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Kissinger Sunday

dblp:248/4361 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2024
0000-0001-8435-3433ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1

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
1 paper
Games and playful interaction · 77% Learning and educational technologies · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
skill training
0.212024
Pinging Between Worlds: Training Table Tennis Novice Players in Real Environment for Virtual Reality Competitions · ISMAR 2024

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

user study · 0.8pre-post design · 0.8
YearPublicationVenuePosition
2024 Pinging Between Worlds: Training Table Tennis Novice Players in Real Environment for Virtual Reality Competitions
abstract
Modern Virtual Reality (VR) technology has enabled users to experience Real Environment (RE) sports in their homes. For VR table tennis, one of the most popular VR sports, the players have rankings and tournaments and compete for RE awards. Based on this phenomenon, this paper aims to understand the benefits of RE training in improving VR table tennis skills. In a user study with 12 novice table tennis players, we measured their performance in 16 basic skills via a pre- and post-study design using a novel training protocol designed for both RE and VR players. We also asked participants for their insights into the training and to evaluate their experience. Our results show a significant improvement in all measured skills. However, participants identified issues with the technology that caused discomfort. Our findings provide valuable insights for software developers working on VR sports applications, enabling them to create better experiences for VR table tennis players. They can also help developers of VR training applications identify areas for improvement with the current technology.
Kissinger Sunday, Junwei Sun 0001, Rina R. Wehbe, Heather Neyedli, Anil Ufuk Batmaz, Mayra Donaji Barrera Machuca
ISMAR1
2019 Impact of Puzzle-Based Learning Technique for Programming Education in Nigeria Context
abstract
This paper investigates the impact of puzzle-based learning technique (PbLT) for teaching introductory programming in the context of Nigeria. The participants in the study were computer science students at Usmanu Danfodiyo University, Sokoto, Nigeria. The study adopted the quantitative research method. The study shows that PbLT has a positive impact on the students' understanding of introductory programming. In addition, the students confirmed that MobileEdu-Puzzle learning application was supportive and easy to use. Nonetheless, the result revealed that information technology infrastructure especially internet connectivity is a major challenge that may hinder the use of mobile learning technologies such as MobileEdu-puzzle. The overall outcome shows that PbLT holds a lot of promise towards enhancing students learning experiences.
Solomon Sunday Oyelere, Joseph Friday Agbo, Ismaila Temitayo Sanusi, Abdullahi Abubakar Yunusa, Kissinger Sunday
ICALT5