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Tangyao Li

dblp:307/5372 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0008-6157-9294ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › cybersickness
cybersickness prediction
0.912025
Towards Consumer-Grade Cybersickness Prediction: Multi-Model Alignment for Real-Time Vision-Only Inference · ACM Multimedia 2025
Wearable and physiological sensing
eye tracking
0.312025
Towards Consumer-Grade Cybersickness Prediction: Multi-Model Alignment for Real-Time Vision-Only Inference · ACM Multimedia 2025
Wearable and physiological sensing › motion capture
head dynamics sensing
0.312025
Towards Consumer-Grade Cybersickness Prediction: Multi-Model Alignment for Real-Time Vision-Only Inference · ACM Multimedia 2025

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

graph neural network · 1.7difference attention module · 1.7cross-modal alignment · 1.7
YearPublicationVenuePosition
2025 Towards Consumer-Grade Cybersickness Prediction: Multi-Model Alignment for Real-Time Vision-Only Inference
abstract
Cybersickness remains a major obstacle to the widespread adoption of immersive virtual reality (VR), particularly in consumer-grade environments. While prior methods rely on invasive signals such as electroencephalography (EEG) for high predictive accuracy, these approaches require specialized hardware and are impractical for real-world applications. In this work, we propose a scalable, deployable framework for personalized cybersickness prediction leveraging only non-invasive signals readily available from commercial VR headsets, including head motion, eye tracking, and physiological responses. Our model employs a modality-specific graph neural network enhanced with a Difference Attention Module to extract temporal-spatial embeddings capturing dynamic changes across modalities. A cross-modal alignment module jointly trains the video encoder to learn personalized traits by aligning video features with sensor-derived representations. Consequently, the model accurately predicts individual cybersickness using only video input during inference. Experimental results show our model achieves 88.4% accuracy, closely matching EEG-based approaches (89.16%), while reducing deployment complexity. With an average inference latency of 90ms, our framework supports real-time applications, ideal for integration into consumer-grade VR platforms without compromising personalization or performance. The code will be relesed at https://github.com/U235-Aurora/PTGNN.
Yitong Zhu, Zhuowen Liang, Tangyao Li, Yuyang Wang 0002
ACM Multimedia4
2025 Balancing Exploration and Cybersickness: Investigating Curiosity-Driven Behavior in Virtual Environments
abstract
Virtual reality offers the opportunity for immersive exploration, yet it is often undermined by cybersickness. However, how individuals strike a balance between exploration and discomfort remains unclear. Existing method (e.g., reinforcement learning (RL)) often fail to fully capture the complexities of navigation and decision-making patterns. This study investigates how curiosity influences users’ navigation behavior, particularly how users strike a balance between exploration and discomfort. We propose curiosity as a key factor driving irrational decision-making and apply the free energy principle to model the relationship between curiosity and user behavior quantitatively. Our findings indicate that users generally adopt conservative strategies when navigating. Also, curiosity levels tend to rise when the virtual environment changes. These results illustrate the dynamic interplay between exploration and discomfort. In addition, it offers a new perspective on how curiosity drives behavior in immersive environments, providing a foundation for designing adaptive VR environments. Future research will further refine this model by incorporating additional psychological and environmental factors to improve prediction accuracy.
Tangyao Li, Yuyang Wang 0002
IEEE Trans. Hum. Mach. Syst.1