Yafeng Niu

Prof. Yafeng Niu

School of Mechanical Engineering, Southeast University, Nanjing, Jiangsu, China
orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 June 2024 in Accident Analysis & Prevention
Verified
Journal Article
Closed access
WHWei-Chi Huang
Wei-Chi Huang
LFLin-Han Fan
Lin-Han Fan
ZHZi-Jian Han
Zi-Jian Han
Yafeng NiuYafeng Niu
Yafeng Niu

1 March 2022 in Advanced Engineering Informatics
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Journal Article
Closed access
Yafeng NiuYafeng Niu
Yafeng Niu
LJLiu Jin
Liu Jin
CJCui Jia-Qi
Cui Jia-Qi
YWYang Wen-Jun
Yang Wen-Jun
ZHZuo Hong-Rui
Zuo Hong-Rui
JTJin Tao
Jin Tao

25 August 2025 in Nature Communications
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Journal Article
Open access
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QXQiang Xiao
Qiang Xiao
LFLin Han Fan
Lin Han Fan
QMQian Ma
Qian Ma
YNYu Ming Ning
Yu Ming Ning
ZGZe Gu
Ze Gu
TCTie Jun Cui
Tie Jun Cui
Brain–computer interface (BCI) provides an interconnected pathway between the human brain and external devices and paves a potential route for mind manipulations. However, most existing BCI technologies are based on simple signal transmission and are independent of other interface devices, with limited consideration for the reliability and security of the human brain’s information interaction in complicated wireless environments. Here, we propose a deep fusion coding scheme that combines the BCI visual stimulation coding with metasurface space-time coding at the physical layer, enabling reliable and secure information transfers between the human brain and external devices. A brain space-time-coding metasurface platform is designed to implement a secure wireless communication system by using harmonic-encrypted beams. We design and fabricate a proof-of-principle prototype and experimentally show that the proposed wireless BCI scheme can establish a remote but safeguarded paradigm for human–machine interactions and intelligent metasurfaces, providing a potential direction in future secure wireless communications.

15 December 2021 in International Journal of Human–Computer Interaction
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Journal Article
Closed access
Yafeng NiuYafeng Niu
Yafeng Niu
XLXin Li
Xin Li
WYWenjun Yang
Wenjun Yang
CXChengqi Xue
Chengqi Xue
NPNingyue Peng
Ningyue Peng
TJTao Jin
Tao Jin
Smooth pursuit is a physiological phenomenon of human eyes, which can be used as eye-control interaction to avoid the “Midas” problem. This article describes the smooth pursuit properties of continuous variable tasks under Euclid’s algorithm. Two experiments were conducted to investigate the effects of slider speed, initial position of “plus,” and variable value position on smooth pursuit interactions. The initial position and slider speed are combined in 12 combination forms, and the variable value positions are divided into 7 cases. Then, the optimal combination forms and variable value position case are derived. Experiment 1 divided the initial position into four levels of up, down, left and right and divided the slider speed into three levels of 1 deg/s, 2 deg/s, and 3 deg/s, concluding that the optimal combination of initial position and slider speed is that the speed is 2 deg/s and initial position is up. Experiment 2 was conducted on the basis of the conclusion obtained in experiment 1. The position of the variable value was divided into seven cases according to whether the left, center, and right of the smooth pursuit track the variable value appeared. The result showed that the position of the variable value in the center had the greatest influence on the pursuit efficiency. This research has an important value for the parameter set of smooth pursuit in the case of the Euclidean algorithm, it has great guiding significance for building smooth pursuit interaction in the context of the eye-control system.

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Journal Article
Open access
Yafeng NiuYafeng Niu
Yafeng Niu
YGYue Gao
Yue Gao
CXCheng-Qi Xue
Cheng-Qi Xue
YZYa-Ting Zhang
Ya-Ting Zhang
LYLi-Xin Yang
Li-Xin Yang
The Midas touch is reflected by the interactive feedback of interface functional elements, and a low level of spatial accuracy is related to the interaction area. This study tried to solve these two problems from the perspective of human-computer interactions and ergonomics. Two experiments were conducted to explore the optimum target size and gaze-triggering dwell time of the eye–computer interaction (ECI) system. Experimental Series 1 was used as the pre-experiment to identify the size that has a greater task completion rate. Experimental Series 2 was used as the main experiment to investigate the optimum gaze-triggering dwell time by using a comprehensive evaluation of the task completion rate, reaction time, and NASA-TLX (Task Load Index). In Experimental Series 1, the optimal element size was determined to be 256 × 256p x2. The conclusion of Experimental Series 2 was that when the dwell time is set to 600 ms, the efficiency of the interface is the highest, and the task load of subjects is minimal as well. Finally, the results of Experiment Series 1 and 2 have positive effects on improving the usability of the interface. The optimal control size and the optimal dwell time obtained from the experiments have certain reference and application value for interface design and software development of the ECI system.

11 May 2024
Verified
Conference Paper
Open access
JTJingze Tian
Jingze Tian
YWYingna Wang
Yingna Wang
KYKeye Yu
Keye Yu
LXLiyi Xu
Liyi Xu
JXJunan Xie
Junan Xie
MFMingming Fan
Mingming Fan
Recent research proposed gaze-assisted gestures to enhance interaction within virtual reality (VR), providing opportunities for people with motor impairments to experience VR. Compared to people with other motor impairments, those with Spinal Muscular Atrophy (SMA) exhibit enhanced distal limb mobility, providing them with more design space. However, it remains unknown what gaze-assisted upper-body gestures people with SMA would want and be able to perform. We conducted an elicitation study in which 12 VR-experienced people with SMA designed upper-body gestures for 26 VR commands, and collected 312 user-defined gestures. Participants predominantly favored creating gestures with their hands. The type of tasks and participants’ abilities influence their choice of body parts for gesture design. Participants tended to enhance their body involvement and preferred gestures that required minimal physical effort, and were aesthetically pleasing. Our research will contribute to creating better gesture-based input methods for people with motor impairments to interact with VR.