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Yun-Xuan Lin

dblp:206/0437 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1 · 1 first-authorHuman-computer interaction and ubiquitous 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 graphics and multimedia
1 paper
Virtual and augmented reality · 50% Computer animation and physical simulation · 50%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
cybersickness
0.412020
Comparative Evaluation of the Effects of Motion Control on Cybersickness in Immersive Virtual Environments · VR 2020
Computer animation and physical simulation
motion control
0.412020
Comparative Evaluation of the Effects of Motion Control on Cybersickness in Immersive Virtual Environments · VR 2020
Immersive interaction › virtual reality
driving simulation
0.112020
Comparative Evaluation of the Effects of Motion Control on Cybersickness in Immersive Virtual Environments · VR 2020

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

yoked control design · 0.9between-subjects study · 0.9
YearPublicationVenuePosition
2020 Comparative Evaluation of the Effects of Motion Control on Cybersickness in Immersive Virtual Environments
abstract
The commercialization and lowering costs of consumer grade Virtual Reality (VR) devices has made the technology increasingly accessible to users around the world. The usage of VR technology is often accompanied by an undesirable side effect called cybersickness. Cyber-sickness is the feeling of discomfort that occurs during VR experiences, producing symptoms similar to those of motion sickness. It continues to remain one of the biggest hurdles to the widespread adoption of VR, making it increasingly important to explore and understand the factors that influence its onset. In this work, we investigated the influence of the presence/absence of motion control on the onset and severity of cybersickness in an HMD based VR driving simulation employing steering as a travel metaphor. Towards this end, we conducted a between subjects study manipulating the presence of control between three experimental conditions, two of which (Driving condition and Yoked Pair condition) formed a yoked control design where every pair of drivers and their yoked pairs were exposed to identical vehicular motion stimuli created by participants in the driving condition. In the other condition (Autonomous Car condition), participants experienced a program driven autonomous vehicle simulation. Results indicated that participants in the Driving condition experienced higher levels of cybersickness than participants in the Yoked Pair condition. While these results don’t conform to findings from previous research which suggests that having control over motion reduces cybersickness, it seems to point towards the importance of the fidelity of the control metaphor’s feedback response in alleviating cybersickness. Simply allowing one control their motion may not readily alleviate cybersickness but could instead increase it in such HMD based VR driving simulations. It may hence be important to consider how well the control metaphor and its feedback matches users’ expectations if we want to successfully mitigate cybersickness.
Roshan Venkatakrishnan, Rohith Venkatakrishnan, Ayush Bhargava, Kathryn M. Lucaites, Hannah Solini, Matias Volonte, Andrew C. Robb, Sabarish V. Babu, Wen-Chieh Lin, Yun-Xuan Lin
VR10
2020 How the Presence and Size of Static Peripheral Blur Affects Cybersickness in Virtual Reality
abstract
Cybersickness (CS) is one of the challenges that has hindered the widespread adoption of Virtual Reality and its applications. Consequently, a number of studies have focused on extensively understanding and reducing CS. Inspired by previous work that has sought to reduce CS using foveated rendering and Field of View (FOV) restrictions, we investigated how the presence and size of a static central window in peripheral FOV blurring affects CS. To facilitate this peripheral FOV blur, we applied a Gaussian blur effect in the display peripheral region, provisioning a full-resolution central window. Thirty participants took part in a three-session, within-subjects experiment, performing search and spatial updating tasks in a first-person, slow-walking, maze-traveling scenario. Two different central window sizes (small and large) were tested against a baseline condition that didn’t feature display peripheral blurring. Results revealed that the baseline condition produced higher levels of CS than both conditions with a central window. While there were no significant differences between the small and large windows, we observed interaction effects suggesting an influence of window size on “adaptation to CS.” When the central window is small, adaptation to CS seems to take more time but is more pronounced. The interventions had no effect on spatial updating and presence, but were detectable when the blurred area was larger (small central window). Lower sickness levels observed in both window conditions supports the use of peripheral FOV blurring to reduce CS, reducing our dependence on eye tracking. This being said, researchers must strive to find the right balance between window size and detectability to ensure seamless virtual experiences.
Yun-Xuan Lin, Rohith Venkatakrishnan, Roshan Venkatakrishnan, Elham Ebrahimi, Wen-Chieh Lin, Sabarish V. Babu
ACM Trans. Appl. Percept.1
2017 A gesture system for graph visualization in virtual reality environments
abstract
As virtual reality (VR) hardware technology becomes more mature and affordable, it is timely to develop visualization applications making use of such technology. How to interact with data in an immersive 3D space is both an interesting and challenging problem, demanding more research investigations. In this paper, we present a gesture input system for graph visualization in a stereoscopic 3D space. We compare desktop mouse input with gesture input with bare hands for performing a set of tasks on graphs. Our study results indicate that users are able to effortlessly manipulate and analyze graphs using gesture input. Furthermore, the results also show that using gestures is more efficient when exploring the complicated graph.
Yi-Jheng Huang, Takanori Fujiwara, Yun-Xuan Lin, Wen-Chieh Lin, Kwan-Liu Ma
PacificVis3