Xinyu Hu 0002

dblp:87/11202-2 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0003-1346-5985ORCID · 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 2021Human-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 73% Visualization and visual analytics · 27%
Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
interaction techniques
0.912025
MAGIC: A Method for Analyzing the Grammar of Incomplete Cues · ISMAR 2025
Virtual and augmented reality
locomotion
0.512021
The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality
locomotion techniques
0.512021
The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality
user experience
0.512021
The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques · IEEE Trans. Vis. Comput. Graph. 2021
Usability and user experience research
usability evaluation
0.312025
MAGIC: A Method for Analyzing the Grammar of Incomplete Cues · ISMAR 2025

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

user study · 1.7functional grammar · 1.7within-subject study · 1.0meta-analysis · 1.0dual-task methodology · 1.0
YearPublicationVenuePosition
2025 MAGIC: A Method for Analyzing the Grammar of Incomplete Cues
abstract
Augmented reality (AR) and virtual reality (VR) applications commonly employ interaction cues that denote to the user what interaction to take. In this paper, we present a Method for Analyzing the Grammar of Incomplete Cues (MAGIC), which provides an approach for evaluating the design of interaction cues based on the completeness or incompleteness of the functional grammar that they convey through perceptual stimuli. To demonstrate the importance of complete cues, we also present a user study investigating the effects of complete and incomplete cues on which interactions participants choose. The results indicate that incomplete cues do not afford sufficient information, so users make assumptions about the intended interactions. Furthermore, the results indicate that users are more likely to choose intended interactions when the cues are complete. Hence, we present MAGIC as a potentially useful tool for helping interaction designers avoid usability issues with incomplete interaction cues.
Xinyu Hu 0002, Joseph J. LaViola Jr., Ryan P. McMahan
ISMAR1
2021 The Cognitive Loads and Usability of Target-based and Steering-based Travel Techniques
abstract
Target and steering-based techniques are two common approaches to travel in consumer VR applications. In this paper, we present two within-subject studies that employ a prior dual-task methodology to evaluate and compare the cognitive loads, travel performances, and simulator sickness of three common target-based travel techniques and three common steering-based travel techniques. We also present visual meta-analyses comparing our results to prior results using the same dual-task methodology. Based on our results and meta-analyses, we present several design suggestions for travel techniques based on various aspects of user experiences.
Chengyuan Lai, Xinyu Hu 0002, Afham Ahmed Aiyaz, Ann Segismundo, Ananya Phadke, Ryan P. McMahan
IEEE Trans. Vis. Comput. Graph.2