Demo Data from EDBT 2026 / reviewers in the wild / expert
Zijun Mai
dblp:237/7874
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2025
0009-0008-9742-7532ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 87% Computer animation and physical simulation · 13% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 88% Usability and user experience research · 12% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality locomotion |
1.5 | 2 | 2025 | Modeling Locomotion with Body Angular Movements in Virtual Reality · CHI 2025 Effects of Transfer Functions and Body Parts on Body-Centric Locomotion in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2023 |
Virtual and augmented reality
immersive interaction |
0.9 | 1 | 2025 | Exploring Plausible Preference of Body-Centric Locomotion with Reinforcement Learning in Virtual Reality · ISMAR 2025 |
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments |
0.9 | 1 | 2025 | Exploring Plausible Preference of Body-Centric Locomotion with Reinforcement Learning in Virtual Reality · ISMAR 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 0.9reinforcement learning · 0.9controlled experiment · 0.7USE-S questionnaire · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Modeling Locomotion with Body Angular Movements in Virtual Reality
Zijun Mai, Boyu Gao 0003, Huawei Tu, Dasheng Li, HyungSeok Kim 0001, Weiqi Luo 0002 |
CHI | 1 |
| 2025 | Exploring Plausible Preference of Body-Centric Locomotion with Reinforcement Learning in Virtual RealityabstractInvestigating users' plausible preferences for body-centric locomotion can help researchers better understand the impact of different factors on this locomotion method and optimize the locomotion configuration for providing a plausible locomotion experience. In this paper, we propose to evaluate users' plausible preferences for body-centric locomotion using a reinforcement learning method. This method can intelligently infer users' plausible preferences for different factor levels involved in the virtual locomotion by proposing possible modifications to the factor levels and asking users to accept or reject the modifications after experiencing the locomotion. We conducted a within-subject experiment to examine the impact of different factors (i.e., body parts used for virtual locomotion, the point of view, auditory feedback, the transfer function, and the coefficients of the transfer function) on users' plausible preferences for body-centric locomotion in sitting and standing postures. The results mainly indicated that (1) users preferred using arm swinging in standing posture, whereas they preferred using head tilting in sitting posture; (2) The point of view was identified as the most important factor in standing posture, while it was less important in sitting posture; (3) Participants showed consistent plausible preferences for auditory feedback, transfer function, and coefficient of the transfer function in both standing and sitting postures. Our research findings can guide the design of VR applications to enhance a plausible walking experience in different postures. Zijun Mai, Boyu Gao 0003, Huawei Tu, Haojun Zheng, Henry Been-Lirn Duh |
ISMAR | 1 |
| 2023 | Effects of Transfer Functions and Body Parts on Body-Centric Locomotion in Virtual RealityabstractBody-centric locomotion allows users to control both movement speed and direction with body parts (e.g., head tilt, arm swing or torso lean) to navigate in virtual reality (VR). However, there is little research to systematically investigate the effects of body parts for speed and direction control on virtual locomotion by taking in account different transfer functions(L: linear function, P: power function, and CL: piecewise function with constant and linear function). Therefore, we conducted an experiment to evaluate the combinational effects of the three factors (body parts for direction control, body parts for speed control, and transfer functions) on virtual locomotion. Results showed that (1) the head outperformed the torso for movement direction control in task completion time and environmental collisions; (2) Arm-based speed control led to shorter traveled distances than both head and knee. Head-based speed control had fewer environmental collisions than knee; (3) Body-centric locomotion with CL function was faster but less accurate than both L and P functions. Task time significantly decreased from P, L to CL functions, while traveled distance and overshoot significantly increased from P, L to CL functions. L function was rated with the highest score of USE-S, -pragmatic and -hedonic; (4) Transfer function had a significant main effect on motion sickness: the participants felt more headache and nausea when performing locomotion with CL function. Our results provide implications for body-centric locomotion design in VR applications. Boyu Gao 0003, Zijun Mai, Huawei Tu, Henry Been-Lirn Duh |
IEEE Trans. Vis. Comput. Graph. | 2 |