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Chiew Seng Sean Tan

dblp:127/2788 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Collaborative and social computing · 48% Wearable and physiological sensing · 45% Human-AI interaction · 7%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › social interaction › social interaction analysis
social signal processing
0.212015
Augmenting Social Interactions: Realtime Behavioural Feedback using Social Signal Processing Techniques · CHI 2015
Wearable and physiological sensing › physiological computing
biofeedback
0.212014
Investigating the effects of using biofeedback as visual stress indicator during video-mediated collaboration · CHI 2014
Collaborative and social computing › remote collaboration
video-mediated collaboration
0.212014
Investigating the effects of using biofeedback as visual stress indicator during video-mediated collaboration · CHI 2014
Collaborative and social computing
nonverbal behavior analysis
0.112014
Exploring social augmentation concepts for public speaking using peripheral feedback and real-time behavior analysis · ISMAR 2014

Methods — techniques the papers use, named apart from their topics

user study · 0.2social signal processing · 0.2self-report measures · 0.2real-time behavior analysis · 0.2physiological sensing · 0.2peripheral feedback · 0.2
YearPublicationVenuePosition
2015 Augmenting Social Interactions: Realtime Behavioural Feedback using Social Signal Processing Techniques
abstract
Nonverbal and unconscious behaviour is an important component of daily human-human interaction. This is especially true in situations such as public speaking, job interviews or information sensitive conversations, where researchers have shown that an increased awareness of one's behaviour can improve the outcome of the interaction. With wearable technology, such as Google Glass, we now have the opportunity to augment social interactions and provide realtime feedback on one's behaviour in an unobtrusive way. In this paper we present Logue, a system that provides realtime feedback on the presenters' openness, body energy and speech rate during public speaking. The system analyses the user's nonverbal behaviour using social signal processing techniques and gives visual feedback on a head-mounted display. We conducted two user studies with a staged and a real presentation scenario which yielded that Logue's feedback was perceived helpful and had a positive impact on the speaker's performance.
Ionut Damian, Chiew Seng Sean Tan, Tobias Baur 0001, Johannes Schöning, Kris Luyten, Elisabeth André
CHI2
2014 Investigating the effects of using biofeedback as visual stress indicator during video-mediated collaboration
abstract
During remote video-mediated assistance, instructors often guide workers through problems and instruct them to perform unfamiliar or complex operations. However, the workers' performance might deteriorate due to stress. We argue that informing biofeedback to the instructor, can improve communication and lead to lower stress. This paper presents a thorough investigation on mental workload and stress perceived by twenty participants, paired up in an instructor-worker scenario, performing remote video-mediated tasks. The interface conditions differ in task, facial and biofeedback communication. Two self-report measures are used to assess mental workload and stress. Results show that pairs reported lower mental workload and stress when instructors are using the biofeedback as compared to using interfaces with facial view. Significant correlations were found on task performance with reducing stress (i.e. increased task engagement and decreased worry) for instructors and declining mental workload (i.e. increased performance) for workers. Our findings provide insights to advance video-mediated interfaces for remote collaborative work.
Chiew Seng Sean Tan, Johannes Schöning, Kris Luyten, Karin Coninx
CHI1
2014 Exploring social augmentation concepts for public speaking using peripheral feedback and real-time behavior analysis
abstract
Non-verbal and unconscious behavior plays an important role for efficient human-to-human communication but are often undervalued when training people to become better communicators. This is particularly true for public speakers who need not only behave according to a social etiquette but do so while generating enthusiasm and interest for dozens if not hundreds of other persons. In this paper we propose the concept of social augmentation using wearable computing with the goal of giving users the ability to continuously monitor their performance as a communicator. To this end we explore interaction modalities and feedback mechanisms which would lend themselves to this task.
Ionut Damian, Chiew Seng Sean Tan, Tobias Baur 0001, Johannes Schöning, Kris Luyten, Elisabeth André
ISMAR2
2013 Informing intelligent user interfaces by inferring affective states from body postures in ubiquitous computing environments
abstract
Intelligent User Interfaces can benefit from having knowledge on the user's emotion. However, current implementations to detect affective states, are often constraining the user's freedom of movement by instrumenting her with sensors. This prevents affective computing from being deployed in naturalistic and ubiquitous computing contexts. In this paper, we present a novel system called mASqUE, which uses a set of association rules to infer someone's affective state from their body postures. This is done without any user instrumentation and using off-the-shelf and non-expensive commodity hardware: a depth camera tracks the body posture of the users and their postures are also used as an indicator of their openness. By combining the posture information with physiological sensors measurements we were able to mine a set of association rules relating postures to affective states. We demonstrate the possibility of inferring affective states from body postures in ubiquitous computing environments and our study also provides insights how this opens up new possibilities for IUI to access the affective states of users from body postures in a nonintrusive way.
Chiew Seng Sean Tan, Johannes Schöning, Kris Luyten, Karin Coninx
IUI1
2013 Bro-cam: Improving Game Experience with Empathic Feedback Using Posture Tracking
Chiew Seng Sean Tan, Johannes Schöning, Jan Schneider 0001, Kris Luyten, Karin Coninx
PERSUASIVE1