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Yu Liu 0096

dblp:97/2274-96 · DBLP profile ↗
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9ranked-venue papers
3as first author
7since 2021 · last 2025
0000-0003-4379-128XORCID · conflict

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

Computer networks · 5 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1

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 networks
5 papers
Content delivery and video streaming · 37% Cellular and mobile networks · 20% Edge and fog computing · 19%
Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 45% Learning and educational technologies · 35% Collaborative and social computing · 20%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 70% Multimedia systems and quality of experience · 30%

Topics — the 16 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Content delivery and video streaming
volumetric video streaming
1.832024
MuV2: Scaling up Multi-user Mobile Volumetric Video Streaming via Content Hybridization and Sharing · MobiCom 2024
Vues: practical mobile volumetric video streaming through multiview transcoding · MobiCom 2022
ViVo: visibility-aware mobile volumetric video streaming · MobiCom 2020
Immersive interaction
virtual reality
1.422024
Virtual Reality, Real Pedagogy: A Contextual Inquiry of Instructor Practices with VR Video · CHI 2024
Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control · CHI 2023
Transport protocols and congestion control › real-time communication
video conferencing
0.912025
NIER: Practical Neural-enhanced Low-bitrate Video Conferencing · SIGCOMM 2025
Learning and educational technologies
immersive learning
0.812024
Virtual Reality, Real Pedagogy: A Contextual Inquiry of Instructor Practices with VR Video · CHI 2024
Collaborative and social computing
collaborative learning
0.712023
Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control · CHI 2023
Learning and educational technologies › immersive learning
virtual reality learning
0.612022
How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education · CHI 2022
Edge and fog computing › edge-assisted video processing
edge transcoding
0.612022
Vues: practical mobile volumetric video streaming through multiview transcoding · MobiCom 2022
Cellular and mobile networks
5g
0.622020
A First Look at Commercial 5G Performance on Smartphones · WWW 2020
ViVo: visibility-aware mobile volumetric video streaming · MobiCom 2020
Cellular and mobile networks › mobility management
handover
0.412020
A First Look at Commercial 5G Performance on Smartphones · WWW 2020
Cellular and mobile networks
millimeter-wave communication
0.412020
A First Look at Commercial 5G Performance on Smartphones · WWW 2020
Network measurement and analytics
network performance measurement
0.412020
A First Look at Commercial 5G Performance on Smartphones · WWW 2020
Content delivery and video streaming › volumetric video streaming
point cloud video streaming
0.412020
ViVo: visibility-aware mobile volumetric video streaming · MobiCom 2020
Content delivery and video streaming › 360-degree video streaming
viewport-adaptive streaming
0.412020
ViVo: visibility-aware mobile volumetric video streaming · MobiCom 2020
Collaborative and social computing › collaborative learning
computer-supported collaborative learning
0.212023
Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control · CHI 2023
Multimedia systems and quality of experience
qoe modeling
0.212022
Vues: practical mobile volumetric video streaming through multiview transcoding · MobiCom 2022
Network measurement and analytics
mobile network measurement
0.112020
A First Look at Commercial 5G Performance on Smartphones · WWW 2020

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

view sharing · 1.5hybrid streaming · 1.5hardware encoding · 1.5interviews · 1.3user study · 1.1lightweight machine learning models · 1.1key-point-based animation · 0.9deep image animation · 0.9survey · 0.8contextual inquiry · 0.8within-subject study · 0.7qualitative analysis · 0.6participatory design workshop · 0.6viewport prediction · 0.4performance prediction · 0.4field measurement · 0.4
YearPublicationVenuePosition
2025 Poster: Exploring Privacy Challenges in Using Volumetric Video for Educational VR
abstract
Volumetric video (VV) offers photorealistic 3D capture for immersive educational VR, often created by instructors through live-streamed lessons or prerecorded demonstrations. While enhancing engagement and presence, such instructor-produced content can unintentionally expose sensitive objects, personal information, or biometric identifiers, and may intensify feelings of surveillance. This poster examines these privacy risks in using VV for educational VR and presents a research agenda focused on integrating diminished reality (DR) techniques and real-time 3D scene understanding into VV pipelines to dynamically sanitize environments while balancing realism and privacy.
Yu Liu 0096, Qiao Jin 0002, Feng Qian 0001
MobiHoc1
2025 NIER: Practical Neural-enhanced Low-bitrate Video Conferencing
abstract
We present NIER, a video conferencing system that can adaptively maintain a low bitrate (e.g., 10–100 Kbps) with reasonable visual quality while being robust to packet losses. We use key-point-based deep image animation (DIA) as a key building block and address a series of networking and system challenges to make NIER practical. Our evaluations show that NIER significantly outperforms the baseline solutions.
Anlan Zhang, Yuming Hu, Chendong Wang, Yu Liu 0096, Zejun Zhang 0002, Haoyu Gong, Ahmad Hassan 0004, Shichang Xu, Zhenhua Li 0001, Bo Han 0001, Feng Qian 0001
SIGCOMM4
2024 Virtual Reality, Real Pedagogy: A Contextual Inquiry of Instructor Practices with VR Video
abstract
Virtual reality (VR) offers promise in education given its immersive and socially engaging nature, but it can pose challenges for educators when creating VR-specific content. VR videos can function as a new educational tool for VR content creation due to their creation affordability and user-friendliness. However, little empirical research exists on how educators utilize VR videos and associated pedagogy in real classes. Our research employed a contextual inquiry, through in-person interviews and online surveys with 11 instructors to gain actionable insights from envisioned teaching scenarios for VR videos that are informed by actual instructional practices. Our study aims to understand the factors that motivate instructors’ adoption of VR videos, identify challenges educators face when incorporating VR videos into instructional units, and examine pedagogical adjustments when integrating VR videos into teaching. Through empirical evidence, we provide design implications for the development of VR-based learning experiences across diverse educational contexts. Our study also serves as a practical case of how VR can be adopted and integrated into education.
Qiao Jin 0002, Yu Liu 0096, Ye Yuan 0010, Bo Han 0001, Feng Qian 0001, Svetlana Yarosh
CHI2
2024 MuV2: Scaling up Multi-user Mobile Volumetric Video Streaming via Content Hybridization and Sharing
abstract
Volumetric videos offer a unique interactive experience and have the potential to enhance social virtual reality and telepresence. Streaming volumetric videos to multiple users remains a challenge due to its tremendous requirements of network and computation resources. In this paper, we develop MuV2, an edge-assisted multi-user mobile volumetric video streaming system to support important use cases such as tens of students simultaneously consuming volumetric content in a classroom. MuV2 achieves high scalability and good streaming quality through three orthogonal designs: hybridizing direct streaming of 3D volumetric content with remote rendering, dynamically sharing edge-transcoded views across users, and multiplexing encoding tasks of multiple transcoding sessions into a limited number of hardware encoders on the edge. MuV2 then integrates the three designs into a holistic optimization framework. We fully implement MuV2 and experimentally demonstrate that MuV2 can deliver high-quality volumetric videos to over 30 concurrent untethered mobile devices with a single WiFi access point and a commodity edge server.
Yu Liu 0096, Puqi Zhou, Zejun Zhang 0002, Anlan Zhang, Bo Han 0001, Zhenhua Li 0001, Feng Qian 0001
MobiCom1
2023 Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control
abstract
Virtual Reality (VR) has a noteworthy educational potential by providing immersive and collaborative environments. As an alternative but cost-effective way of delivering realistic environments in VR, using 360-degree videos in immersive VR (VR videos) received more attention. Although many studies reported positive learning experiences with VR videos, little is known about how collaborative learning performs on VR video viewing systems. In this study, we implemented two collaborative VR video viewing modes based on the way of group video control, synchronized or shared (Sync mode) and non-synchronized or individual (Non-sync mode) video control, against a conventional VR video viewing setting (Basic mode). We conducted a within-subject study (N = 54) in a lab-simulated remote learning environment. Our results show that collaborative VR video modes (Sync and Non-sync mode) improve users’ learning experiences and collaboration quality, especially with shared video control. Our findings provide directions for designing and employing collaborative VR video tools in online learning environments.
Qiao Jin 0002, Yu Liu 0096, Ruixuan Sun, Chen Chen 0109, Puqi Zhou, Bo Han 0001, Feng Qian 0001, Svetlana Yarosh
CHI2
2022 How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education
abstract
VR has received increased attention as an educational tool and many argue it is destined to influence educational practices, especially with the emergence of the Metaverse. Most prior research on educational VR reports on applications or systems designed for specified educational or training objectives. However, it is also crucial to understand current practices and attitudes across disciplines, having a holistic view to extend the body of knowledge in terms of VR adoption in an authentic setting. Taking a higher-level perception of people in different roles, we conducted a qualitative analysis based on 23 interviews with major stakeholders and a series of participatory design workshops with instructors and students. We identified the stakeholders who need to be considered for using VR in higher education, and highlighted the challenges and opportunities critical for VR current and potential practices in the university classroom. Finally, we discussed the design implications based on our findings. This study contributes a detailed description of current perceptions and considerations from a multi-stakeholder perspective, providing new empirical insights for designing novel VR and HCI technologies in higher education.
Qiao Jin 0002, Yu Liu 0096, Svetlana Yarosh, Bo Han 0001, Feng Qian 0001
CHI2
2022 Vues: practical mobile volumetric video streaming through multiview transcoding
abstract
The emerging volumetric videos offer a fully immersive, six degrees of freedom (6DoF) viewing experience, at the cost of extremely high bandwidth demand. In this paper, we design, implement, and evaluate Vues, an edge-assisted transcoding system that delivers high-quality volumetric videos with low bandwidth requirement, low decoding overhead, and high quality of experience (QoE) on mobile devices. Through an IRB-approved user study, we build a first-of-its-kind QoE model to quantify the impact of various factors introduced by transcoding volumetric content into 2D videos. Motivated by the key observations from this user study, Vues employs a novel multiview approach with the overarching goal of boosting QoE. The Vues edge server adaptively transcodes a volumetric video frame into multiple 2D views with the help of a few lightweight machine learning models and strategically balances the extra bandwidth consumption of additional views and the improved QoE, indicated by our QoE model. The client selects the view that optimizes the QoE among the delivered candidates for display. Comprehensive evaluations using a prototype implementation indicate that Vues dramatically outperforms existing approaches. On average, it improves the QoE by 35% (up to 85%), compared to single-view transcoding schemes, and reduces the bandwidth consumption by 95%, compared to the state-of-the-art that directly streams volumetric videos.
Yu Liu 0096, Bo Han 0001, Feng Qian 0001, Arvind Narayanan, Zhi-Li Zhang
MobiCom1
2020 ViVo: visibility-aware mobile volumetric video streaming
abstract
In this paper, we perform a first comprehensive study of mobile volumetric video streaming. Volumetric videos are truly 3D, allowing six degrees of freedom (6DoF) movement for their viewers during playback. Such flexibility enables numerous applications in entertainment, healthcare, education, etc. However, volumetric video streaming is extremely bandwidth-intensive. We conduct a detailed investigation of each of the following aspects for point cloud streaming (a popular volumetric data format): encoding, decoding, segmentation, viewport movement patterns, and viewport prediction. Motivated by the observations from the above study, we propose ViVo, which is to the best of our knowledge the first practical mobile volumetric video streaming system with three visibility-aware optimizations. ViVo judiciously determines the video content to fetch based on how, what and where a viewer perceives for reducing bandwidth consumption of volumetric video streaming. Our evaluations over real wireless networks (including commercial 5G), mobile devices and users indicate that ViVo can save on average 40% of data usage (up to 80%) with virtually no drop in visual quality.
Bo Han 0001, Yu Liu 0096, Feng Qian 0001
MobiCom2
2020 A First Look at Commercial 5G Performance on Smartphones
abstract
We conduct to our knowledge a first measurement study of commercial 5G performance on smartphones by closely examining 5G networks of three carriers (two mmWave carriers, one mid-band carrier) in three U.S. cities. We conduct extensive field tests on 5G performance in diverse urban environments. We systematically analyze the handoff mechanisms in 5G and their impact on network performance. We explore the feasibility of using location and possibly other environmental information to predict the network performance. We also study the app performance (web browsing and HTTP download) over 5G. Our study consumes more than 15 TB of cellular data. Conducted when 5G just made its debut, it provides a “baseline” for studying how 5G performance evolves, and identifies key research directions on improving 5G users’ experience in a cross-layer manner. We have released the data collected from our study (referred to as 5Gophers) at https://fivegophers.umn.edu/www20.
Arvind Narayanan, Eman Ramadan, Jason Carpenter, Qingxu Liu, Yu Liu 0096, Feng Qian 0001, Zhi-Li Zhang
WWW5