Demo Data from EDBT 2026 / reviewers in the wild / expert
Xueshi Lu
dblp:247/3963
· DBLP profile ↗
6ranked-venue papers
3as first author
2since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 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
5 papers |
Immersive interaction · 48% Interaction techniques and input · 41% Wearable and physiological sensing · 11% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 13 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality interaction |
1.0 | 3 | 2021 | Gaze-Supported 3D Object Manipulation in Virtual Reality · CHI 2021 Exploration of Hands-free Text Entry Techniques For Virtual Reality · ISMAR 2020 Modeling endpoint distribution of pointing selection tasks in virtual reality environments · ACM Trans. Graph. 2019 |
Interaction techniques and input
text entry |
0.9 | 2 | 2021 | iText: Hands-free Text Entry on an Imaginary Keyboard for Augmented Reality Systems · UIST 2021 Exploration of Hands-free Text Entry Techniques For Virtual Reality · ISMAR 2020 |
Immersive interaction
3d object manipulation |
0.5 | 1 | 2021 | Gaze-Supported 3D Object Manipulation in Virtual Reality · CHI 2021 |
Immersive interaction
augmented reality interaction |
0.5 | 1 | 2021 | iText: Hands-free Text Entry on an Imaginary Keyboard for Augmented Reality Systems · UIST 2021 |
Wearable and physiological sensing › eye tracking
gaze-based interaction |
0.5 | 1 | 2021 | Gaze-Supported 3D Object Manipulation in Virtual Reality · CHI 2021 |
Virtual and augmented reality › immersive interaction › gaze-based interaction
hands-free interaction |
0.4 | 1 | 2019 | DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems · VR 2019 |
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2019 | DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems · VR 2019 |
Virtual and augmented reality › immersive interaction
text input |
0.4 | 1 | 2019 | DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems · VR 2019 |
Interaction techniques and input › input device
head-based interaction |
0.4 | 1 | 2019 | DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn Displays · ISMAR 2019 |
Interaction techniques and input
pointing and selection |
0.4 | 1 | 2019 | Modeling endpoint distribution of pointing selection tasks in virtual reality environments · ACM Trans. Graph. 2019 |
Interaction techniques and input › non-visual interaction
eyes-free interaction |
0.1 | 1 | 2021 | iText: Hands-free Text Entry on an Imaginary Keyboard for Augmented Reality Systems · UIST 2021 |
Virtual and augmented reality › virtual reality
mobile virtual reality |
0.1 | 1 | 2019 | DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems · VR 2019 |
Immersive interaction › head-mounted display
virtual reality head-mounted display |
0.1 | 1 | 2019 | DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn Displays · ISMAR 2019 |
Methods — techniques the papers use, named apart from their topics
user study · 2.2swipe gesture · 0.5gaze-hand coordination · 0.5dwell selection · 0.5longitudinal study · 0.4interaction modeling · 0.4fitts's law · 0.4IMU sensing · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Gaze-Supported 3D Object Manipulation in Virtual RealityabstractThis paper investigates integration, coordination, and transition strategies of gaze and hand input for 3D object manipulation in VR. Specifically, this work aims to understand whether incorporating gaze input can benefit VR object manipulation tasks, and how it should be combined with hand input for improved usability and efficiency. We designed four gaze-supported techniques that leverage different combination strategies for object manipulation and evaluated them in two user studies. Overall, we show that gaze did not offer significant performance benefits for transforming objects in the primary working space, where all objects were located in front of the user and within the arm-reach distance, but can be useful for a larger environment with distant targets. We further offer insights regarding combination strategies of gaze and hand input, and derive implications that can help guide the design of future VR systems that incorporate gaze input for 3D object manipulation. Difeng Yu, Xueshi Lu, Rongkai Shi, Hai-Ning Liang, Tilman Dingler, Eduardo Velloso, Jorge Gonçalves 0001 |
CHI | 2 |
| 2021 | iText: Hands-free Text Entry on an Imaginary Keyboard for Augmented Reality SystemsabstractText entry is an important and frequent task in interactive devices including augmented reality head-mounted displays (AR HMDs). In current AR HMDs, there are still two main open challenges to overcome for efficient and usable text entry: arm fatigue due to mid-air input and visual occlusion because of their small see-through displays. To address these challenges, we present iText, a technique for AR HMDs that is hands-free and is based on an imaginary (invisible) keyboard. We first show that it is feasible and practical to use an imaginary keyboard on AR HMDs. Then, we evaluated its performance and usability with three hands-free selection mechanisms: eye blinks (E-Type), dwell (D-Type), and swipe gestures (G-Type). Our results show that users could achieve an average text entry speed of 11.95, 9.03 and 9.84 words per minutes (WPM) with E-Type, D-Type, and G-Type, respectively. Given that iText with E-Type outperformed the other two selection mechanisms in text entry rate and subjective feedback, we ran a third, 5-day study. Our results show that iText with E-Type can achieve an average text entry rate of 13.76 WPM with a mean word error rate of 1.5%. In short, iText can enable efficient eyes-free text entry and can be useful for various application scenarios in AR HMDs. Xueshi Lu, Difeng Yu, Hai-Ning Liang, Jorge Gonçalves 0001 |
UIST | 1 |
| 2020 | Exploration of Hands-free Text Entry Techniques For Virtual RealityabstractText entry is a common activity in virtual reality (VR) systems. There is a limited number of available hands-free techniques, which allow users to carry out text entry when users’ hands are busy such as holding items or hand-based devices are not available. The most used hands-free text entry technique is DwellType, where a user selects a letter by dwelling over it for a specific period. However, its performance is limited due to the fixed dwell time for each character selection. In this paper, we explore two other hands-free text entry mechanisms in VR: BlinkType and NeckType, which leverage users’ eye blinks and neck’s forward and backward movements to select letters. With a user study, we compare the performance of the two techniques with DwellType. Results show that users can achieve an average text entry rate of 13.47, 11.18 and 11.65 words per minute with BlinkType, NeckType, and DwellType, respectively. Users’ subjective feedback shows BlinkType as the preferred technique for text entry in VR. Xueshi Lu, Difeng Yu, Hai-Ning Liang, Wenge Xu, Yuzheng Chen, Xiang Li 0101, Khalad Hasan |
ISMAR | 1 |
| 2019 | DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn DisplaysabstractHead-based interactions are very handy for virtual reality (VR) head-worn display (HWD) systems. A useful head-based interaction technique could help users to interact with VR environments in a hands-free manner (i.e., without the need of a hand-held de-vice). Moreover, it can sometimes be seamlessly integrated with other input modalities to provide richer interaction possibilities. This paper explores the potential of a new approach that we call DepthMove to allow interactions that are based on head motions along the depth dimension. With DepthMove, a user can interact with a VR system proactively by moving the head perpendicular to the VR HWD forward or backward. We use two user studies to investigate, model, and optimize DepthMove by taking into con-sideration user performance, subjective response, and social ac-ceptability. The results allow us to determine the optimal and comfortable DepthMove range. We also distill recommendations that can be used to guide the design interfaces that use DepthMove for efficient and accurate interaction in VR HWD systems. A third study is conducted to demonstrate the usefulness of DepthMove relative to other techniques in four application scenarios. Difeng Yu, Hai-Ning Liang, Xueshi Lu, Wenge Xu |
ISMAR | 3 |
| 2019 | DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality SystemsabstractText entry is a common activity in virtual reality (VR) systems. However, there is a limited number of approaches available for mobile VR systems, where it might be inconvenient for users to carry an input device. We propose a novel hands-free text entry technique we call DepthText which leverages the acceleration sensing abilities of built-in IMU sensors of mobile VR systems. Users are able to enter text by moving their head forward. The results of a 5-day study indicate that users can achieve an average of 10.76 words per minute (wpm) on the last day with low errors. This performance is comparable to the dwell-based technique which is the most common way of entering text that is hands-free. One advantage of DepthText over the dwell-based technique is that users can have more control of the pace of selecting characters, rather than being pushed by a pre-set dwell time. Xueshi Lu, Difeng Yu, Hai-Ning Liang, Xiyu Feng, Wenge Xu |
VR | 1 |
| 2019 | Modeling endpoint distribution of pointing selection tasks in virtual reality environmentsabstractUnderstanding the endpoint distribution of pointing selection tasks can reveal the underlying patterns on how users tend to acquire a target, which is one of the most essential and pervasive tasks in interactive systems. It could further aid designers to create new graphical user interfaces and interaction techniques that are optimized for accuracy, efficiency, and ease of use. Previous research has explored the modeling of endpoint distribution outside of virtual reality (VR) systems that have shown to be useful in predicting selection accuracy and guide the design of new interactive techniques. This work aims at developing an endpoint distribution of selection tasks for VR systems which has resulted in EDModel , a novel model that can be used to predict endpoint distribution of pointing selection tasks in VR environments. The development of EDModel is based on two users studies that have explored how factors such as target size, movement amplitude, and target depth affect the endpoint distribution. The model is built from the collected data and its generalizability is subsequently tested in complex scenarios with more relaxed conditions. Three applications of EDModel inspired by previous research are evaluated to show the broad applicability and usefulness of the model: correcting the bias in Fitts's law, predicting selection accuracy, and enhancing pointing selection techniques. Overall, EDModel can achieve high prediction accuracy and can be adapted to different types of applications in VR. Difeng Yu, Hai-Ning Liang, Xueshi Lu, Kaixuan Fan, Barrett Ens |
ACM Trans. Graph. | 3 |