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Hanxiao Deng

dblp:374/3544 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
0009-0005-4587-550XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
2 papers
Immersive interaction · 62% Games and playful interaction · 38%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality display
passthrough
0.812024
Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study · ISMAR 2024
Virtual and augmented reality
virtual reality
0.812024
Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study · ISMAR 2024
Games and playful interaction
exergames
0.212024
Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study · ISMAR 2024
Games and playful interaction
player experience
0.212024
Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR Exergames · IEEE Trans. Vis. Comput. Graph. 2024

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

field study · 1.5controlled user study · 0.8
YearPublicationVenuePosition
2024 Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study
abstract
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and engaging in VR exergaming in public settings presents its own set of challenges (e.g., safety, social acceptance, isolation, and privacy protection). The recent development of Passthrough functionality in VR headsets allows users to maintain awareness of their surroundings, enhancing safety and convenience. Despite its potential benefits, little is known about how Passthrough could affect user performance and experience and solve the challenges of playing VR exergames in real-world public environments. To our knowledge, this work is the first to conduct a field study in an underground passageway on a university campus to explore the use of Passthrough in a realworld public environment, with a disturbance-free closed room as a baseline. Results indicate that enabling Passthrough in a public environment improves performance without compromising presence. Moreover, Passthrough can increase social acceptance, especially among individuals with higher levels of self-consciousness. These findings highlight Passthrough’s potential to encourage VR exergaming adoption in public environments, with promising implications for overall health and well-being.
Zixuan Guo 0003, Hanxiao Deng, Angel J. Y. Tan, Wenge Xu, Hai-Ning Liang
ISMAR2
2024 Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR Exergames
abstract
VR exergames offer an engaging solution to combat sedentary behavior and promote physical activity. However, challenges emerge when playing these games in shared spaces, particularly due to the presence of bystanders. VR's passthrough functionality enables players to maintain awareness of their surrounding environment while immersed in VR gaming, rendering it a promising solution to improve users' awareness of the environment. This study investigates the passthrough's impact on player performance and experiences in shared spaces, involving an experiment with 24 participants that examines Space (Office vs. Corridor) and Passthrough Function (With vs. Without). Results reveal that Passthrough enhances game performance and environmental awareness while reducing immersion. Players prefer an open area to an enclosed room, whether with or without Passthrough, finding it more socially acceptable. Additionally, Passthrough appears to encourage participation among players with higher self-consciousness, potentially alleviating their concerns about being observed by bystanders. Our findings provide valuable insights for designing VR experiences in shared spaces, underscoring the potential of VR's passthrough to enhance user experiences and promote VR adoption in these environments.
Zixuan Guo 0003, Hanxiao Deng, Wenge Xu, Nilufar Baghaei, Cheng-Hung Lo, Hai-Ning Liang
IEEE Trans. Vis. Comput. Graph.3