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Yanni Mei

dblp:270/8885 · also Yanai Mei · DBLP profile ↗
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5ranked-venue papers
3as first author
5since 2021 · last 2026
0009-0009-7200-8769ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 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
5 papers
Immersive interaction · 26% Collaborative and social computing · 25% Human-robot interaction · 17%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
social virtual reality
1.122022
Mediascape XR: A Cultural Heritage Experience in Social VR · ACM Multimedia 2022
Evaluating the user Experience of a Photorealistic Social VR Movie · ISMAR 2021
Virtual and augmented reality
augmented reality
1.012026
Embodied Spatial Simulation: Enabling Embodied Interaction with Human Motion Simulation in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › embodiment
embodied interaction
1.012026
Embodied Spatial Simulation: Enabling Embodied Interaction with Human Motion Simulation in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
augmented reality
1.012026
Meme, Myself and AR: Exploring Memes Sharing in Face-to-face Conversation using Augmented Reality · CHI 2026
Virtual and augmented reality › virtual environment
virtual museum
0.612022
Mediascape XR: A Cultural Heritage Experience in Social VR · ACM Multimedia 2022
Design research and methods
participatory design
0.512021
CakeVR: A Social Virtual Reality (VR) Tool for Co-designing Cakes · CHI 2021
Design research and methods › participatory design
remote co-design
0.512021
CakeVR: A Social Virtual Reality (VR) Tool for Co-designing Cakes · CHI 2021
Collaborative and social computing › collaborative virtual environments
social virtual reality
0.512021
CakeVR: A Social Virtual Reality (VR) Tool for Co-designing Cakes · CHI 2021
Virtual and augmented reality › 3d video
volumetric video
0.112021
Evaluating the user Experience of a Photorealistic Social VR Movie · ISMAR 2021

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

human motion simulation · 2.0augmented reality · 2.0volumetric video · 1.13d user representation · 1.1volumetric capture and reconstruction · 1.0survey · 1.0prototype deployment · 1.0focus groups · 1.0conversation analysis · 1.0cognitive walkthrough · 0.5
YearPublicationVenuePosition
2026 Meme, Myself and AR: Exploring Memes Sharing in Face-to-face Conversation using Augmented Reality
abstract
Internet memes are central to online communication, yet their visual humor is often lost in face-to-face (F2F) conversations. Augmented reality (AR) offers new ways to bring memes into F2F interactions, but it is unclear how memes can be integrated into F2F conversations using AR, and how they impact conversational dynamics. We surveyed meme users (N=29) to understand motivations and challenges in visualising memes in F2F conversations. With these insights, we developed an AR meme-sharing prototype and invited 12 pairs of friends to design AR visualizations for their memes and use them in conversations. Our analysis reveals two AR-unique visualizations: merging memes with one’s body (The-Meme-On-Me) and situating oneself in meme environment (Me-In-The-Meme). We observed two integration patterns: using speech as setup before a meme punchline, and showing memes simultaneously with speech to amplify humor. We report users’ reactions toward AR memes, showing how it enables playful social interaction.
Yanni Mei, Samuel Wendt, Florian Müller 0003, Jan Gugenheimer
CHI1
2026 Embodied Spatial Simulation: Enabling Embodied Interaction with Human Motion Simulation in Extended Reality
abstract
Human Motion Simulation (HMS) predicts and visualizes how virtual agents move and behave in various scenarios, aiding decision-making. However, it does not communicate the experience behind agents' behavior. To address this, we present Embodied Spatial Simulation (ESS), a concept combining augmented reality(AR) and HMS to support in-situ decision-making. It enables an XR user to create "what-if" scenarios, simulate virtual agents' behavior in situ, and experience the scenarios from their perspectives through embodiment. To demonstrate ESS, we developed a proof-of-concept prototype featuring two scenarios (e.g., fire evacuation planning). From expert walkthroughs (N=4) and a survey (N=38) with different professions, we found that incorporating embodiment into simulations can change users' intentions to use simulation outcomes. Rather than directly obtaining solutions from the results, users showed more interest in understanding the experience behind simulated behavior and using this insight to shape decisions. We discuss the potential of ESS to support future human-centered design practices.
Yanni Mei, Jonas Wombacher, Wen-Jie Tseng 0003, Veronika Krauß, Jan Gugenheimer
IEEE Trans. Vis. Comput. Graph.1
2022 Mediascape XR: A Cultural Heritage Experience in Social VR
abstract
Social virtual reality (VR) allows multiple remote users to interact in a shared space, unveiling new possibilities for communication in immersive environments. Mediascape XR presents a social VR experience that teleports 3D representations of remote users, using volumetric video, to a virtual museum. It enables visitors to interact with cultural heritage artifacts while allowing social interactions in real time between them. The application is designed following a human-centered approach, enabling an interactive, educating, and entertaining experience.
Ignacio Reimat, Yanni Mei, Evangelos Alexiou, Jack Jansen 0001, Jie Li 0064, Shishir Subramanyam, Irene Viola 0001, Johan Oomen, Pablo César
ACM Multimedia2
2021 CakeVR: A Social Virtual Reality (VR) Tool for Co-designing Cakes
abstract
Cake customization services allow clients to collaboratively personalize cakes with pastry chefs. However, remote (e.g., email) and in-person co-design sessions are prone to miscommunication, due to natural restrictions in visualizing cake size, decoration, and celebration context. This paper presents the design, implementation, and expert evaluation of a social VR application (CakeVR) that allows a client to remotely co-design cakes with a pastry chef, through real-time realistic 3D visualizations. Drawing on expert semi-structured interviews (4 clients, 5 pastry chefs), we distill and incorporate 8 design requirements into our CakeVR prototype. We evaluate CakeVR with 10 experts (6 clients, 4 pastry chefs) using cognitive walkthroughs, and find that it supports ideation and decision making through intuitive size manipulation, color/flavor selection, decoration design, and custom celebration theme fitting. Our findings provide recommendations for enabling co-design in social VR and highlight CakeVR’s potential to transform product design communication through remote interactive and immersive co-design.
Yanni Mei, Jie Li 0064, Huib de Ridder, Pablo César
CHI1
2021 Evaluating the user Experience of a Photorealistic Social VR Movie
abstract
We all enjoy watching movies together. However, this is not always possible if we live apart. While we can remotely share our screens, the experience differs from being together. We present a social Virtual Reality (VR) system that captures, reconstructs, and transmits multiple users’ volumetric representations into a commercially produced 3D virtual movie, so they have the feeling of “being there” together. We conducted a 48-user experiment where we invited users to experience the virtual movie either using a Head Mounted Display (HMD) or using a 2D screen with a game controller. In addition, we invited 14 VR experts to experience both the HMD and the screen version of the movie and discussed their experiences in two focus groups. Our results showed that both end-users and VR experts found that the way they navigated and interacted inside a 3D virtual movie was novel. They also found that the photorealistic volumetric representations enhanced feelings of co-presence. Our study lays the groundwork for future interactive and immersive VR movie co-watching experiences.
Jie Li 0064, Shishir Subramanyam, Jack Jansen 0001, Yanni Mei, Ignacio Reimat, Kinga Lawicka, Pablo César
ISMAR4