Wenge Xu

Orcid: 0000-0001-7227-7437

According to our database1, Wenge Xu authored at least 35 papers between 2018 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR Exergames.
IEEE Trans. Vis. Comput. Graph., May, 2024

Hands-free multi-type character text entry in virtual reality.
Virtual Real., March, 2024

Enhancement of Co-located Shared VR Experiences: Representing Non-HMD Observers on Both HMD and 2D Screen.
CoRR, 2024

Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study.
CoRR, 2024

Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior Patterns.
Proceedings of the 19th International Joint Conference on Computer Vision, 2024

OnArmQWERTY: An Empirical Evaluation of On-Arm Tap Typing for AR HMDs.
Proceedings of the 2024 ACM Symposium on Spatial User Interaction, 2024

2023
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames.
Virtual Real., September, 2023

Real-Time Prediction of Simulator Sickness in Virtual Reality Games.
IEEE Trans. Games, June, 2023

Acceptance of Virtual Reality Exergames Among Chinese Older Adults.
Int. J. Hum. Comput. Interact., March, 2023

Who's Watching Me?: Exploring the Impact of Audience Familiarity on Player Performance, Experience, and Exertion in Virtual Reality Exergames.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

2022
Comparative Study of AR Versus Image and Video for Exercise Learning.
CoRR, 2022

Exploring Text Selection in Augmented Reality Systems.
Proceedings of the 18th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2022

Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2022

An Exploration of Hands-free Text Selection for Virtual Reality Head-Mounted Displays.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2022

2021
Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing Game.
Proc. ACM Comput. Graph. Interact. Tech., 2021

Socially Distanced: Have user evaluation methods for Immersive Technologies changed during the COVID-19 pandemic?
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2021

Design and Development of a Low-cost Device for Weight and Center of Gravity Simulation in Virtual Reality.
Proceedings of the ICMI '21: International Conference on Multimodal Interaction, 2021

A Novel Lesion Segmentation Algorithm based on U-Net Network for Tuberculosis CT Image.
Proceedings of the 2021 International Conference on Control, 2021

Designing Individualised Virtual Reality Applications for Supporting Depression: A Feasibility Study.
Proceedings of the EICS '21: ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2021

Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Motion-based interaction for head-mounted displays
PhD thesis, 2020

Exploring Visual Techniques for Boundary Awareness During Interaction in Augmented Reality Head-Mounted Displays.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay.
Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2020

Exploration of Hands-free Text Entry Techniques For Virtual Reality.
Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, 2020

VirusBoxing: A HIIT-based VR Boxing Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

2019
Errata to "RingText: Dwell-Free and Hands-Free Text Entry for Mobile Head-Mounted Displays Using Head Motions".
IEEE Trans. Vis. Comput. Graph., 2019

RingText: Dwell-free and hands-free Text Entry for Mobile Head-Mounted Displays using Head Motions.
IEEE Trans. Vis. Comput. Graph., 2019

DepthMove: Hands-free Interaction in Virtual Reality Using Head Motions in the Depth Dimension.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn Displays.
Proceedings of the 2019 IEEE International Symposium on Mixed and Augmented Reality, 2019

Pointing and Selection Methods for Text Entry in Augmented Reality Head Mounted Displays.
Proceedings of the 2019 IEEE International Symposium on Mixed and Augmented Reality, 2019

DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Assessing the effects of a full-body motion-based exergame in virtual reality.
Proceedings of the Seventh International Symposium of Chinese CHI, 2019

2018
PizzaText: Text Entry for Virtual Reality Systems Using Dual Thumbsticks.
IEEE Trans. Vis. Comput. Graph., 2018

Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives.
Comput. Animat. Virtual Worlds, 2018


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