EDBT 2026 Demo / reviewers in the wild / expert
Shi-Hong Liu
dblp:247/3720
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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.
| Human-computer interaction and pervasive computing
3 papers |
Immersive interaction · 52% Haptics and multimodal interaction · 42% Wearable and physiological sensing · 6% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.8 | 2 | 2020 | HeadBlaster: a wearable approach to simulating motion perception using head-mounted air propulsion jets · ACM Trans. Graph. 2020 PhantomLegs: Reducing Virtual Reality Sickness Using Head-Worn Haptic Devices · VR 2019 |
Immersive interaction › virtual reality › cybersickness
cybersickness mitigation |
0.4 | 1 | 2020 | WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism while Walking in VR using Unobtrusive Head-mounted Vibrotactile Feedback · CHI 2020 |
Haptics and multimodal interaction
vestibular stimulation |
0.4 | 1 | 2020 | HeadBlaster: a wearable approach to simulating motion perception using head-mounted air propulsion jets · ACM Trans. Graph. 2020 |
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback |
0.4 | 1 | 2020 | WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism while Walking in VR using Unobtrusive Head-mounted Vibrotactile Feedback · CHI 2020 |
Immersive interaction
virtual reality locomotion |
0.4 | 1 | 2020 | WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism while Walking in VR using Unobtrusive Head-mounted Vibrotactile Feedback · CHI 2020 |
Haptics and multimodal interaction
haptic feedback |
0.4 | 1 | 2019 | PhantomLegs: Reducing Virtual Reality Sickness Using Head-Worn Haptic Devices · VR 2019 |
Immersive interaction › virtual reality › cybersickness
VR sickness |
0.4 | 1 | 2019 | PhantomLegs: Reducing Virtual Reality Sickness Using Head-Worn Haptic Devices · VR 2019 |
Wearable and physiological sensing › smart wearable
head-mounted devices |
0.1 | 1 | 2019 | PhantomLegs: Reducing Virtual Reality Sickness Using Head-Worn Haptic Devices · VR 2019 |
Methods — techniques the papers use, named apart from their topics
vibrotactile stimulation · 0.4user study · 0.4human-factor studies · 0.4haptic cues · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism while Walking in VR using Unobtrusive Head-mounted Vibrotactile FeedbackabstractVirtual Reality (VR) sickness is common with symptoms such as headaches, nausea, and disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies unobtrusive vibrotactile feedback for VR walking experiences, and also reduces VR sickness and discomfort while improving realism. Feedback is delivered through two small vibration motors behind the ears at a frequency that strikes a balance in inducing vestibular response while minimizing annoyance. We conducted a 240-person study to explore how visual, audio, and various tactile feedback designs affect the locomotion experience of users walking passively in VR while seated statically in reality. Results showed timing and location for tactile feedback have significant effects on VR sickness and realism. With WalkingVibe, 2-sided step-synchronized design significantly reduces VR sickness and discomfort while significantly improving realism. Furthermore, its unobtrusiveness and ease of integration make WalkingVibe a practical approach for improving VR experiences with new and existing VR headsets. Yi-Hao Peng, Carolyn Yu, Shi-Hong Liu, Chung-Wei Wang, Paul Taele, Neng-Hao Yu, Mike Y. Chen |
CHI | 3 |
| 2020 | HeadBlaster: a wearable approach to simulating motion perception using head-mounted air propulsion jetsabstractWe present HeadBlaster, a novel wearable technology that creates motion perception by applying ungrounded force to the head to stimulate the vestibular and proprioception sensory systems. Compared to motion platforms that tilt the body, HeadBlaster more closely approximates how lateral inertial and centrifugal forces are felt during real motion to provide more persistent motion perception. In addition, because HeadBlaster only actuates the head rather than the entire body, it eliminates the mechanical motion platforms that users must be constrained to, which improves user mobility and enables room-scale VR experiences. We designed a wearable HeadBlaster system with 6 air nozzles integrated into a VR headset, using compressed air jets to provide persistent, lateral propulsion forces. By controlling multiple air jets, it is able to create the perception of lateral acceleration in 360 degrees. We conducted a series of perception and human-factor studies to quantify the head movement, the persistence of perceived acceleration, and the minimal level of detectable forces. We then explored the user experience of HeadBlaster through two VR applications: a custom surfing game, and a commercial driving simulator together with a commercial motion platform. Study results showed that HeadBlaster provided significantly longer perceived duration of acceleration than motion platforms. It also significantly improved realism and immersion, and was preferred by users compared to using VR alone. In addition, it can be used in conjunction with motion platforms to further augment the user experience. Shi-Hong Liu, Pai-Chien Yen, Yi-Hsuan Mao, Yu-Hsin Lin 0004, Erick Chandra 0001, Mike Y. Chen |
ACM Trans. Graph. | 1 |
| 2019 | PhantomLegs: Reducing Virtual Reality Sickness Using Head-Worn Haptic DevicesabstractVirtual Reality (VR) sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness, and has been one of the major user experience barriers of VR. To reduce VR sickness, prior work has explored dynamic field-of-view modification and galvanic vestibular stimulation (GVS) that recou-ples the visual and vestibular systems. We propose a new approach to reduce VR sickness, called PhantomLegs, that applies alternating haptic cues that are synchronized to users' footsteps in VR. Our prototype consists of two servos with padded swing arms, one set on each side of the head, that lightly taps the head as users walk in VR. We conducted a three-session, multi-day user study with 30 participants to evaluate its effects as users navigate through a VR environment while physically being seated. Results show that our approach significantly reduces VR sickness during the initial exposure while remaining comfortable to users. Shi-Hong Liu, Neng-Hao Yu, Li-Wei Chan 0001, Yi-Hao Peng, Wei-Zen Sun, Mike Y. Chen |
VR | 1 |