Yu Liu

ORCID: 0000-0003-4379-128X
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Diverse Topics in Contemporary Research
  • Mobile Learning in Education
  • Online and Blended Learning
  • Video Coding and Compression Technologies
  • Education and Technology Integration
  • Image and Video Quality Assessment
  • Education and Learning Interventions
  • Augmented Reality Applications
  • Advanced Data Compression Techniques
  • Interactive and Immersive Displays

University of Southern California
2024

University of Minnesota
2023

Virtual Reality (VR) has a noteworthy educational potential by providing immersive and collaborative environments. As an alternative but cost-effective way of delivering realistic environments in VR, using 360-degree videos VR (VR videos) received more attention. Although many studies reported positive learning experiences with videos, little is known about how performs on video viewing systems. In this study, we implemented two modes based the group control, synchronized or shared (Sync...

10.1145/3544548.3581395 article EN 2023-04-19

Virtual reality (VR) offers promise in education given its immersive and socially engaging nature, but it can pose challenges for educators when creating VR-specific content. VR videos function as a new educational tool content creation due to their affordability user-friendliness. However, little empirical research exists on how utilize associated pedagogy real classes. Our employed contextual inquiry, through in-person interviews online surveys with 11 instructors gain actionable insights...

10.1145/3613904.3642510 article EN 2024-05-11

Volumetric videos offer a unique interactive experience and have the potential to enhance social virtual reality telepresence. Streaming volumetric multiple users remains challenge due its tremendous requirements of network computation resources. In this paper, we develop MuV2, an edge-assisted multi-user mobile video streaming system support important use cases such as tens students simultaneously consuming content in classroom. MuV2 achieves high scalability good quality through three...

10.1145/3636534.3649364 article EN cc-by Proceedings of the 28th Annual International Conference on Mobile Computing And Networking 2024-05-29

가상현실(VR) 기술은 몰입과 상호작용 등의 특성을 통해 광범하게 적용된다. 특히 박물관은 전통전시 방식에서 상호작용이 부족하므로 VR기술 활용에 중요한 장이 되고 있다. 그런데 선행연구들은 디지털화된 전시 방식과 상호작용을 위한 기술적 측면에 집중되어 VR 박물관의 VR영상 디자인을 관객의 요구를 반영한 디자인 요소에 관한 연구는 미흡한 실정이다. 그러므로 본고는 문헌연구에 의한 질적 연구로 VR영상과 가상현실 박물관에 대하여 파악하여 큐레이터와 관계를 영상디자인을 구체화하였다. 실증적인 연구를 위하여 가상현실에서 몰입감과 상호작용과 상상력을 통하여 요소를 10가지로 추출하였다. F1은VR상호작용 체험, F2는주제 소개용 애니메이션, F3은가상 전시물, F4는가상 가이드, F5는가상 루트, F6은 전시물 소개, F7은정보 확장, F8은상호작용 게임 , F9은전시물 복원, F10은상호작용 학습으로 정리하여 관객들의 측정하였다. 이를 위해 Kano모형을 활용하여 설문지를...

10.46248/kidrs.2019.4.87 article EN Korea Institute of Design Research Society 2019-12-30
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