
Yang Hu
胡 杨 / jʌŋ: hu /
HCC researcher / Game engine developer / Game designer
I am a Ph.D. student and research assistant in the CUGAME Lab at Clemson University's School of Computing, where I work under the supervision of Dr. Guo Freeman.
Prior to joining Clemson, I earned my M.S. in Game Science and Design from the Northeastern University (Boston, USA) and B.S. in Computer Science from the University of Arizona (Tucson, USA). My technical background spans multiple areas in interactive technology, including game engine development (e.g., custom 2D and 3D game engines from the ground up), VR systems (e.g., VR applications in Unity), eye tracking (e.g., eyetracking hardware and software on desktop and VR platforms), and digital fabrication (e.g., Arduino, 3D printing, and laser cutting for rapid prototyping).
My current research mainly focus on how people's digital experience can be mediated and enhanced by various interactive technologies (e.g., live streaming, Artificial Intelligence, and Virtual Reality). For example, I am investigating these problems:
(1) How cross-reality systems can solve "VR isolation", a phenomenon where VR users usually experience a sense of disconnection with the common digital and reality experience. I investigate how to design novel VR interfaces and interactions that seamlessly bridge VR environments with everyday 2D technologies (smartphones, tablets, desktops) and users, allowing people without specialized VR hardware to meaningfully interact and connect with broader users with diverse technologies.
(2) How VR's spatial computing environment can address 2D screen-based "attention monopolization", a phenomenon where traditional software competes for limited display space through designs that prioritize exclusive attention capture and prolonged user engagement. I investigate how VR's volumetric display space can diversify software design criteria beyond conventional metrics and facilitate a healthier digital experience.
(3) How interactive and game-integrated live streaming can address "gaming initiation anxiety", a phenomenon where players, despite having available time, become hesitant to start games due to the psychological commitment needed to achieve an optimal play state (e.g., entering a "flow"). I explore how streaming platforms can evolve and ultimately blur the traditional boundaries between spectating and playing, creating a new mediated experience that supports high engagement and interaction while requiring less psychological commitment.
My favorite video game is Terraria.
Recent News
My co-first authored Work-In-Progress paper was accepted to CHI PLAY 2025!
Attended DIS 2025 in Funchal, Portugal, to present my first-authored paper.
Attended CHI 2025 in Yokohama, Japan, to present my first-authored paper.
My first-authored paper was accepted to DIS 2025!
My first first-authored paper was accepted to CHI 2025. The voyage begins!
Professional Services
Design Chair, ACM CSCW 2026
Publicity / Social Media Co-Chairs, ACM GROUP 2025
Guest Lectures / Invited Talks
"Introduction to Unity and modern game engine" - CPSC 4820/6820 Game Design (Clemson University) | [Slides]