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Xuanru Cheng

dblp:417/1202 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0003-9470-5537ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 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
Collaborative and social computing · 54% Learning and educational technologies · 46%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.222026
MetaRoundWorm: A Virtual Reality Escape Room Game for Learning the Lifecycle and Immune Response to Parasitic Infections · IEEE Trans. Vis. Comput. Graph. 2025
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › immersive interaction
collaborative virtual environments
1.012026
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026
Collaborative and social computing › social interaction › group dynamics
conflict resolution
1.012026
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026
Learning and educational technologies
gamified learning
0.912025
MetaRoundWorm: A Virtual Reality Escape Room Game for Learning the Lifecycle and Immune Response to Parasitic Infections · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation
0.312026
Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions · IEEE Trans. Vis. Comput. Graph. 2026

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

serious game design · 2.6embodied learning · 2.6user study · 2.0
YearPublicationVenuePosition
2026 Conflict Resolution Strategies for Co-Manipulation of Virtual Objects Under Non-Disjoint Conditions
abstract
Virtual Reality (VR) co-manipulation enables multiple users to collaboratively interact with shared virtual objects. However, existing research treats objects as monolithic entities, overlooking scenarios where users need to manipulate different sub-components simultaneously. This work addresses conflict resolution when users select overlapping vertices (non-disjoint sets) during co-manipulation. We present a comprehensive framework comprising preventive strategies (Object-level and Action-level Restrictions) and reactive strategies (computational conflict resolution). Through two user studies with 76 participants (38 pairs), we evaluated these approaches in collaborative wireframe editing tasks. Study 1 identified Averaging as the optimal computational method, balancing task efficiency with user experience. Study 2 highlighted that Action-level Restriction, which permits overlapping selections but restricts concurrent identical operations, achieved better performance compared to exclusive object locking. Reactive strategies using averaging provided smooth collaboration for experienced users, while second-user priority enabled quick corrections. Our findings indicate that optimal strategy selection depends on task requirements, user expertise, and collaboration patterns. Based on the findings, we provide design implications for developing VR collaboration systems that support flexible sub-components manipulation while maintaining collaborative awareness and minimizing conflicts.
Xuanru Cheng, Rongkai Shi, Lei Chen 0088, Jingyao Zheng, Hai-Ning Liang, Lik-Hang Lee
IEEE Trans. Vis. Comput. Graph.2
2025 MetaRoundWorm: A Virtual Reality Escape Room Game for Learning the Lifecycle and Immune Response to Parasitic Infections
abstract
Promoting public health is challenging owing to its abstract nature, and individuals may be apprehensive about confronting it. Recently, there has been an increasing interest in using the metaverse and gamification as novel educational techniques to improve learning experiences related to the immune system. Thus, we present MetaRoundWorm, an immersive virtual reality (VR) escape room game designed to enhance the understanding of parasitic infections and host immune responses through interactive, gamified learning. The application simulates the lifecycle of Ascaris lumbricoides and corresponding immunological mechanisms across anatomically accurate environments within the human body. Integrating serious game mechanics with embodied learning principles, MetaRoundWorm offers players a task-driven experience combining exploration, puzzle-solving, and immune system simulation. To evaluate the educational efficacy and user engagement, we conducted a controlled study comparing MetaRoundWorm against a traditional approach, i.e., interactive slides. Results indicate that MetaRoundWorm significantly improves immediate learning outcomes, cognitive engagement, and emotional experience, while maintaining knowledge retention over time. Our findings suggest that immersive VR gamification holds promise as an effective pedagogical tool for communicating complex biomedical concepts and advancing digital health education.
Xuanru Cheng, Chi-lok Tai, Lik-Hang Lee
IEEE Trans. Vis. Comput. Graph.1