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

Susu Huang

dblp:239/8233 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1

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
Interaction techniques and input · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › selection techniques
crossing-based selection
0.412019
Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019
Interaction techniques and input › target selection › pointing
fitts' law
0.412019
Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019
Interaction techniques and input › selection techniques
object selection
0.412019
Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019
Interaction techniques and input
pointing and selection
0.412019
Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019
Interaction techniques and input › spatial interaction › 3d interaction
raycasting
0.112019
Crossing-Based Selection with Virtual Reality Head-Mounted Displays · CHI 2019

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

fitts' law · 0.4controlled experiment · 0.4
YearPublicationVenuePosition
2019 Crossing-Based Selection with Virtual Reality Head-Mounted Displays
abstract
This paper presents the first investigation into using the goal-crossing paradigm for object selection with virtual reality (VR) head-mounted displays. Two experiments were carried out to evaluate ray-casting crossing tasks with target discs in 3D space and goal lines on 2D plane respectively in comparison to ray-casting pointing tasks. Five factors, i.e. task difficulty, the direction of movement constraint (collinear vs. orthogonal), the nature of the task (discrete vs. continuous), field of view of VR devices and target depth, were considered in both experiments. Our findings are: (1) crossing generally had shorter or no longer time, and higher or similar accuracy than pointing, indicating crossing can complement or substitute pointing; (2) crossing tasks can be well modelled with Fitts' Law; (3) crossing performance depended on target depth; (4) crossing target discs in 3D space differed from crossing goal lines on 2D plane in many aspects such as time and error performance, the effects of target depth and the parameters of Fitts' models. Based on these findings, we formulate a number of design recommendations for crossing-based interaction in VR.
Huawei Tu, Susu Huang, Jiabin Yuan, Xiangshi Ren, Feng Tian 0001
CHI2
2019 Review of studies on target acquisition in virtual reality based on the crossing paradigm
abstract
Crossing is a fundamental paradigm for target selection in human-computer interaction systems. This paradigm was first introduced to virtual reality (VR) interactions by Tu et al., who investigated its performance in comparison to pointing, and concluded that crossing is generally no less effective than pointing and has unique advantages. However, owing to the characteristics of VR interactions, there are still many factors to consider when applying crossing to a VR environment. Thus, this review summarizes the main techniques for object selection in VR and crossing-related studies. Then, factors that may affect crossing interactions are analyzed from the perspectives of the input space and visual space. The aim of this study is to provide a reference for future studies on target selection based on the crossing paradigm in virtual reality.
Susu Huang, Daqing Qi, Jiabin Yuan, Huawei Tu
Virtual Real. Intell. Hardw.1