Jie Guo

ORCID: 0000-0002-7411-4751
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Advanced Optical Imaging Technologies
  • Financial Markets and Investment Strategies
  • Corporate Finance and Governance
  • Tactile and Sensory Interactions
  • Auditing, Earnings Management, Governance
  • Augmented Reality Applications
  • Perfectionism, Procrastination, Anxiety Studies
  • Visual perception and processing mechanisms
  • Job Satisfaction and Organizational Behavior
  • Interactive and Immersive Displays
  • Market Dynamics and Volatility
  • Creativity in Education and Neuroscience
  • Ergonomics and Musculoskeletal Disorders
  • Gaze Tracking and Assistive Technology
  • Visual Attention and Saliency Detection
  • Housing Market and Economics
  • Maritime Ports and Logistics
  • Color perception and design
  • Computer Graphics and Visualization Techniques
  • Software System Performance and Reliability
  • Wireless Sensor Networks and IoT
  • Action Observation and Synchronization
  • Video Surveillance and Tracking Methods
  • Advanced Technologies in Various Fields

Peng Cheng Laboratory
2023-2024

University of North Georgia
2023-2024

Beijing Institute of Technology
2017-2023

Renmin University of China
2023

Jilin Agricultural University
2023

Durham University
2012-2022

Shandong University
2020

Beijing Institute of Optoelectronic Technology
2017

Binghamton University
2017

This paper examines whether tone (positive and negative) volume of firm-specific news media content provide valuable information about future stock returns, using UK data from 1981–2010. The results indicate that both significantly predict next period abnormal with the impact more pronounced than tone. Additionally, predictive power is found to be stronger among lower visibility firms. Further, finds evidence an attention-grabbing effect for stories high coverage, mainly seen larger A simple...

10.17578/19-1-1 article EN Multinational Finance Journal 2015-03-01

In a mixed reality (MR) environment that combines the physical objects with virtual environments, users' feelings are immersed in world, while their bodies remain world. Compared to purely such characteristic has led some special needs for long-term immersion. However, deficiency we have face immersion still need further research. this paper, apply theory of Maslow's Hierarchy Needs (MHN) guide design MR systems Taking normal biological rhythm human beings as basic unit (24 hours), propose...

10.1109/ismar.2019.00019 article EN 2019-10-01

Abstract Augmented reality (AR) technologies create an immersive environment by augmenting the real world with rendered virtual objects. One of key requirements AR system is to understand how users perceive depth object. Perceived distances objects can be based on various cues such as rendering method used for The existing researches shading model and opacity mainly focus shape perception or position relationship several in environment. We predicted that models would impact a user's...

10.1002/jsid.947 article EN Journal of the Society for Information Display 2020-07-16

Abstract During continuous use of displays, a short rest can relax users' eyes and relieve visual fatigue. As one the most important devices virtual reality, head‐mounted displays (HMDs) create an immersive 3D world. When users have during using HMDs, they will experience transition from world to real In order investigate how this change affects eye condition, we designed 2 × experiment explore effects HMDs compared results with those 2D displays. The Visual Fatigue Scale, critical flicker...

10.1002/jsid.750 article EN Journal of the Society for Information Display 2018-12-26

Abstract This article examines the role of media in seasoned equity offerings ( SEO s) price and market reactions on announcements. Using a sample deals UK , we find that coverage is significantly negatively related to discounts returns around Moreover, document more pessimistic sentiment predicts larger negative In summary, both influence investor decisions s, but through different mechanisms.

10.1111/acfi.12334 article EN Accounting and Finance 2018-02-16

10.1016/j.irfa.2021.101861 article EN International Review of Financial Analysis 2021-08-04

10.1016/j.jempfin.2021.10.005 article EN Journal of Empirical Finance 2021-10-22

Abstract Building a human‐centered editable world can be fully realized in virtual environment. Both mixed reality (MR) and (VR) are feasible solutions to support the attribute of edition. Based on current development MR VR, we present vision‐tangible interactive display method its implementation both VR. We address issue VR together because they similar regarding proposed method. The system is useful for studies, which exploit it as platform. In this paper, construct environment based...

10.1002/jsid.747 article EN Journal of the Society for Information Display 2018-11-19

There are few negative effects to make people discomfort using virtual reality systems. In this paper, we investigated the of visual fatigue when wearing head-mounted displays (HMD) and compared results with those from smartphones. Forty subjects were recruited divided into two different groups. The scale was measured assess subjects' performance. indicated that caused by conflict focal distance vergence less severe than long-term focus without accommodation.

10.1109/vr.2017.7892270 article EN 2017-01-01

Physical entity interactions in mixed reality (MR) environments aim to harness human capabilities manipulating physical objects, thereby enhancing virtual environment (VEs) functionality. In MR, a common strategy is use agents as substitutes for entities, balancing interaction efficiency with environmental immersion. However, the impact of agent size and form on performance remains unclear. Two experiments were conducted explore how affect performance, immersion, preference MR environments....

10.1016/j.vrih.2023.11.001 article EN cc-by-nc-nd Virtual Reality & Intelligent Hardware 2024-04-01

Mental fatigue can affect people's performance, which is an important human factor in various application fields. In the past, research on mental caused by long-term tasks was based real environments. This study assessed of performing a virtual environment (VE) and compared it with (RE). We designed comparative 8-hour experiment, allowing participants to perform four simple office VE RE. Psychomotor Vigilance Task (PVT) carried out at six stages experiment. The changes subjects were...

10.1109/ismar-adjunct.2019.00-65 article EN 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2019-10-01

10.1016/j.bar.2022.101113 article EN The British Accounting Review 2022-06-21

Abstract Synchronizing the movement of a virtual hand with an unseen real in environment is effective method to induce sense ownership hand. Although several neuroimaging studies have revealed neural mechanisms related ongoing process illusion, effect long-term experience illusion on brain activity remains be investigated. Here, we developed apparatus based real-time image matting and reality technology which allowed us use participants’ hands as their synchronize scene. Resting-state...

10.1007/s10055-023-00838-4 article EN cc-by Virtual Reality 2023-08-02

This paper examines whether tone (positive and negative) volume of firm-specific news media content provide valuable information about future stock returns, using UK data from 1981–2010. The results indicate that both significantly predict next period abnormal with the impact more pronounced than tone. Additionally, predictive power is found to be stronger among lower visibility firms. Further, finds evidence an attention-grabbing effect for stories high coverage, mainly seen larger A simple...

10.2139/ssrn.2111352 article EN SSRN Electronic Journal 2012-01-01

Abstract Calibration accuracy is one of the most important factors to affect user experience in mixed reality applications. For a typical system built with optical see‐through head‐mounted display, key problem how guarantee hand–eye coordination by decreasing instability eye and display long‐term use. In this paper, we propose real‐time latent active correction algorithm decrease calibration errors accumulated over time. Experimental results show that can an effective result improve proposed...

10.1002/jsid.728 article EN Journal of the Society for Information Display 2018-08-01

To investigate the effects of visual discomfort caused by long-term immersing in virtual environments (VEs), we conducted a comparative study to evaluate users' an eight-hour working rhythm and compared differences between VEs physical environments. Twenty-seven participants performed four different tasks with head-mounted display (HMD) for VE condition monitor condition. Their subjective objective oculomotor indicators were measured their performances. The results show that fatigue...

10.1109/vr46266.2020.1581306543750 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2020-03-01

Behavioural finance models suggest that under uncertainty, investors overweight their private information and overreact to it. We test this theoretical prediction in an M&A framework. find high when are more likely possess firm-specific information, acquiring firms generate highly positive significant gains following the announcement of stock cash acquisitions (positive news) while market heavily punishes public (negative deals. On other hand, conditions low do not reaction is complete (i.e....

10.1080/1351847x.2016.1202296 article EN European Journal of Finance 2016-07-04

We designed a within-subject experiment to compare visual discomfort preteen users caused by using head-mounted displays (HMD) and tablet computers for an hour. 18 participants younger than 13 years old were recruited fulfill series of similar painting tasks under both display conditions. Visual fatigue was measured with analog scale before after during the break experiment. The results indicated that HMD had trend bring higher computer exposure 1 Although symptoms disappeared resting, there...

10.1109/ismar-adjunct.2018.00042 article EN 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2018-10-01

Human-computer interaction (HCI) plays an important role in the near-field mixed reality, which hand-based is one of most widely-used modes, especially applications based on optical see-through head-mounted displays (OST-HMDs). In this paper, such modes as gesture-based (GBI) and physics-based (PBI) are developed to construct a reality system evaluate advantages disadvantages different modes. The ultimate goal find efficient hybrid paradigm for OST-HMDs deal with situations that single mode...

10.1109/iros40897.2019.8968101 article EN 2021 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) 2019-11-01

Objective: To analyze the influential factors of loneliness in elderly aged ≥60 years China. Methods: Data used this study were obtained from participants China Longitudinal Aging Social Survey, with a sample size 7 593. Loneliness was measured scale, and influence subjective objective on their interaction analyzed stepwise linear regression model simple slope test. SPSS 25.0 for statistical analysis. PROCESS 3.3 macro program Results: A total 8 926 included. Among factors, poor family...

10.3760/cma.j.cn112338-20230227-00110 article EN PubMed 2023-07-10
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