Yue LiXi’an Jiaotong-Liverpool University · Department of Computing
Yue Li
Doctor of Philosophy
About
64
Publications
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Introduction
Dr Yue Li is an Assistant Professor at the Department of Computing, Xi’an Jiaotong-Liverpool University. Her research interest is in the field of Human Computer Interaction (HCI), with particular emphasis on Virtual Reality (VR) and Augmented Reality (AR) technologies. In the past five years, she has published more than ten papers in top international journals and conferences such as IJHCI, ACM ToCHI, ACM JoCCH, ACM CHI, IEEE VR, and IEEE ISMAR.
Additional affiliations
Education
September 2016 - July 2020
September 2012 - July 2016
Publications
Publications (64)
Cultural heritage, a testament to human history and civilization, has gained
increasing recognition for its significance in preservation and dissemination.
The integration of immersive technologies has transformed how cultural heritage
is presented, enabling audiences to engage with it in more vivid, intuitive,
and interactive ways. However, the ad...
Asymmetric collaboration is an important topic for the research of multiuser collaborative systems. Previous works have shown that by providing different abilities, devices or content to different users, users can take advantage of the unique features of each side and collaborate effectively with each other. However, there is limited work comparing...
This paper explores the use of a mobile Augmented Reality (AR) exploration game to enhance immersive storytelling and enrich cultural experiences. Specifically, we present the prototype design and evaluation of HeritageSite AR, an AR exploration game for a Chinese heritage site known as the Relics of Arhat Monastery and Twin Pagoda , or Shuangta ....
Steering is a fundamental task in interactive Virtual Reality (VR) systems. Prior work has demonstrated that movement direction can significantly influence user behavior in the steering task, and different interactive environments (VEs) can lead to various behavioral patterns, such as tablets and PCs. However, its impact on VR environments remains...
Prior work has shown that frame rate significantly influences user behavior in fast-response tasks in 2D and 3D contexts. However, its impact on a steering task, which involves navigating an object along a path from the start to the end, remains relatively unexplored, especially in the context of virtual reality (VR). This task is considered a typi...
Virtual reality (VR) technology has been increasingly focusing on incorporating multimodal outputs to enhance the sense of immersion and realism. In this work, we developed AirWhisper, a modular wearable device that provides dynamic airflow feedback to enhance VR experiences. AirWhisper simulates wind from multiple directions around the user's head...
The 2nd Joint Workshop on Cross Reality (JWCR'24), organized as part of ISMAR 2024, seeks to explore the burgeoning field of Cross Reality (CR), which encompasses the seamless integration and transition between various points on the reality-virtuality continuum (RVC) such as Virtual Reality (VR), Augmented Virtuality (AV), and Augmented Reality (AR...
The 2nd Joint Workshop on Cross Reality (JWCR'24), organized as part of ISMAR 2024, seeks to explore the burgeoning field of Cross Reality (CR), which encompasses the seamless integration and transition between various points on the reality-virtuality continuum (RVC) such as Virtual Reality (VR), Augmented Virtuality (AV), and Augmented Reality (AR...
The advent of web-based interactive technologies has opened up new possibilities for virtualgatherings in 3D environments. Live-streaming, in particular, has gained increasing attention dueto its effectiveness in engaging a large number of users in collective online activities. With anemphasis on audience participation, live-streaming shares common...
Text selection is a common task in interactive systems. Often, it can be difficult because the letters and words are too small and clustered together to allow precise selection. Compared to traditional 2D interfaces, text selection is more challenging in virtual reality (VR) head-mounted displays (HMDs) because users interact with the immersive 3D...
Multi-type characters, including uppercase and lowercase letters, symbols, and numbers, are essential in text entry activities. Although multi-type characters are used in passwords, instant messages, and document composition, there has been limited exploration of multi-character text entry for virtual reality head-mounted displays (VR HMDs). Typica...
College freshmen often face difficulties adjusting to the new academic and social environment of university life. It is critical to help them adapt to academic and personal life, while also improving their sense of belonging and engagement with the university. In this paper, we focus on the context of an international joint venture university, Xi’a...
The emergence of COVID-19 has had a significant impact on the education field, leading to a surge in the adoption of online learning and teaching. The recent development in Virtual Reality (VR) and metaverse has witnessed an increasing number of online platforms being utilized in online education. In this study, we took a user-centered approach and...
Avatars serve as users’ virtual identities and hold a significant role in shaping the user experience within the realm of Virtual Reality (VR). The appearance of individual avatars and the perceived self- congruence within the environment are likely to influence users’ perceived presence in VR. In this paper, we present a study that investigates fo...
Locomotion plays a critical role in user experience in Virtual Reality (VR). This work presents a novel locomotion device, LeanOn, which aims to enhance immersion and feedback experience in VR. Inspired by balance vehicles, LeanOn is a leaning-based locomotion device that allows users to control their location by tilting a board on two balance whee...
For museums in Virtual Reality (VR), various interaction and manipulation techniques could be employed for users to engage with artefact interactions. This study examined four combinations of interaction (controller-based and hand-tracking) and manipulation (direct and indirect) techniques, assessing user performance and experience with these inter...
With Virtual Reality Head-Mounted Displays (VR HMDs) establishing themselves as a potent platform for collaborative tasks, their cross-reality capability and cross-domain applicability remain largely unexplored. This study intends to assess the effectiveness of cross-reality collaboration systems using a VR HMD and a desk-top PC across three dispar...
Hybridity in immersive technologies has not been studied for factors that are likely to influence engagement. An noticeable factor is the spatial enclosure that defines where users meet. This involves a mutual object of interest, contents that the users may generate around the object, and the proximity between users. This study examines these facto...
In social situations, individuals often encounter communication challenges, particularly when adapting to new environments. While some studies have acknowledged the potential of AR social games to aid in effective socialization to some extent, little attention has been given to AR HMD-based games specifically designed to facilitate social interacti...
The official website of the International Federation of Sport Climbing (IFSC) stores information about sport climbing competitions and athletes. While the website shows comprehensive data, it was mainly static and there was limited interaction or effective visualization, impeding the attempts to understand the performance of the athletes. To addres...
Target pointing selection is a fundamental task. According to Fitts' law, users need more time to select targets with smaller sizes. Expanding the target to a larger size is a practical approach that can facilitate pointing selection. It has been well-examined and -deployed in 2D user interfaces. However, limited research has investigated target ex...
Steering and teleporting are two common locomotion techniques in virtual reality (VR). Steering generates a great sense of spatial awareness and immersion but tends to lead to cybersickness; teleporting performs better in mitigating cybersickness but may lead to the loss of spatial awareness. Hence, we combined these two techniques and designed Tel...
Cross-Reality (CR) is an important topic for the research of multiuser collaborative systems. It allows users to participate in the reality-virtuality continuum and select appropriate interactive systems to work with, such as Virtual Reality Head-Mounted Displays (VR HMDs). However, there is limited work showing how interaction in VR differs from t...
Understanding users' subjective feelings is vital for Virtual Reality (VR) research, and questionnaire is one of the common used approaches to obtain subjective feedback. Embedding questionnaires into VR systems has been shown effective in reducing the break in presence (BIP) and systematic bias compared to filling out questionnaire outside VR. How...
Target selection is a fundamental task in interactive Augmented Reality (AR) systems. Predicting the intended target of selection in such systems can provide users with a smooth, low-friction interaction experience. Our work aims to predict gaze-based target selection in AR headsets with eye and head endpoint distributions, which describe the proba...
Museum artifacts are the main way for visitors to experience and learn about cultural heritage. Augmented reality (AR) allows for high interactivity and is increasingly applied in museums to improve tourists’ experience and learning. It also supports the extension of museum experience to outside of the physical museum space, contributing to the vis...
This research explores the cross-modal correspondence effect of ambient color on people's taste perception in virtual reality (VR). To this end, we designed and conducted two experiments to investigate whether and how taste-congruent ambient colors in VR influence taste perception measured by four aspects: (1) taste ratings of a neutral drink; (2)...
Education is one area that was significantly affected by the COVID-19 pandemic with much of the education being transferred online. Many subjects that require hands-on experimental experience suffer when taught online. Education is also one area that many believe can benefit from the advances in virtual reality (VR) technology, particularly for rem...
This presentation will first introduce the grand challenges of promoting the effective educational transition from the teacher-centred face-to-face classroom delivery to the student-centred interactive online or hybrid learning and teaching worldwide. The COVID-19 pandemic has caused massive disruption in higher education and brought extra challeng...
An increasing number of reconstructed digital assets are being created worldwide to preserve cultural heritage. These assets can be used in interactive systems such as augmented reality (AR) and virtual reality (VR) to provide effective ways to access and learn about cultural heritage. One of the widely adopted reconstruction techniques is close-ra...
We present an action research study on student engagement in group work. The study was carried out within CPT202 Software Engineering Group Projects, a UK Level Two module with 370 students enrolled during the 2020-2021 academic year. The primary finding of our action research is that peer evaluation could encourage student engagement in group work...
The emulation of social environments within which ideas, knowledge and interpretation are exchanged is a challenge for Extended Reality (XR) technologies. One aspect of the challenge is the concept of Extended Reality itself, and this within the broad spectrum of the physical and virtual reality continuum. As users settle down into the spectrum via...
Visual cues are essential in computer-mediated communication. It is especially important when communication happens in a collaboration scenario that requires focusing several users' attention on aspecific object among other similar ones. This paper explores the effect of visual cues on pointing tasks in co-located Augmented Reality (AR) collaborati...
An Augmented Reality (AR) prototype, CubeMuseum, is proposed in this paper to present an embodied experience with virtual museum collections. With a cost-effective cube and a smartphone application, users can view and interact with 3D museum objects embodied on the cube. Detailed design of the prototype is presented to illustrate the approaches to...
The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely explored but may become a necessary channel of communication in the future. Such environments would allow multiple users to interact, engage, and share multi-dimensional data across devices and between the spectrum of realities. However, communication bet...
This thesis presents research at the intersection of Extended Reality (XR) and Cultural Heritage - Virtual Heritage (VH). Prior research in VH has used Virtual Reality (VR) for immersive visualisation and Augmented Reality (AR) has been used for enhancing exhibitions. These reality technologies were primarily configured for use within museums, whic...
Constructing a digital campus with virtual reality (VR) allows users to experience an immersive campus life, access campus services remotely, and have social interaction with others. However, most existing digital campus systems only present users with immersive visualizations of the digital campus scenes only. We argue that digital campus with VR...
This paper attempts to understand how present Virtual Reality (VR) environments can contribute to enhancing the communication of cultural heritage by providing an experience of the past that is acceptable for the younger generation, and how museums and cultural institutions should adopt and use such technologies. Aspects of acceptance, experience a...
Virtual Reality (VR) has great potentials for experiential learning, especially in a shared environment with multiple users. However, the factors influencing such experience are not well understood. This research considers one specific feature of VR, the embodiment richness. We consider embodiment richness a powerful feature because VR supports var...
It is becoming popular to render art exhibitions in Virtual Reality (VR). Many of these are used to deliver at-home experiences on peoples’ own mobile devices, however, control options on mobile VR systems are necessarily less flexible than those of situated VR fixtures. In this paper, we present a study that explores aspects of control in such VR...
It is becoming popular to render art exhibitions in Virtual Reality (VR). Many of these are used to deliver at-home experiences on peoples’ own mobile devices, however, control options on mobile VR systems are necessarily less flexible than those of situated VR fixtures. In this paper, we present a study that explores aspects of control in such VR...
This research investigates the factors and the ways in which users initiated conversations and engage in interactions in a hybrid virtual environment using a combination of Virtual Reality (VR) and Augmented Reality (AR) devices. The research was done in the 'spirit of the Ancient Silk Road' where trade brought in exchange of ideas, cultural influe...
Abstract— Virtual Reality (VR), a medium which can create alternate or representations of reality, could potentially be used for triggering memory recollections by connecting users with their past. Comparing to commonly-used media within museum such as photos and videos, VR is distinct because of its ability to move beyond the confines of time and...
It is becoming popular to render art exhibitions in Virtual Reality (VR). Many of these are used to deliver at-home experiences on peoples' own mobile devices, however, control options on mobile VR systems are necessarily less flexible than those of situated VR fixtures. In this paper, we present a study that explores aspects of control in such VR...