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Tairan Yin

dblp:318/2045 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0001-6023-6507ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 68% Collaborative and social computing · 32%
Artificial intelligence
1 paper
Multi-agent systems · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
crowd simulation
1.322024
With or Without You: Effect of Contextual and Responsive Crowds on VR-based Crowd Motion Capture · IEEE Trans. Vis. Comput. Graph. 2024
The One-Man-Crowd: Single User Generation of Crowd Motions Using Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction › virtual reality
virtual reality user behavior
1.012026
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds · IEEE Trans. Vis. Comput. Graph. 2026
Collaborative and social computing › online communities
social norms
0.312026
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds · IEEE Trans. Vis. Comput. Graph. 2026
Knowledge, reasoning and agents › Multi-agent systems › agent-based simulation › crowd simulation
crowd behavior modeling
0.212024
With or Without You: Effect of Contextual and Responsive Crowds on VR-based Crowd Motion Capture · IEEE Trans. Vis. Comput. Graph. 2024

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

responsive agents · 1.5crowd simulation · 1.5virtual reality · 1.1motion capture · 1.1gaze tracking · 1.0VR study · 1.0record-and-replay · 0.8record and replay · 0.8
YearPublicationVenuePosition
2026 Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds
abstract
Rule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VR elicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media.
Kexiang Huang, Tairan Yin, Jose Luis Ponton, Ruida Tang, Reiya Itatani, Oscar Argudo, Nuria Pelechano
IEEE Trans. Vis. Comput. Graph.2
2024 With or Without You: Effect of Contextual and Responsive Crowds on VR-based Crowd Motion Capture
abstract
While data is vital to better understand and model interactions within human crowds, capturing real crowd motions is extremely challenging. Virtual Reality (VR) demonstrated its potential to help, by immersing users into either simulated virtual crowds based on autonomous agents, or within motion-capture-based crowds. In the latter case, users' own captured motion can be used to progressively extend the size of the crowd, a paradigm called Record-and-Replay (2R). However, both approaches demonstrated several limitations which impact the quality of the acquired crowd data. In this paper, we propose the new concept of contextual crowds to leverage both crowd simulation and the 2R paradigm towards more consistent crowd data. We evaluate two different strategies to implement it, namely a Replace-Record-Replay (3R) paradigm where users are initially immersed into a simulated crowd whose agents are successively replaced by the user's captured-data, and a Replace-Record-Replay-Responsive (4R) paradigm where the pre-recorded agents are additionally endowed with responsive capabilities. These two paradigms are evaluated through two real-world-based scenarios replicated in VR. Our results suggest that the behaviors observed in VR users with surrounding agents from the beginning of the recording process are made much more natural, enabling 3R or 4R paradigms to improve the consistency of captured crowd datasets.
Tairan Yin, Ludovic Hoyet, Marc Christie, Marie-Paule Cani, Julien Pettré
IEEE Trans. Vis. Comput. Graph.1
2022 The One-Man-Crowd: Single User Generation of Crowd Motions Using Virtual Reality
abstract
Crowd motion data is fundamental for understanding and simulating realistic crowd behaviours. Such data is usually collected through controlled experiments to ensure that both desired individual interactions and collective behaviours can be observed. It is however scarce, due to ethical concerns and logistical difficulties involved in its gathering, and only covers a few typical crowd scenarios. In this work, we propose and evaluate a novel Virtual Reality based approach lifting the limitations of real-world experiments for the acquisition of crowd motion data. Our approach immerses a single user in virtual scenarios where he/she successively acts each crowd member. By recording the past trajectories and body movements of the user, and displaying them on virtual characters, the user progressively builds the overall crowd behaviour by him/herself. We validate the feasibility of our approach by replicating three real experiments, and compare both the resulting emergent phenomena and the individual interactions to existing real datasets. Our results suggest that realistic collective behaviours can naturally emerge from virtual crowd data generated using our approach, even though the variety in behaviours is lower than in real situations. These results provide valuable insights to the building of virtual crowd experiences, and reveal key directions for further improvements.
Tairan Yin, Ludovic Hoyet, Marc Christie, Marie-Paule Cani, Julien Pettré
IEEE Trans. Vis. Comput. Graph.1