EDBT 2026 Demo / reviewers in the wild / expert
Tangjun Qu
dblp:347/3409
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 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
2 papers |
Haptics and multimodal interaction · 36% Health and well-being technologies · 32% Immersive interaction · 32% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
1.0 | 1 | 2026 | Mitigating VR Motion Sickness Through Multi-sensory Simulation of Wind Sensation (MSSWS): A Vestibular-Visual Synchronization Approach · VR 2026 |
Virtual and augmented reality › cybersickness
motion sickness mitigation |
1.0 | 1 | 2026 | Mitigating VR Motion Sickness Through Multi-sensory Simulation of Wind Sensation (MSSWS): A Vestibular-Visual Synchronization Approach · VR 2026 |
Haptics and multimodal interaction
multimodal feedback |
1.0 | 1 | 2026 | Mitigating VR Motion Sickness Through Multi-sensory Simulation of Wind Sensation (MSSWS): A Vestibular-Visual Synchronization Approach · VR 2026 |
Immersive interaction
virtual reality interaction |
0.9 | 1 | 2025 | Examining the Validity of An Endoscopist-patient Co-participative Virtual Reality Method (EPC-VR) in Pain Relief during Colonoscopy · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality › immersive interaction
avatar embodiment |
0.8 | 1 | 2024 | Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency · ISMAR 2024 |
Virtual and augmented reality › embodiment
proteus effect |
0.8 | 1 | 2024 | Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture Consistency · ISMAR 2024 |
Virtual and augmented reality
embodiment |
0.3 | 1 | 2026 | Mitigating VR Motion Sickness Through Multi-sensory Simulation of Wind Sensation (MSSWS): A Vestibular-Visual Synchronization Approach · VR 2026 |
Methods — techniques the papers use, named apart from their topics
user experiment · 2.0airflow simulation · 2.0CAVE · 2.0clinical comparative study · 0.9gesture recognition model · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Mitigating VR Motion Sickness Through Multi-sensory Simulation of Wind Sensation (MSSWS): A Vestibular-Visual Synchronization ApproachabstractUsers are more likely to experience visually induced motion sickness (VIMS) during passive motion in virtual reality (VR), particularly in passive virtual driving scenarios. To solve this challenge, we propose a Multi-sensory Simulation of Wind Sensation (MSSWS) method to alleviate VIMS symptoms by enhancing the user’s sense of embodiment (SoE). The method utilizes low-fidelity airflow simulation to align vestibular perception with visual, auditory, and tactile cues. Then, we developed an interactive wind simulation helmet that can generate low-fidelity airflow along four directional axes around the user’s head, and implemented a passive virtual motorcycle riding environment with synchronized visual and auditory feedback matching the airflow patterns. A user experiment was conducted to systematically evaluate the effectiveness of MSSWS in enhancing SoE and reducing VIMS under various conditions, including helmet activation states, speed variations, and movement directions, with additional validation conducted in a Cave Automatic Virtual Environment (CAVE). Experimental results show that MSSWS significantly enhances sense of presence and SoE while substantially reducing VIMS during passive navigation. Notably, MSSWS shows significantly greater effects on VIMS in high-risk conditions characterized by rapid speed changes and multi-directional movement. Yuan Yue, Chao Zhou 0012, Tangjun Qu, Yan Hu 0003, Juan Liu 0008, Tianren Luo, Xiangxian Li, Yulong Bian |
VR | 3 |
| 2025 | Examining the Validity of An Endoscopist-patient Co-participative Virtual Reality Method (EPC-VR) in Pain Relief during ColonoscopyabstractTo relieve perceived pain in patients undergoing colonoscopy, we developed an endoscopist-patient co-participative VR tool (EPC-VR) based on A Neurocognitive Model of Attention to Pain. It allows the patient to play a VR game actively and supports the endoscopist in triggering a distraction mechanism to divert the patient's attention away from the medical procedure. We performed a comparative clinical study with 40 patients. Patients' perception of pain and affective responses were evaluated, and the results support the effectiveness of EPC-VR: active VR playing with endoscopists' participation can help relieve the perceived pain and scare of patients undergoing colonoscopy. Finally, 87.5% of patients opt to use the VR application in the next colonoscopy. Yulong Bian, Juan Liu 0008, Yongjiu Lin, Weiying Liu, Yang Zhang 0116, Tangjun Qu, Sheng Li 0008, Zhaojie Pan, Wenming Liu |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2024 | Becoming An Animal? Exploring Proteus Effect Based on Human-avatar Hand Gesture ConsistencyabstractHuman cognition and behavior can be unconsciously affected by personal avatars in the virtual world, a phenomenon known as the Proteus Effect. When using first-person non-human avatars, the characteristics of virtual hands may also induce relevant cognitive and even behavioral patterns in real human hands. Therefore, evaluating human-avatar gesture consistency may be a potentially effective method for objectively assessing the Proteus Effect when using non-human avatars. To explore this question, we first created human and non-human avatars, including three animals. Then, we constructed a dataset of hand gestures and trained a model to dynamically recognize real-hand gestures that were consistent with corresponding avatar hands. Next, we designed a virtual reality experimental task involving grasping objects with intuitive gestures and performed a 2 (avatar type: human/non-human) $* 2$ (virtual hand: presence/absence of spontaneous movement) within-subject experiment to examine the effects of avatar characteristics on self-illusion and human-avatar gesture consistency. The results showed that participants performed a significantly larger percentage of gestures that were consistent with their currently used avatars. Additionally, participants did experience self-illusion when using non-human avatars, although the levels were significantly lower than those when using human avatars. Therefore, self-illusion may serve as a perceptual antecedent of the Proteus Effect, even with non-human avatars, inadvertently altering the behavioral gestures of their real hands. In conclusion, detecting human-avatar gesture consistency can help evaluate the Proteus Effect. Tangjun Qu, Yongjiu Lin, Juan Liu 0008, Chao Zhou 0012, Baiqiao Zhang, Kaiyuan Jiang, Yulong Bian |
ISMAR | 1 |