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Yujun Lu

dblp:86/5301 · DBLP profile ↗
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5ranked-venue papers
2as first author
4since 2021 · last 2026
—ORCID · conflict

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

Systems, architecture and hardware · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Computer networks · 1 · 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
1 paper
Interaction techniques and input · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input device
controller-based interaction
1.012026
Two-Handed Click and Tap: Expanding Input Vocabulary of Controllers for Virtual Reality Interaction · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input
two-handed input
1.012026
Two-Handed Click and Tap: Expanding Input Vocabulary of Controllers for Virtual Reality Interaction · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
immersive interaction
0.312026
Two-Handed Click and Tap: Expanding Input Vocabulary of Controllers for Virtual Reality Interaction · IEEE Trans. Vis. Comput. Graph. 2026

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

command-input technique design · 2.0user performance experiments · 1.0user performance experiment · 1.0
YearPublicationVenuePosition
2026 Two-Handed Click and Tap: Expanding Input Vocabulary of Controllers for Virtual Reality Interaction
abstract
This study explores the design space of two-handed input (i.e., clicking or tapping with the thumb) on the touchpads of controllers for virtual reality (VR) interaction. Four experiments were conducted to fulfill this purpose. Experiment 1 investigated how users employed two VR controllers to perform four representative interaction tasks in VR and identified 14 potentially usable two-handed operations that involved tapping or clicking. Experiments 2 and 3 analyzed user performance of the 14 operations, providing insights into their interaction characteristics in terms of completion time, accuracy, and subjective feedback. In Experiment 4, we designed a command-input technique based on the proposed operations. We verified its effectiveness compared to context menus and marking menus in a VR text entry scenario. Our technique generally had shorter times and similar accuracy to the two menu types. Our work contributes to the design of VR interactions using two-handed controllers.
Huawei Tu, Boyu Gao 0003, Yujun Lu, Weiqiang Xin, Hui Cui 0002, Weiqi Luo 0002, Jian Weng 0001, Henry Been-Lirn Duh
IEEE Trans. Vis. Comput. Graph.3
2025 Pallet localization algorithm based on improved human pose estimation with transfer learning
Zhuguo Zhou, Yujun Lu, Liye Lv
J. Supercomput.2
2025 Real-time surface defect detection algorithm for printed circuit boards based on improved YOLOv11n
Zhuguo Zhou, Yujun Lu, Liye Lv
J. Supercomput.2
2021 Effects of Different Proximity-Based Feedback on Virtual Hand Pointing in Virtual Reality
Yujun Lu, Boyu Gao 0003, Huawei Tu, Weiqi Luo 0002, HyungSeok Kim 0001
CGI1
2020 360Cast: Foveation-Based Wireless Soft Delivery for 360-Degree Video
abstract
Wireless 360-degree video delivery provides virtual reality (VR) immersive experience where each user can freely switch his/her viewing orientation. The existing schemes of the wireless 360-degree video streaming use digital-based compression and transmission. However, they have many disadvantages in terms of video traffic and quality: cliff effect due to unstable wireless channels, large video traffic due to the extremely high resolution of the 360-degree video, and the perceptual redundancy within the transmitted video. To solve the above problems, this paper proposes a novel wireless 360-degree video transmission scheme called 360Cast. 360Cast adopts the analog-based transmission, including power allocation and analog modulation, to achieve graceful video quality improvement even in time-varying wireless channels. Here, the power allocation considers the distortion of human perception and sphere-to-plane projection to maximize the human perceptual quality at the 360-degree video playback. In addition, 360Cast predicts and transmits the user's viewport based on the recent HMD user's orientation by using dynamic linear regression (DLR) and only transmits the viewport for traffic reduction. Evaluation results show that the proposed 360Cast provides better human perceptual quality via HMD compared with the existing analog transmission schemes, i.e., SoftCast and FoveaCast, by using the integration of viewport prediction, power allocation, and analog modulation.
Yujun Lu, Takuya Fujihashi, Shunsuke Saruwatari, Takashi Watanabe 0001
ICC1