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Zequn Liang

dblp:414/3501 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 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.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 36% Immersive interaction · 29% Interaction techniques and input · 18%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
augmented feedback
0.912025
The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025
Learning and educational technologies
embodied learning
0.912025
The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025
Learning and educational technologies › skill acquisition
motor skill learning
0.912025
The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
virtual reality
0.912025
The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input
visual feedback
0.912025
The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
embodiment
0.312025
The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › embodiment
virtual embodiment
0.312025
The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations · IEEE Trans. Vis. Comput. Graph. 2025

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

presence questionnaire · 0.9controlled experiment · 0.9NASA-TLX · 0.9
YearPublicationVenuePosition
2025 Virtual Guides and Crowd Behaviors: Understanding Evacuation Decision-Making in Virtual Reality
Ruochen Cao, Ziyuan Feng, Changyue Ma, Xin Wen 0008, Yanrong Hao, Zequn Liang, Ziarmal Hussain
CASA7
2025 The Role of Visual Augmentation on Embodied Skill Acquisition Across Perspectives and Body Representations
abstract
Immersive embodiment holds great promise for motor skill acquisition, however the design and effect of real-time visual guidance across perspectives and body representations remain underexplored. This study introduces a puppet-inspired visual feedback framework that uses continuous visual linkages - line, color, and thickness cues - to externalize spatial deviation and scaffold embodied learning. To evaluate its effectiveness, we conducted a controlled virtual reality experiment (N = 40) involving gesture imitation tasks with fine (sign language) and gross (aviation marshalling) motor components, under first- and third-person viewpoints. Results showed that color-based guidance significantly improved imitation accuracy, short-term learning, and perceived embodiment, especially in finger-based and first-person settings. Subjective assessments (NASA-TLX, Motivation, IPQ, Embodiment) confirmed improvements in presence, agency, and task engagement.
Ruochen Cao, Zequn Liang, Andrew Cunningham, James A. Walsh
IEEE Trans. Vis. Comput. Graph.2