Human–Computer Interaction

Tao Lu

Tao Lu 陆韬

PhD student in Computer Science
Georgia Institute of Technology

I design and study immersive experiences for storytelling—exploring how people create, navigate, and understand stories in augmented and virtual reality.

At Georgia Tech, I work with Prof. Yalong Yang on human–computer interaction in AR/VR. My research brings together visual and interaction design to make immersive storytelling more engaging and accessible, from everyday news to professional communication.

Previously, I worked with Prof. Anhong Guo at the University of Michigan on accessibility and assistive technologies.

Education

  • Georgia TechPhD, Computer Science · 2025–presentMS, Human–Computer Interaction · 2025
  • University of MichiganBS, Computer Science · 2023
  • Shanghai Jiao Tong UniversityBachelor's, Computer Science · 2023

News & updates

Along the way
  1. Officially started my PhD in School of Interactive Computing in Georgia Tech.

  2. Start PhD applications.

  3. My first paper “InteractOut: Leveraging Interaction Proxies as Input Manipulation Strategies for Reducing Smartphone Overuse” is accepted by CHI 2024!

Immersive storytelling, embodied interaction, and technology that supports everyday life.

All publications

  1. Ego vs. Exo, Active vs. Passive research preview
    CHI 2025 Storytelling

    Ego vs. Exo, Active vs. Passive

    Ego vs. Exo and Active vs. Passive: Investigating the Effects of Viewpoint and Navigation on Spatial Immersion and Understanding in Immersive Storytelling

    Tao Lu, Qian Zhu, Tiffany Ma, Kam-Kwai Wong, Anlan Xie, Alex Endert, and Yalong Yang

    How viewpoint and navigation shape immersion, understanding, and audience preferences in VR stories.

    Abstract

    Visual storytelling combines visuals and narratives to communicate important insights. While web-based visual storytelling is well-established, leveraging the next generation of digital technologies for visual storytelling, specifically immersive technologies, remains underexplored. We investigated the impact of the story viewpoint (from the audience’s perspective) and navigation (when progressing through the story) on spatial immersion and understanding. First, we collected web-based 3D stories and elicited design considerations from three VR developers. We then adapted four selected web-based stories to an immersive format. Finally, we conducted a user study (N=24) to examine egocentric and exocentric viewpoints, active and passive navigation, and the combinations they form. Our results indicated significantly higher preferences for egocentric+active (higher agency and engagement) and exocentric+passive (higher focus on content). We also found a marginal significance of viewpoints on story understanding and a strong significance of navigation on spatial immersion.

    BibTeX
    @article{lu2025egoexoactivepassive,
      title = {Ego vs. Exo and Active vs. Passive: Investigating the Effects of Viewpoint and Navigation on Spatial Immersion and Understanding in Immersive Storytelling},
      author = {Lu, Tao and Zhu, Qian and Ma, Tiffany and Wong, Kam-Kwai and Xie, Anlan and Endert, Alex and Yang, Yalong},
      journal = {Proceedings of the CHI Conference on Human Factors in Computing Systems},
      year = {2025},
    }
    
  2. InteractOut research preview
    CHI 2024 Digital wellbeing

    InteractOut

    InteractOut: Leveraging Interaction Proxies as Input Manipulation Strategies for Reducing Smartphone Overuse

    Tao Lu, Hongxiao Zheng, Tianying Zhang, Xuhai Xu, and Anhong Guo

    Subtle changes to touch interactions that help people reduce smartphone overuse.

    Abstract

    Smartphone overuse poses risks to people’s physical and mental health. However, current intervention techniques mainly focus on explicitly changing screen content (i.e., output) and often fail to persistently reduce smartphone overuse due to being over-restrictive or over-flexible. We present the design and implementation of InteractOut, a suite of implicit input manipulation techniques that leverage interaction proxies to weakly inhibit the natural execution of common user gestures on mobile devices. We present a design space for input manipulations and demonstrate 8 Android implementations of input interventions. We first conducted a pilot lab study (N=30) to evaluate the usability of these interventions. Based on the results, we then performed a 5-week within-subject field experiment (N=42) to evaluate InteractOut in real-world scenarios. Compared to the traditional and common timed lockout technique, InteractOut significantly reduced the usage time by an additional 15.0% and opening frequency by 17.0% on participant-selected target apps. InteractOut also achieved a 25.4% higher user acceptance rate, and resulted in less frustration and better user experience according to participants’ subjective feedback. InteractOut demonstrates a new direction for smartphone overuse intervention and serves as a strong complementary set of techniques with existing methods.

    BibTeX
    @article{lu2024interactout,
      title = {InteractOut: Leveraging Interaction Proxies as Input Manipulation Strategies for Reducing Smartphone Overuse},
      author = {Lu, Tao and Zheng, Hongxiao and Zhang, Tianying and Xu, Xuhai and Guo, Anhong},
      journal = {Proceedings of the CHI Conference on Human Factors in Computing Systems},
      year = {2024},
    }
    
  3. CompositingVis research preview
    VIS 2024 Visualization

    CompositingVis

    CompositingVis: Exploring Interactions for Creating Composite Visualizations in Immersive Environments

    Qian Zhu, Tao Lu, Shunan Guo, Xiaojuan Ma, and Yalong Yang

    Embodied interactions for composing multiple visualizations directly inside immersive environments.

    Abstract

    Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments typically occurs asynchronously outside of the immersive space and is carried out by experienced experts. In this work, we aim to empower users to participate in the creation of composite visualization within immersive environments through embodied interactions. This could provide a flexible and fluid experience with immersive visualization and has the potential to facilitate understanding of the relationship between visualization views. We begin with developing a design space of embodied interactions to create various types of composite visualizations with the consideration of data relationships. Drawing inspiration from people’s natural experience of manipulating physical objects, we design interactions \zqbased on the combination of 3D manipulations in immersive environments.Building upon the design space, we present a series of case studies showcasing the interaction to create different kinds of composite visualizations in virtual reality. Subsequently, we conduct a user study to evaluate the usability of the derived interaction techniques and user experience of creating composite visualizations through embodied interactions. We find that empowering users to participate in composite visualizations through embodied interactions enables them to flexibly leverage different visualization views for understanding and communicating the relationships between different views, which underscores the potential of several future application scenarios.

    BibTeX
    @article{zhu2024compositingvis,
      title = {CompositingVis: Exploring Interactions for Creating Composite Visualizations in Immersive Environments},
      author = {Zhu, Qian and Lu, Tao and Guo, Shunan and Ma, Xiaojuan and Yang, Yalong},
      journal = {IEEE Visualization and Visual Analytics},
      year = {2024},
      publisher = {IEEE},
    }
    

Let's connect

Have a story to share?

I'm always happy to talk about HCI, immersive experiences, and research.

luttul@gatech.edu