Leith Kin Yip Chan

dblp:53/5638 · also Leith K. Y. Chan · DBLP profile ↗
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6ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0009-7253-2480ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 5 · 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
3 papers
Immersive interaction · 97% Haptics and multimodal interaction · 3%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.032019
Effect of Sensory Conflict and Postural Instability on Cybersickness · VR 2019
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018
Corrective feedback for depth perception in CAVE-like systems · VR 2017
Immersive interaction › virtual reality
cybersickness
0.722019
Effect of Sensory Conflict and Postural Instability on Cybersickness · VR 2019
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018
Immersive interaction
sensory conflict
0.722019
Effect of Sensory Conflict and Postural Instability on Cybersickness · VR 2019
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018
Immersive interaction
depth perception
0.312017
Corrective feedback for depth perception in CAVE-like systems · VR 2017
Immersive interaction › depth perception
distance estimation
0.312017
Corrective feedback for depth perception in CAVE-like systems · VR 2017
Haptics and multimodal interaction
motion platform
0.112018
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018

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

motion platform · 0.4motion-coupled VR · 0.3verbal corrective feedback · 0.3
YearPublicationVenuePosition
2025 Depth perception in virtual reality: The impact of spatial interaction and color-based cues
Yusi Sun, Haoyan Guan, Leith Kin Yip Chan
Comput. Graph.3
2024 Contrast and Hue in Depth Perception for Virtual Reality: An Experimental Study
Sun Yusi, Leith Kin Yip Chan, Yong-Hong Kuo
EuroXR2
2019 Effect of Sensory Conflict and Postural Instability on Cybersickness
abstract
Sensory conflict theory and postural instability theory were often tested individually to explain cybersickness in VR systems, but they were seldom systematically compared. An earlier study evaluated them on a large screen using 2D videos. This study evaluated sensory conflict and postural instability on the discomfort in VR. Virtual visual locomotion were shown on an head-mounted display. A motion platform vibrated in low-frequency while the participant stood on top. Each factor was manipulated alone or in combination. Results showed that the visual motion only condition led to the highest miserable score, higher than the physical vibration only condition. This suggested that consistent with previous literature, sensory conflict may be a major contributing factor of cybersickness.
Adrian K. T. Ng, Leith Kin Yip Chan, Henry Y. K. Lau
VR2
2018 A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System
abstract
Sensory conflict theory attempts to provide the framework of cyber-sickness in virtual reality (VR) systems by the mismatch between visual and vestibular senses. This study examined whether coupling motion sensations to the visual stimulus in a VR setting could reduce the discomfort. A motion-coupled VR system was used. Motion platform provides motion that supplements visual stimulus from the head-mounted display. Participants experience programmed visual and motion yaw rotations while viewing a virtual apartment. Three conditions were tested on how motion and visual stimuli synchronise which each other: purely visual, motion synchronised with visual, and visually-levelled frame of reference. Results showed that providing matching visual-motion stimuli decreased the miserable score (MISC) of cybersickness and increased the joyfulness score (JOSC) of their subjective feeling.
Adrian K. T. Ng, Leith Kin Yip Chan, Henry Y. K. Lau
VR2
2017 Corrective feedback for depth perception in CAVE-like systems
abstract
The perceived distance estimation in an immersive virtual reality system is generally underestimated to the actual distance. Approaches had been found to provide users with better dimensional perception. One method used in head-mounted displays is to interact by walking with visual feedback, but it is not suitable for a CAVE-like system, like imseCAVE, with confined spaces for walking. A verbal corrective feedback mechanism is proposed. The result shows that estimation accuracy generally improves after eight feedback trials although some estimations become overestimated. One possible explanation is the need of more verbal feedback trials. Further research on top-down approach for improvement in depth perception is suggested.
Adrian K. T. Ng, Leith Kin Yip Chan, Henry Y. K. Lau
VR2
1997 World Space Surface Pasting
Leith Kin Yip Chan, Stephen Mann, Richard H. Bartels
Graphics Interface1