EDBT 2026 Demo / reviewers in the wild / expert
Yi-Hsuan Mao
dblp:272/7520
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1 · 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
2 papers |
Haptics and multimodal interaction · 78% Immersive interaction · 22% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction › haptic feedback
force feedback |
0.5 | 1 | 2021 | JetController: High-speed Ungrounded 3-DoF Force Feedback Controllers using Air Propulsion Jets · CHI 2021 |
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 |
Immersive interaction
virtual reality |
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 › haptics
virtual reality haptics |
0.1 | 1 | 2021 | JetController: High-speed Ungrounded 3-DoF Force Feedback Controllers using Air Propulsion Jets · CHI 2021 |
Methods — techniques the papers use, named apart from their topics
user study · 0.5prototype design · 0.5human-factor studies · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | JetController: High-speed Ungrounded 3-DoF Force Feedback Controllers using Air Propulsion JetsabstractJetController is a novel haptic technology capable of supporting high-speed and persistent 3-DoF ungrounded force feedback. It uses high-speed pneumatic solenoid valves to modulate compressed air to achieve 20-50Hz of full impulses at 4.0-1.0N, and combines multiple air propulsion jets to generate 3-DoF force feedback. Compared to propeller-based approaches, JetController supports 10-30 times faster impulse frequency, and its handheld device is significantly lighter and more compact. JetController supports a wide range of haptic events in games and VR experiences, from firing automatic weapons in games like Halo (15Hz) to slicing fruits in Fruit Ninja (up to 45Hz). To evaluate JetController, we integrated our prototype with two popular VR games, Half-life: Alyx and Beat Saber, to support a variety of 3D interactions. Study results showed that JetController significantly improved realism, enjoyment, and overall experience compared to commercial vibrating controllers, and was preferred by most participants. Yu-Wei Wang, Yu-Hsin Lin 0004, Pin-Sung Ku, Yoko Miyatake, Yi-Hsuan Mao, Po Yu Chen, Chun-Miao Tseng, Mike Y. Chen |
CHI | 5 |
| 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. | 3 |