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Jiayou Huang

dblp:347/3498 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0004-4357-9443ORCID · reported

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 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
1 paper
Learning and educational technologies · 87% Haptics and multimodal interaction · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
mixed reality
0.712023
Design and Development of a Mixed Reality Acupuncture Training System · VR 2023
Learning and educational technologies
medical training
0.712023
Design and Development of a Mixed Reality Acupuncture Training System · VR 2023
Learning and educational technologies
simulation-based training
0.712023
Design and Development of a Mixed Reality Acupuncture Training System · VR 2023

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

user study · 1.3comparative evaluation · 1.3
YearPublicationVenuePosition
2025 Advanced Custom Gesture Recognition for Needle Manipulation in Mixed Reality Acupuncture Training
Jiayou Huang, Huayuan Zheng, Qilei Sun
ICXR1
2023 Design and Development of a Mixed Reality Acupuncture Training System
abstract
This paper looks at how mixed reality can be used for the improvement and enhancement of Chinese acupuncture practice through the introduction of an acupuncture training simulator. A prototype system developed for our study allows practitioners to insert virtual needles using their bare hands into a full-scale 3D representation of the human body with labelled acupuncture points. This provides them with a safe and natural environment to develop their acupuncture skills simulating the actual physical process of acupuncture. It also helps them to develop their muscle memory for acupuncture and better develops their memory of acupuncture points through a more immersive learning experience. We describe some of the design decisions and technical challenges overcome in the development of our system. We also present the results of a comparative user evaluation with potential users aimed at assessing the viability of such a mixed reality system being used as part of their training and development. The results of our evaluation reveal the training system outperformed in the enhancement of spatial understanding as well as improved learning and dexterity in acupuncture practice. These results go some way to demonstrating the potential of mixed reality for improving practice in therapeutic medicine.
Qilei Sun, Jiayou Huang, Paul Craig, Lingyun Yu 0001, Eng Gee Lim
VR2