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Ruolin Xu

dblp:291/3311 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2023
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
Immersive interaction · 89% Interaction techniques and input · 11%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
walking-in-place
0.712023
Real-Time Recognition of In-Place Body Actions and Head Gestures using Only a Head-Mounted Display · VR 2023
Immersive interaction
locomotion
0.612022
Comparing hand gestures and a gamepad interface for locomotion in virtual environments · Int. J. Hum. Comput. Stud. 2022
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.212023
Real-Time Recognition of In-Place Body Actions and Head Gestures using Only a Head-Mounted Display · VR 2023
Immersive interaction
virtual reality
0.212022
Comparing hand gestures and a gamepad interface for locomotion in virtual environments · Int. J. Hum. Comput. Stud. 2022

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

two-stream architecture · 1.31d convolutional neural network · 1.3
YearPublicationVenuePosition
2023 Real-Time Recognition of In-Place Body Actions and Head Gestures using Only a Head-Mounted Display
abstract
Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action interfaces difficult to be introduced to ordinary virtual reality (VR) users as they usually only possess an HMD. In addition, there lacks a unified solution to recognize in-place body actions and head gestures. This potentially hinders the exploration of the use of in-place body actions and head gestures for novel interaction experiences in virtual environments. We present a unified two-stream 1-D convolutional neural network (CNN) for recognition of body actions when a user performs walking-in-place (WIP) and for recognition of head gestures when a user stands still wearing only an HMD. Compared to previous approaches, our method does not require specialized hardware and/or additional tracking devices other than an HMD and can recognize a significantly larger number of body actions and head gestures than other existing methods. In total, ten in-place body actions and eight head gestures can be recognized with the proposed method, which makes this method a readily available body action interface (head gestures included) for interaction with virtual environments. We demonstrate one utility of the interface through a virtual locomotion task. Results show that the present body action interface is reliable in detecting body actions for the VR locomotion task but is physically demanding compared to a touch controller interface. The present body action interface is promising for new VR experiences and applications, especially for VR fitness applications where workouts are intended.
Mingjun Shao, Yaojun Wang, Ruolin Xu
VR4
2022 Comparing hand gestures and a gamepad interface for locomotion in virtual environments
Ruize An, Ruolin Xu, Banghao Lin
Int. J. Hum. Comput. Stud.3