Jiafu Lv

Dr. Jiafu Lv

orcid

Research Focus & Metrics

Academic Career Length

3Years (2024-Present)

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

Representative Publications

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11 May 2024
Verified
Conference Paper
Open access
TLTianren Luo
Tianren Luo
FLFenglin Lu
Fenglin Lu
JLJiafu Lv
Jiafu Lv
TXTan Xiaohui
Tan Xiaohui
CLChang Liu
Chang Liu
FTFeng Tian
Feng Tian
Multi-user locomotion in VR has grown increasingly common, posing numerous challenges. A key factor contributing to these challenges is the gaps in experience between active and passive users during co-locomotion. Yet, there remains a limited understanding of how and to what extent these experiential gaps manifest in diverse multi-user co-locomotion scenarios. This paper systematically explores the gaps in physiological and psychological experience indicators between active and passive users across various locomotion situations. Such situations include when active users walk, fly by joystick, or teleport, and passive users stand still or look around. We also assess the impact of factors such as sub-locomotion type, speed/teleport-interval, motion sickness susceptibility, etc. Accordingly, we delineate acceptability disparities between active and passive users, offering insights into leveraging notable experimental findings to mitigate discomfort during co-locomotion through avoidance or intervention.

25 April 2025
Verified
Conference Paper
Open access
TLTianren Luo
Tianren Luo
TWTong Wu
Tong Wu
CJChaoyong Jiang
Chaoyong Jiang
XDXinran Duan
Xinran Duan
JLJiafu Lv
Jiafu Lv
FTFeng Tian
Feng Tian

24 February 2026 in Sensors
Verified
Journal Article
Open access
PDF file
JLJiafu Lv
Jiafu Lv
DZDi Zhang
Di Zhang
KHKe Han
Ke Han
QWQi Wu
Qi Wu
SCSanxing Cao
Sanxing Cao
Eye tracking in virtual reality (VR) head-mounted displays poses substantial engineering challenges, particularly under immersive display configurations with large fields of view (FOV), where optical layout, illumination, and image acquisition impose nontrivial system constraints. To address these design constraints, we present an integrated near-eye eye-tracking prototype tailored for immersive VR headsets, combining customized hardware components and a real-time software pipeline. The proposed system integrates optimized near-eye illumination and image acquisition with a pupil detection module and a deep learning-based gaze-vector estimation model, forming a real-time software pipeline for stable end-to-end gaze mapping under fixed calibration conditions. Under identical system settings, calibration procedures, and gaze-point mapping conditions, we evaluate the proposed gaze-vector estimation model through a controlled model-level ablation. The attention-enhanced model achieves an average angular deviation of 1.15°, corresponding to a 61.4% relative reduction compared with a baseline ResNet-152 model without attention. To demonstrate the usability of the system outputs at the application level, we further implement a real-time visualization example that integrates pupil diameter, gaze vectors, and blink events to depict the temporal evolution of eye-movement signals. This work provides a cost-effective and reproducible engineering reference for near-eye eye-movement acquisition and visualization in immersive VR settings and serves as a technical foundation for subsequent interaction design or behavioral analysis studies.

12 January 2026 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
JLJiafu Lv
Jiafu Lv
SCSanxing Cao
Sanxing Cao
QHQian He
Qian He
SCShuting Chang
Shuting Chang
GCGaozhang Chen
Gaozhang Chen
TLTianren Luo
Tianren Luo