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Yuan-Syun Ye

dblp:251/1802 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author

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
Immersive interaction · 41% Collaborative and social computing · 38% Haptics and multimodal interaction · 16%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality interaction
0.822020
HMD Light: Sharing In-VR Experience via Head-Mounted Projector for Asymmetric Interaction · UIST 2020
Pull-Ups: Enhancing Suspension Activities in Virtual Reality with Body-Scale Kinesthetic Force Feedback · UIST 2019
Collaborative and social computing › collaborative virtual environments › social virtual reality
asymmetric VR collaboration
0.412020
HMD Light: Sharing In-VR Experience via Head-Mounted Projector for Asymmetric Interaction · UIST 2020
Collaborative and social computing
co-located collaboration
0.412020
HMD Light: Sharing In-VR Experience via Head-Mounted Projector for Asymmetric Interaction · UIST 2020
Haptics and multimodal interaction › haptic feedback
force feedback
0.412019
Pull-Ups: Enhancing Suspension Activities in Virtual Reality with Body-Scale Kinesthetic Force Feedback · UIST 2019
Immersive interaction
head-mounted display
0.112020
HMD Light: Sharing In-VR Experience via Head-Mounted Projector for Asymmetric Interaction · UIST 2020
Health and well-being technologies › physical activity
exercise
0.112019
Pull-Ups: Enhancing Suspension Activities in Virtual Reality with Body-Scale Kinesthetic Force Feedback · UIST 2019

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

head-mounted projector · 0.4user study · 0.4pneumatic artificial muscles · 0.4
YearPublicationVenuePosition
2020 HMD Light: Sharing In-VR Experience via Head-Mounted Projector for Asymmetric Interaction
abstract
We present HMD Light, a proof-of-concept Head-Mounted Display (HMD) implementation that reveals the Virtual Reality (VR) user's experience in the physical environment to facilitate communication between VR and external users in a mobile VR context. While previous work externalized the VR user's experience through an on-HMD display, HMD Light places the display into the physical environment to enable larger display and interaction area. This work explores the interaction design space of HMD Light and presents four applications to demonstrate its versatility. Our exploratory user study observed participant pairs experience applications with HMD Light and evaluated usability, accessibility and social presence between users. From the results, we distill design insights for HMD Light and asymmetric VR collaboration.
Chiu-Hsuan Wang, Seraphina Yong, Yuan-Syun Ye, Li-Wei Chan 0001
UIST4
2019 Pull-Ups: Enhancing Suspension Activities in Virtual Reality with Body-Scale Kinesthetic Force Feedback
abstract
We present Pull-Ups, a suspension kit that can suggest a range of body postures and thus enables various exercise styles of users perceiving the kinesthetic force feedback by suspending their weight with arm exertion during the interaction. Pull-Ups actuates the user's body to move up to 15 cm by pulling his or her hands using a pair of pneumatic artificial muscle groups. Our studies informed the discernible kinesthetic force feedbacks that were then exploited for the design of kinesthetic force feedback in three physical activities: kitesurfing, paragliding, and space invader. Our final study on user experiences suggested that a passive suspension kit alone added substantially to users' perceptions of realism and enjoyment (all above neutral) with passive physical support, while sufficient active feedback can further level them up. In addition, we found that both passive and active feedback of the suspension kit significantly reduced motion sickness in simulated kitesurfing and paragliding compared to when no suspension kit (thus no feedback) was provided. This work suggests that a passive suspension kit is cost-effective as a home exercise kit, while active feedback can further level up user experience, though at the cost of the installation (e.g., an air compressor in our prototype).
Yuan-Syun Ye, Li-Wei Chan 0001
UIST1