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Xuanru Meng

dblp:329/5808 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2022
0000-0003-2516-0126ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
0.722022
An Exploration of Hands-free Text Selection for Virtual Reality Head-Mounted Displays · ISMAR 2022
Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays · ISMAR 2022
Virtual and augmented reality › immersive interaction › gaze-based interaction
hands-free interaction
0.612022
An Exploration of Hands-free Text Selection for Virtual Reality Head-Mounted Displays · ISMAR 2022
Interaction techniques and input › target selection
pointing
0.612022
Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays · ISMAR 2022
Interaction techniques and input › text editing
text selection
0.612022
Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays · ISMAR 2022
Virtual and augmented reality › immersive display
head-mounted display
0.212022
Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays · ISMAR 2022

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

voice input · 0.6dwell · 0.6blink · 0.6
YearPublicationVenuePosition
2022 An Exploration of Hands-free Text Selection for Virtual Reality Head-Mounted Displays
abstract
Hand-based interaction, such as using a handheld controller or making hand gestures, has been widely adopted as the primary method for interacting with both virtual reality (VR) and augmented reality (AR) head-mounted displays (HMDs). In contrast, hands-free interaction avoids the need for users’ hands and although it can afford additional benefits, there has been limited research in exploring and evaluating hands-free techniques for these HMDs. As VR HMDs become ubiquitous, people will need to do text editing, which requires selecting text segments. Similar to hands-free interaction, text selection is underexplored. This research focuses on both, text selection via hands-free interaction. Our exploration involves a user study with 24 participants to investigate the performance, user experience, and workload of three hands-free selection mechanisms (Dwell, Blink, Voice) to complement head-based pointing. Results indicate that Blink outperforms Dwell and Voice in completion time. Users’ subjective feedback also shows that Blink is the preferred technique for text selection. This work is the first to explore handsfree interaction for text selection in VR HMDs. Our results provide a solid platform for further research in this important area.
Xuanru Meng, Wenge Xu, Hai-Ning Liang
ISMAR1
2022 Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays
abstract
Text selection is an essential activity in interactive systems, including virtual reality (VR) head-mounted displays (HMDs). It is useful for: sharing information across apps or platforms, highlighting and making notes while reading articles, and text editing tasks. Despite its usefulness, the space of text selection interaction is underexplored in VR HMDs. In this research, we performed a user study with 24 participants to investigate the performance and user preference of six text selection techniques (Controller+Dwell, Controller+Click, Head+Dwell, Head+Click, Hand+Dwell, Hand+Pinch). Results reveal that Head+Click is ranked first since it has excellent speedaccuracy performance (2nd fastest task completion speed with 3rd lowest total error rate), provides the best user experience, and produces a very low workload—followed by Controller+Click, which has the fastest speed and comparable experience with Head+Click, but much higher total error rate. Other methods can also be useful depending on the goals of the system or the users. As a first systematic evaluation of pointing $\times$ selection techniques for text selection in VR, the results of this work provide a strong foundation for further research in this area of growing importance to the future of VR to help it become a more ubiquitous and pervasive platform.
Wenge Xu, Xuanru Meng, Kangyou Yu, Sayan Sarcar, Hai-Ning Liang
ISMAR2