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Yuke Pi

dblp:403/2705 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0008-9577-4653ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
Interaction techniques and input · 70% Immersive interaction · 23% Usability and user experience research · 7%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input
interaction techniques
1.012026
Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input
pointing and selection
1.012026
Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input › spatial interaction › 3d interaction
raycasting
1.012026
Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality interaction
1.012026
Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026
Usability and user experience research
user performance
0.312026
Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task · IEEE Trans. Vis. Comput. Graph. 2026
YearPublicationVenuePosition
2026 Slightly Stretching Your Arm's Reach May Improve VR Interaction: The Optimal Interaction Zone in a Memory Task
abstract
This study investigates how interaction methods and spatial distance affect user performance and experience in virtual reality (VR) tasks. We compared the Go-Go technique with ray-based Laser selection across eight target distances (0.67× to 4× arm length) in a memory task to identify distance ranges that minimize motor and cognitive demands and support working memory. Results with 41 participants revealed a trade-off: Go-Go enhanced embodiment, while Laser yielded higher efficiency and lower workload. This trade-off was distance-dependent: Go-Go performed best at 1.2×-1.4×, and Laser at 1.4×-2.2×. Our results offer practical design guidelines for adaptive, distance-aware VR systems that align performance and subjective experience.
Yuke Pi, Marco Gillies, Dorothy Cowie, Sylvia Xueni Pan
IEEE Trans. Vis. Comput. Graph.1