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Yuan Li 0033

dblp:86/6196-33 · DBLP profile ↗
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7ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0002-2430-5373ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 6 · 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
6 papers
Immersive interaction · 44% Interaction techniques and input · 31% Collaborative and social computing · 18%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 100%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › 3d user interface
3d pointing
0.722019
Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality · VR 2019
Evaluation of Environment-Independent Techniques for 3D Position Marking in Augmented Reality · VR 2018
Immersive interaction
augmented reality interaction
0.722022
Evaluation of Pointing Ray Techniques for Distant Object Referencing in Model-Free Outdoor Collaborative Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2022
Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality · ISMAR 2019
Collaborative and social computing › mixed reality collaboration
collaborative augmented reality
0.612022
Evaluation of Pointing Ray Techniques for Distant Object Referencing in Model-Free Outdoor Collaborative Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › immersive interaction › gaze-based interaction
hands-free interaction
0.412020
Glanceable AR: Evaluating Information Access Methods for Head-Worn Augmented Reality · VR 2020
Virtual and augmented reality
immersive interaction
0.412020
Glanceable AR: Evaluating Information Access Methods for Head-Worn Augmented Reality · VR 2020
Virtual and augmented reality
mixed reality
0.412019
Save the Space Elevator: An Escape Room Scenario Involving Passive Haptics in Mixed Reality · VR 2019
Interaction techniques and input › spatial interaction
3d interaction
0.312018
Climb, Direct, Stack: Smart Interfaces for ELeague Contest · VR 2018
Interaction techniques and input
pointing and selection
0.212022
Evaluation of Pointing Ray Techniques for Distant Object Referencing in Model-Free Outdoor Collaborative Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › immersive display
head-mounted display
0.112020
Glanceable AR: Evaluating Information Access Methods for Head-Worn Augmented Reality · VR 2020
Virtual and augmented reality › augmented reality
mobile augmented reality
0.112019
Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality · VR 2019
Haptics and multimodal interaction › haptic feedback
passive haptic props
0.112019
Save the Space Elevator: An Escape Room Scenario Involving Passive Haptics in Mixed Reality · VR 2019
Interaction techniques and input › target selection
pointing
0.112019
Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality · ISMAR 2019

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

geometric triangulation · 1.4user study · 1.0tracking device reuse · 0.8time machine scenario design · 0.8ray refinement · 0.8human depth perception · 0.7parallel bars technique · 0.6double ray technique · 0.6eye tracking · 0.4dual-task study · 0.4VR simulation · 0.4interaction technique design · 0.3
YearPublicationVenuePosition
2022 Evaluation of Pointing Ray Techniques for Distant Object Referencing in Model-Free Outdoor Collaborative Augmented Reality
abstract
Referencing objects of interest is a common requirement in many collaborative tasks. Nonetheless, accurate object referencing at a distance can be challenging due to the reduced visibility of the objects or the collaborator and limited communication medium. Augmented Reality (AR) may help address the issues by providing virtual pointing rays to the target of common interest. However, such pointing ray techniques can face critical limitations in large outdoor spaces, especially when the environment model is unavailable. In this work, we evaluated two pointing ray techniques for distant object referencing in model-free AR from the literature: the Double Ray technique enhancing visual matching between rays and targets, and the Parallel Bars technique providing artificial orientation cues. Our experiment in outdoor AR involving participants as pointers and observers partially replicated results from a previous study that only evaluated observers in simulated AR. We found that while the effectiveness of the Double Ray technique is reduced with the additional workload for the pointer and human pointing errors, it is still beneficial for distant object referencing.
Yuan Li 0033, Ibrahim Asadullah Tahmid, Feiyu Lu 0001, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.1
2020 Glanceable AR: Evaluating Information Access Methods for Head-Worn Augmented Reality
abstract
Augmented reality head-worn displays (AR HWDs) have the potential to assist personal computing and the acquisition of everyday information. In this research, we propose Glanceable AR, an interaction paradigm for accessing information in AR HWDs. In Glanceable AR, secondary information resides at the periphery of vision to stay unobtrusive and can be accessed by a quick glance whenever needed. We propose two novel hands-free interfaces: "head-glance", in which virtual contents are fixed to the user’s body and can be accessed by head rotation, and "gaze-summon" in which contents can be "summoned" into central vision by eye-tracked gazing at the periphery. We compared these techniques with a baseline heads-up display (HUD), which we call "eye-glance" interface in two dual-task scenarios. We found that the head-glance and eye-glance interfaces are more preferred and more efficient than the gaze-summon interface for discretionary information access. For a continuous monitoring task, the eye-glance interface was preferred. We discuss the implications of our findings for designing Glanceable AR interfaces in AR HWDs.
Feiyu Lu 0001, Shakiba Davari, Lee Lisle, Yuan Li 0033, Doug A. Bowman
VR4
2019 Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality
abstract
Specifying points in three-dimensional (3D) space is an essential function in many augmented reality (AR) applications. When an environment model is not available, a straightforward solution is to perform geometric triangulation using two rays. However, naïve implementations suffer from low accuracy caused by technical limitations of AR devices and human motor constraints. To overcome these issues, we designed and evaluated two enhanced geometric techniques for 3D point marking. VectorCloud uses multiple rays to reduce the effects of pointing jitter, and ImageRefinement improves the accuracy by allowing users to refine the 3D direction of the two rays. We conducted studies to understand the characteristics of these techniques in both ecologically valid outdoor settings using a mobile AR display and in more controlled setting using virtual reality simulation. Our experiments demonstrate that both techniques improve the precision of 3D point marking, and that ImageRefinement is superior to VectorCloud overall. These results are particularly relevant in the design of mobile AR systems intended for use in large outdoor areas.
Wallace Lages, Yuan Li 0033, Lee Lisle, Tobias Höllerer, Doug A. Bowman
ISMAR2
2019 Save the Space Elevator: An Escape Room Scenario Involving Passive Haptics in Mixed Reality
abstract
This paper presents our solution to the 2019 3DUI Contest challenge, which focuses on passive haptics. We aimed to provide a compelling user experience in virtual reality while overcoming the limitations of physical space and current tracking devices. To meet these goals, we designed a time travel scenario that incorporates several novel features. A time machine increases efficiency in the use of physical space. A passive haptic camera prop provides a help system that is integrated into the storyline. Finally, the concept of a “temporal stabilizer” provides a plausible way to reuse a single tracking device to track multiple passive haptic props.
Shakiba Davari, Yuan Li 0033, Lee Lisle, Feiyu Lu 0001, Lei Zhang 0159, Leslie Blustein, Xueting Feng, Brianna Gabaldon, Marc Kwiatkowski, Doug A. Bowman
VR2
2019 Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality
abstract
Specifying points in three-dimensional space is essential in AR applications. Geometric triangulation is a straightforward way to specify points, but its naïve implementation has low precision. We designed two enhanced geometric techniques for 3D point marking: VectorCloud, which uses multiple rays to reduce jittering, and ImageRefinement, which allows 3D ray refinement to improve precision. Our experiments, conducted in both simulated and real AR, demonstrate that both techniques improve the precision of 3D point marking, and that ImageRefinement is superior to VectorCloud overall. These results are particularly relevant in the design of mobile AR systems for large outdoor areas.
Wallace Lages, Yuan Li 0033, Lee Lisle, Feiyu Lu 0001, Tobias Höllerer, Doug A. Bowman
VR2
2018 Evaluation of Environment-Independent Techniques for 3D Position Marking in Augmented Reality
abstract
Specifying 3D positions in the real world is an essential step to create augmented reality content. However, this task can be challenging when information about the depth or geometry of the target location is not available. In this paper, we evaluate alternative techniques for 3D pointing at a distance without knowledge about the environment. We present the results of two studies evaluating the accuracy of techniques based on geometry and human depth perception. We find that geometric methods provide higher accuracy but may suffer from low precision due to pointing errors. We propose a solution that increases precision by combining multiple samples to obtain a better estimate of the target position.
Wallace Lages, Yuan Li 0033, Doug A. Bowman
VR2
2018 Climb, Direct, Stack: Smart Interfaces for ELeague Contest
abstract
In this paper, we present multiple 3D interaction techniques to address the three tasks in the 2018 3DUI contest: ladder climbing, drone flying and tower stacking. The proposed techniques provide smart interfaces to aid efficiency and error prevention. We discuss the principles and rationale used in the design.
Yuan Li 0033, Run Yu 0001, Lei Zhang 0159, Wallace Lages, Doug A. Bowman
VR1