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Di Laura Chen

dblp:251/4469 · DBLP profile ↗
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4ranked-venue papers
3as first author
2since 2021 · last 2023
0009-0001-2676-3474ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 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
3 papers
Haptics and multimodal interaction · 43% Accessibility and assistive technology · 17% Collaborative and social computing · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › assistive technology
assistive technology adoption
0.512021
"I Choose Assistive Devices That Save My Face": A Study on Perceptions of Accessibility and Assistive Technology Use Conducted in China · CHI 2021
Virtual and augmented reality
augmented reality
0.412020
Disambiguation Techniques for Freehand Object Manipulations in Virtual Reality · VR 2020
Haptics and multimodal interaction
thermal feedback
0.412020
Disambiguation Techniques for Freehand Object Manipulations in Virtual Reality · VR 2020
Haptics and multimodal interaction › haptic perception
thermal perception
0.412020
Disambiguation Techniques for Freehand Object Manipulations in Virtual Reality · VR 2020
Learning and educational technologies
language learning
0.412019
Integrating Multimedia Tools to Enrich Interactions in Live Streaming for Language Learning · CHI 2019
Collaborative and social computing › social media
live streaming
0.412019
Integrating Multimedia Tools to Enrich Interactions in Live Streaming for Language Learning · CHI 2019
Haptics and multimodal interaction
multimodal interaction
0.412019
Integrating Multimedia Tools to Enrich Interactions in Live Streaming for Language Learning · CHI 2019
Design research and methods
in-the-wild study
0.112019
Integrating Multimedia Tools to Enrich Interactions in Live Streaming for Language Learning · CHI 2019

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

user study · 0.9interview study · 0.5content analysis · 0.4
YearPublicationVenuePosition
2023 GazeRayCursor: Facilitating Virtual Reality Target Selection by Blending Gaze and Controller Raycasting
abstract
Raycasting is a common method for target selection in virtual reality (VR). However, it results in selection ambiguity whenever a ray intersects multiple targets that are located at different depths. To resolve these ambiguities, we estimate object depth by projecting the closest intersection between the gaze and controller rays onto the controller ray. An evaluation of this method found that it significantly outperformed a previous eye convergence depth estimation technique. Based on these results, we developed GazeRayCursor, a novel selection technique that enhances Raycasting, by leveraging gaze for object depth estimation. In a second study, we compared two variations of GazeRayCursor with RayCursor, a recent technique developed for a similar purpose, in a dense target environment. The results indicated that GazeRayCursor decreased selection time by 45.0% and reduced manual depth adjustments by a factor of 10 in a dense target environment. Our findings showed that GazeRayCursor is an effective method for target disambiguation in VR selection without incurring extra effort.
Di Laura Chen, Marcello Giordano, Hrvoje Benko, Tovi Grossman, Stephanie Santosa
VRST1
2021 "I Choose Assistive Devices That Save My Face": A Study on Perceptions of Accessibility and Assistive Technology Use Conducted in China
abstract
Despite the potential benefits of assistive technologies (ATs) for people with various disabilities, only around 7% of Chinese with disabilities have had an opportunity to use ATs. Even for those who have used ATs, the abandonment rate was high. Although China has the world's largest population with disabilities, prior research exploring how ATs are used and perceived, and why ATs are abandoned have been conducted primarily in North America and Europe. In this paper, we present an interview study conducted in China with 26 people with various disabilities to understand their practices, challenges, perceptions, and misperceptions of using ATs. From the study, we learned about factors that influence AT adoption practices (e.g., misuse of accessible infrastructure, issues with replicating existing commercial ATs), challenges using ATs in social interactions (e.g., Chinese stigma), and misperceptions about ATs (e.g., ATs should overcome inaccessible social infrastructures). Informed by the findings, we derive a set of design considerations to bridge the existing gaps in AT design (e.g., manual vs. electronic ATs) and to improve ATs' social acceptability in China.
Franklin Mingzhe Li, Di Laura Chen, Mingming Fan 0001, Khai N. Truong
CHI2
2020 Disambiguation Techniques for Freehand Object Manipulations in Virtual Reality
abstract
Past work in augmented reality has shown that temperature-associated AR stimuli can induce warming and cooling sensations in the user, and prior work in psychology suggests that a person’s body temperature can influence that person’s sense of subjective perception of duration. In this paper, we present a user study to evaluate the relationship between temperature-associated virtual stimuli presented on an AR-HMD and the user’s sense of subjective perception of duration and temperature. In particular, we investigate two independent variables: the apparent temperature of the virtual stimuli presented to the participant, which could be hot or cold, and the location of the stimuli, which could be in direct contact with the user, in indirect contact with the user, or both in direct and indirect contact simultaneously. We investigate how these variables affect the users’ perception of duration and perception of body and environment temperature by having participants make prospective time estimations while observing the virtual stimulus and answering subjective questions regarding their body and environment temperatures. Our work confirms that temperature-associated virtual stimuli are capable of having significant effects on the users’ perception of temperature, and highlights a possible limitation in the current augmented reality technology in that no secondary effects on the users’ perception of duration were observed.
Di Laura Chen, Ravin Balakrishnan, Tovi Grossman
VR1
2019 Integrating Multimedia Tools to Enrich Interactions in Live Streaming for Language Learning
abstract
Online language lessons have adopted live broadcasted videos to provide more real-time interactive experiences between language teachers and learners. However, learner interactions are primarily limited to the built-in text chat in the live stream. Using text alone, learners cannot get feedback on important aspects of a language, such as speaking skills, that are afforded only by offering richer types of interactions. We present results from a 2-week in-the-wild study, in which we investigate the use of text, audio, video, image, and stickers as interaction tools for language teachers and learners in live streaming. Our language teacher explored three different teaching strategies over four live streamed English lessons, while nine students watched and interacted using multimodal tools. The findings reveal that multimodal communication yields instant feedback and increased engagement, but its use is dependent on factors such as group size, surroundings, time, and online identity.
Di Laura Chen, Dustin Freeman, Ravin Balakrishnan
CHI1