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Benyang Cao

dblp:225/8440 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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
2 papers
Interaction techniques and input · 70% Ubiquitous computing and smart environments · 23% Immersive interaction · 7%
Artificial intelligence
1 paper
Deep learning architectures and training · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.312018
Evaluation of Hand-Based Interaction for Near-Field Mixed Reality with Optical See-Through Head-Mounted Displays · VR 2018
Interaction techniques and input
hand-based interaction
0.312018
Evaluation of Hand-Based Interaction for Near-Field Mixed Reality with Optical See-Through Head-Mounted Displays · VR 2018
Interaction techniques and input › interaction techniques
physics-based interaction
0.312018
Evaluation of Hand-Based Interaction for Near-Field Mixed Reality with Optical See-Through Head-Mounted Displays · VR 2018
Immersive interaction › see-through display
optical see-through head-mounted display
0.112018
Evaluation of Hand-Based Interaction for Near-Field Mixed Reality with Optical See-Through Head-Mounted Displays · VR 2018

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

t-test · 0.3
YearPublicationVenuePosition
2018 Inverse Virtual Reality: Intelligence-Driven Mutually Mirrored World
abstract
Since artificial intelligence has been integrated into virtual reality, a new branch of virtual reality, which is called inverse virtual reality (IVR), is created. A typical IVR system contains both the intelligence-driven virtual reality and the physical reality, thus constructing an intelligence-driven mutually mirrored world. We propose the concept of IVR, and describe the details about the definition, structure and implementation of a typical IVR system. The parallel living environment is proposed as a typical application of IVR, which reveals that IVR has a significant potential to extend the human living environment.
Zhenliang Zhang 0002, Benyang Cao, Jie Guo 0004, Dongdong Weng, Yue Liu 0005, Yongtian Wang
VR2
2018 Evaluation of Hand-Based Interaction for Near-Field Mixed Reality with Optical See-Through Head-Mounted Displays
abstract
Hand-based interaction is one of the most widely-used interaction modes in the applications based on optical see-through head-mounted displays (OST-HMDs). In this paper, such interaction modes as gesture-based interaction (GBI) and physics-based interaction (PBI) are developed to construct a mixed reality system to evaluate the advantages and disadvantages of different interaction modes for near-field mixed reality. The experimental results show that PBI leads to a better performance of users regarding their work efficiency in the proposed tasks. The statistical analysis of T-test has been adopted to prove that the difference of efficiency between different interaction modes is significant.
Zhenliang Zhang 0002, Benyang Cao, Dongdong Weng, Yue Liu 0005, Yongtian Wang, Hua Huang 0001
VR2