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Hock Siang Lee

dblp:374/9388 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0001-6263-6811ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 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.

Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 37% Interaction techniques and input · 33% Wearable and physiological sensing · 29%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › extended reality
extended reality interaction
1.012026
The Interaction of Cursor Warping and View Manipulation in Multi-Display XR Environments · CHI 2026
Wearable and physiological sensing
eye-head coordination
1.012026
The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality · CHI 2026
Interaction techniques and input › cross-device interaction
multi-display interaction
1.012026
The Interaction of Cursor Warping and View Manipulation in Multi-Display XR Environments · CHI 2026
Interaction techniques and input › spatial interaction › 3d interaction
viewpoint control
1.012026
The Interaction of Cursor Warping and View Manipulation in Multi-Display XR Environments · CHI 2026
Immersive interaction
virtual reality
1.012026
The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality · CHI 2026
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.812024
Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze · CHI 2024
Rendering › perceptual rendering
foveated rendering
0.312026
The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality · CHI 2026
Immersive interaction
virtual reality interaction
0.212024
Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze · CHI 2024

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

user study · 3.8parametric modeling · 2.0technique design · 0.8
YearPublicationVenuePosition
2026 The Interaction of Cursor Warping and View Manipulation in Multi-Display XR Environments
abstract
Extended Reality (XR) headsets enable large, reconfigurable multi-display workspaces and support view manipulation, allowing the workspace to reposition itself around the user. Cursor warping similarly reduces traversal distance and pointer search by reinitialising the cursor at defined locations. Yet when both mechanisms operate together, the spatial relationship between user, displays, and cursor becomes dynamic, and it remains unclear how cursor repositioning behaves when the workspace itself moves. In a study (N=20) of five cursor-warping strategies with two view manipulations, we show that the benefits of both do not automatically combine: workspace motion can disrupt spatial consistency and alter both performance and movement costs. We show that continuous cursor movement in world space is limited compared to alternative warping techniques, and cursor behaviour and view control are tightly coupled. Hence, cursor initialisation and view manipulation must be co-designed to support efficient and comfortable interaction in XR multi-display environments.
Yuzheng Chen, Hock Siang Lee, Florian Weidner, Jinghui Hu, Hans-Werner Gellersen
CHI3
2026 The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality
abstract
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and provide a quantitative account of their population-level distribution. Using a 360° video free-viewing dataset (N = 87), we model head contributions to gaze shifts with a hinge-based parametric function, revealing a spectrum of strategies from eye-movers to head-movers. We then conduct a user study (N = 28) combining 360° video viewing with a short controlled task using gaze targets. While parameter values differ across tasks, individuals show partial alignment in their relative positions within the population, indicating that tendencies are meaningful but shaped by context. Our findings establish head movement tendencies as an important concept for VR and highlight implications for adaptive systems such as foveated rendering, viewport alignment, and multi-user experience design.
Jinghui Hu, Ludwig Sidenmark, Hock Siang Lee, Hans-Werner Gellersen
CHI3
2024 Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze
abstract
Head-mounted displays let users explore virtual environments through a viewport that is coupled with head movement. In this work, we investigate gaze as an alternative modality for viewport control, enabling exploration of virtual worlds with less head movement. We designed three techniques that leverage gaze based on different eye movements: Dwell Snap for viewport rotation in discrete steps, Gaze Gain for amplified viewport rotation based on gaze angle, and Gaze Pursuit for central viewport alignment of gaze targets. All three techniques enable 360-degree viewport control through naturally coordinated eye and head movement. We evaluated the techniques in comparison with controller snap and head amplification baselines, for both coarse and precise viewport control, and found them to be as fast and accurate. We observed a high variance in performance which may be attributable to the different degrees to which humans tend to support gaze shifts with head movement.
Hock Siang Lee, Florian Weidner, Ludwig Sidenmark, Hans-Werner Gellersen
CHI1