-proprioceptive conflict. This paper is among the first to investigate the suited locomotion methods and how reclining & lying positions and redirection affect them in such conditions. A user-elicitation study was carried out to construct a set of locomotion methods based on users’ preferences when they were in different reclining & lying positions. A second study developed user-preferred ’tapping’ and ’chair rotating’ gestures, by evaluating their performances at various body reclining angles, we measured the general impacts of posture and redirection. The results showed that these methods worked effectively, but exposed some shortcomings, and users performed worst at 45° reclining angles. Finally, four upgraded methods were designed and verified to improve the locomotion performances.
Tianren Luo, Chenyang Cai, Yachun Fan, Teng Han, Feng Tian 0001
UIST2
2022 Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying Positions
abstract
When users use Virtual Reality (VR) in nontraditional postures, such as while reclining or lying in relaxed positions, their views lean upwards and need to be corrected, to make sure they see upright contents and perceive the interactions as if they were standing. Such upright redirection is excepted to cause visual-vestibular-proprioceptive conflict, affecting users’ internal perceptions (e.g., body ownership, presence, simulator sickness) and external perceptions (e.g., egocentric space perception) in VR. Different body reclining angles may affect vestibular sensitivity and lead to the dynamic weighting of multi-sensory signals in the sensory integration. In the paper, we investigated the impact of upright redirection on users’ perceptions, with users’ physical bodies tilted at various angles backward and views upright redirected accordingly. The results showed that upright redirection led to simulator sickness, confused self-awareness, weak upright illusion, and increased space perception deviations to various extents when users are at different reclining positions, and the situations were the worst at the 45° conditions. Based on these results, we designed some illusion-based and sensory-based methods, that were shown effective in reducing the impact of sensory conflict through preliminary evaluations.
Tianren Luo, Zhenxuan He, Chenyang Cai, Teng Han, Feng Tian 0001
UIST3