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Tri T. Truong

dblp:15/8693 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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
Collaborative and social computing · 77% Human-AI interaction · 23%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › information sharing
scholarly communication
0.112010
A novel virtual world based HCI paradigm for multimedia scholarly communication · ACM Multimedia 2010
Visualization and visual analytics › video visualization
multimedia visualization
0.012010
A novel virtual world based HCI paradigm for multimedia scholarly communication · ACM Multimedia 2010
YearPublicationVenuePosition
2010 A novel virtual world based HCI paradigm for multimedia scholarly communication
abstract
The sharing of academic knowledge through printed publications has been widely and successfully utilized for more than a hundred years. However, the need to process huge amounts of data in scientific analysis and communicate its results to the scientific community has presented a big challenge for researchers in the data-intensive era. In addition to providing accurate and flexible graphical representations of data, the entire research process should ideally be made verifiable by peers. While web-based tools have been proposed to address this problem, most of them lack important features for scientific work such as real-time collaboration, powerful multimedia visualization and interaction, and environment persistency. Therefore, in this paper, we will propose the use of virtual world technology to address these issues. In particular, we will give an overview of the different methods that we have implemented in the context of multimedia interaction, which is considered the most critical factor in the development of virtual worlds as sound platforms for human-centered multimedia systems.
Arturo Nakasone, Tiago da Silva, Andreas Budde, Kugamoorthy Gajananan, Tri T. Truong, Helmut Prendinger
ACM Multimedia5