Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Yuyao Lu

dblp:311/6024 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
2since 2021 · last 2026
—ORCID · conflict

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

Computer networks · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 33% Usability and user experience research · 33% Health and well-being technologies · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
mixed reality
1.012026
The power of seeing less: Diminished reality for supporting consumer choice · Int. J. Hum. Comput. Stud. 2026
Usability and user experience research › decision-making
consumer decision-making
1.012026
The power of seeing less: Diminished reality for supporting consumer choice · Int. J. Hum. Comput. Stud. 2026
Immersive interaction › mixed reality
diminished reality
1.012026
The power of seeing less: Diminished reality for supporting consumer choice · Int. J. Hum. Comput. Stud. 2026

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

think-aloud protocol · 2.0semi-structured interviews · 2.0framework method analysis · 2.0
YearPublicationVenuePosition
2026 The power of seeing less: Diminished reality for supporting consumer choice
abstract
Diminished reality is an immersive technology that can selectively reduce the visual salience of real-world objects, altering how people see their environment without physically changing it. This makes it a novel and innovative form of digital choice architecture in supporting consumer decision-making. While the technical development of diminished reality has advanced within computer science, our study is the first to examine how people experience and interact with the technology in practice and reflect its use from a behavioral science perspective. This study addresses these gaps by exploring how diminished reality shaped food-related decisions and how consumers envisioned its future adoption. To explore this, we developed a diminished reality prototype designed to support sustainable food choices and used it to conduct a qualitative study combining think-aloud protocols and semi-structured interviews with 25 participants in a simulated supermarket setting. Using framework method analysis, we found that diminished reality shaped participants’ choices by guiding attentional processes, altering perceptions of product presence, sparking curiosity, and prompting moral reasoning – all of which interacted with habitual preferences to shape decision-making. We also explored key motivations and barriers related to future adoption of diminished reality, including perceived ease of use, usefulness, autonomy, psychological reactance and trust in technology. These findings contribute to the emerging literature on mixed reality and digital choice architecture, offering theoretical insights into consumer decision-making and practical implications for future diminished reality development and implementation.
Yuyao Lu, Zeph M. C. van Berlo, Marijn H. C. Meijers, Edith G. Smit
Int. J. Hum. Comput. Stud.1
2025 Toward Anthropomorphic Grasping in Food Industries: A Dual-Arm Mobile Robot With Human-Like Reaching Function for Adaptive Grasping
abstract
Performing unstructured grasping tasks in cluttered or obstacle-rich food processing environments is a key challenge in robotic systems. This work presents a task-adaptive grasping approach for a dual-arm anthropomorphic robot, named Herdsman, developed for the food industry. With an articulated torso, Herdsman is able to perform human-like reaching motions for more flexible grasping operations. To recognize the target object and extract the features for grasping, a vision pipeline, including a lightweight network GDC-YOLO for real-time object detection and a U-ReSENet network for grasping detection enhancement, is designed based on convolutional neural networks. After the detection comes the grasp execution, where a task-adaptive grasping strategy that works with the articulated torso is put forward to carry out grasping tasks in unstructured environments. Comparative experiments are designed to evaluate the detection performance between the proposed network and other popular networks for object detection and grasping detection. In addition, the task-adaptive grasp strategy for the Herdsman robot is experimentally validated by grasping the objects at different heights. The results have shown that the task-adaptive grasping solution exhibits robustness against variations in the target object position, which could be a promising approach for its application in unstructured environments requiring autonomous grasping.
Honghao Lyu, Yuyao Lu, Huayong Yang, Jialin Zhang 0005, Geng Yang 0003
IEEE Internet Things J.3