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Difeng Yu

Publications and source records attributed to Difeng Yu.

4 recordsLinked to original sources

CoGen3D: An Agentic Human-AI Co-Design Pipeline for 3D Asset Generation for Virtual Reality

Creating 3D assets for virtual reality requires modeling expertise, which restricts the authorship of immersive experiences. Existing generative AI tools rely on unconstrained, command-driven prompting, lacking the conversational scaffolding needed for users to articulate their intent and validate designs prior to rendering. To address this, we introduce CoGen3D, an agentic human-AI co-design pipeline that proactively guides users through conversational intent elicitation, a concept image confirmation, and image-to-3D generation that directly deploys to immersive scenes. We evaluated this system through a user study (N=120) across six affectively diverse immersive scenes, observing 60 Design group participants who co-created 3D assets for the scenes, and 60 Validation group participants who experienced the scenes with generated assets. Our findings show that co-designed assets are associated with higher scene engagement and shifted affective responses, while participants generally preferred concept images over the final 3D assets, with no increased leniency toward degradation in their own creations. Analysis of the human-AI conversations further shows that target environments shape users' conversational patterns. Our results suggest that our staged, intent-based co-design can democratize virtual reality authoring and shift immersive content creation from technical execution toward collaborative spatial design.

cs.HC

UbiNIRS: A Software Framework for Miniaturized NIRS-based Applications

We present UbiNIRS, a software framework for rapid development and deployment of applications using miniaturized near-infrared spectroscopy (NIRS). NIRS is an emerging material sensing technology that has shown a great potential in recent work from the HCI community such as in situ pill testing. However, existing methods require significant programming efforts and professional knowledge of NIRS, and hence, challenge the creation of new NIRS based applications. Our system helps to resolve this issue by providing a generic server and a mobile app, using the best practices for NIRS applications in literature. The server creates and manages UbiNIRS instances without the need for any coding or professional knowledge of NIRS. The mobile app can register multiple UbiNIRS instances by communicating with the server for different NIRS based applications. Furthermore, UbiNIRS enables NIRS spectrum crowdsourcing for building a knowledge base.

cs.HC

Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing Game

Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even pose health risks. Previous research has explored different VR sickness mitigation methods by adding visual effects or elements. Field of View (FOV) reduction, Depth of Field (DOF) blurring, and adding a rest frame into the virtual environment are examples of such methods. Although useful in some cases, they might result in information loss. This research is the first to compare VR sickness, presence, workload to complete a search task, and information loss of these three VR sickness mitigation methods in a racing game with two levels of control. To do this, we conducted a mixed factorial user study (N = 32) with degree of control as the between-subjects factor and the VR sickness mitigation techniques as the within-subjects factor. Participants were required to find targets with three difficulty levels while steering or not steering a car in a virtual environment. Our results show that there are no significant differences in VR sickness, presence and workload among these techniques under two levels of control in our VR racing game. We also found that changing FOV dynamically or using DOF blur effects would result in information loss while adding a target reticule as a rest frame would not.

cs.HC

Exploration of Hands-free Text Entry Techniques For Virtual Reality

Text entry is a common activity in virtual reality (VR) systems. There is a limited number of available hands-free techniques, which allow users to carry out text entry when users' hands are busy such as holding items or hand-based devices are not available. The most used hands-free text entry technique is DwellType, where a user selects a letter by dwelling over it for a specific period. However, its performance is limited due to the fixed dwell time for each character selection. In this paper, we explore two other hands-free text entry mechanisms in VR: BlinkType and NeckType, which leverage users' eye blinks and neck's forward and backward movements to select letters. With a user study, we compare the performance of the two techniques with DwellType. Results show that users can achieve an average text entry rate of 13.47, 11.18 and 11.65 words per minute with BlinkType, NeckType, and DwellType, respectively. Users' subjective feedback shows BlinkType as the preferred technique for text entry in VR.

cs.HC