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Jinghan Yu

dblp:326/9380 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0007-1118-2814ORCID · reported

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

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-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.

Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%
Artificial intelligence
1 paper
Segmentation and scene understanding · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › image editing
text-guided image editing
1.012026
I2E: From Image Pixels to Actionable Interactive Environments for Text-Guided Image Editing · ACL (1) 2026
Computer vision › Segmentation and scene understanding
scene understanding
0.312026
I2E: From Image Pixels to Actionable Interactive Environments for Text-Guided Image Editing · ACL (1) 2026

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

multimodal large language model · 2.0
YearPublicationVenuePosition
2026 I2E: From Image Pixels to Actionable Interactive Environments for Text-Guided Image Editing
abstract
Jinghan Yu, Junhao Xiao, Chenyu Zhu, Jiaming Li, Jia Li, HanMing Deng, Xirui Wang, Guoli Jia, Jianjun Li, Xiang Bai, Bowen Zhou, Zhiyuan Ma. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026.
Jinghan Yu, Chenyu Zhu, HanMing Deng, Xirui Wang, Guoli Jia, Jianjun Li 0010, Xiang Bai, Bowen Zhou 0002, Zhiyuan Ma 0005
ACL (1)1
2023 Comparing Locomotion Techniques in Virtual Reality for People with Upper-Body Motor Impairments
abstract
Although virtual reality (VR) is becoming increasingly popular and many interaction techniques for navigating virtual environments, known as “locomotion techniques,” exist, data regarding the accessibility of locomotion techniques for people with upper-body motor impairments do not exist, making it difficult to understand which locomotion techniques work well for users and why. To address this gap, we conducted a study with 19 participants with upper-body motor impairments who completed a navigation task in VR using six seated locomotion techniques. We collected task performance data and elicited participant feedback using questionnaires and interviews. We found that participants performed similarly well with three techniques that required one controller input, little to no upper-body movement, and had a low perceived workload: Teleport, Astral Body, and Sliding Looking. However, Teleport was consistently favored in interview responses and could be considered the best technique for this group of participants. On the other hand, participants performed similarly poorly with three techniques that required arm, head, and torso movement and also rated these techniques as having a high workload: Chicken Acceleration, Grab and Pull, and Throw Teleport. However, participants did not necessarily prefer or want to use the techniques with which they performed best or had the lowest perceived workloads. Factors such as enjoyment, exercise, and presence sometimes outweighed accessibility. This finding suggests that accessibility alone should not override all other considerations when designing or recommending locomotion techniques to people with upper-body motor impairments, and that users with disabilities should have a range of accessible locomotion techniques to choose from based on their preferences.
Rachel L. Franz, Jinghan Yu, Jacob O. Wobbrock
ASSETS2