Adrian K. T. Ng

dblp:182/4176 · DBLP profile ↗
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4ranked-venue papers
4as first author
0since 2021 · last 2019
0000-0003-2820-5270ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 4 · 4 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
4 papers
Immersive interaction · 93% Haptics and multimodal interaction · 2% Learning and educational technologies · 2%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.342019
Effect of Sensory Conflict and Postural Instability on Cybersickness · VR 2019
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018
Corrective feedback for depth perception in CAVE-like systems · VR 2017
Immersive interaction › virtual reality
cybersickness
1.032019
Effect of Sensory Conflict and Postural Instability on Cybersickness · VR 2019
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018
Cognitive psychology and human factors engineering of virtual reality · VR 2017
Immersive interaction
sensory conflict
0.722019
Effect of Sensory Conflict and Postural Instability on Cybersickness · VR 2019
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018
Immersive interaction
depth perception
0.312017
Corrective feedback for depth perception in CAVE-like systems · VR 2017
Immersive interaction › depth perception
distance estimation
0.312017
Corrective feedback for depth perception in CAVE-like systems · VR 2017
Immersive interaction › depth perception
distance perception
0.312017
Cognitive psychology and human factors engineering of virtual reality · VR 2017
Haptics and multimodal interaction
motion platform
0.112018
A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System · VR 2018
Wearable and physiological sensing › electroencephalography
neurofeedback
0.112017
Cognitive psychology and human factors engineering of virtual reality · VR 2017
Learning and educational technologies › skill training
training transfer
0.112017
Cognitive psychology and human factors engineering of virtual reality · VR 2017

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

motion platform · 0.4motion-coupled VR · 0.3verbal corrective feedback · 0.3EEG · 0.3
YearPublicationVenuePosition
2019 Effect of Sensory Conflict and Postural Instability on Cybersickness
abstract
Sensory conflict theory and postural instability theory were often tested individually to explain cybersickness in VR systems, but they were seldom systematically compared. An earlier study evaluated them on a large screen using 2D videos. This study evaluated sensory conflict and postural instability on the discomfort in VR. Virtual visual locomotion were shown on an head-mounted display. A motion platform vibrated in low-frequency while the participant stood on top. Each factor was manipulated alone or in combination. Results showed that the visual motion only condition led to the highest miserable score, higher than the physical vibration only condition. This suggested that consistent with previous literature, sensory conflict may be a major contributing factor of cybersickness.
Adrian K. T. Ng, Leith Kin Yip Chan, Henry Y. K. Lau
VR1
2018 A Study of Cybersickness and Sensory Conflict Theory Using a Motion-Coupled Virtual Reality System
abstract
Sensory conflict theory attempts to provide the framework of cyber-sickness in virtual reality (VR) systems by the mismatch between visual and vestibular senses. This study examined whether coupling motion sensations to the visual stimulus in a VR setting could reduce the discomfort. A motion-coupled VR system was used. Motion platform provides motion that supplements visual stimulus from the head-mounted display. Participants experience programmed visual and motion yaw rotations while viewing a virtual apartment. Three conditions were tested on how motion and visual stimuli synchronise which each other: purely visual, motion synchronised with visual, and visually-levelled frame of reference. Results showed that providing matching visual-motion stimuli decreased the miserable score (MISC) of cybersickness and increased the joyfulness score (JOSC) of their subjective feeling.
Adrian K. T. Ng, Leith Kin Yip Chan, Henry Y. K. Lau
VR1
2017 Cognitive psychology and human factors engineering of virtual reality
abstract
This position paper summarizes the author's research interest in Cognitive Psychology and Human-Computer Interaction in the imseCAVE, a CAVE-like system in the University of Hong Kong. Several areas of interest were explored while finding the thesis topic for the Ph.D. research. They include a perception research on distance estimation with proposed error correction mechanism, neurofeedback meditation with EEG in VR and the effect with audio and video, the study of training transfer in VR training, the comparison and research of cybersickness between HMD and the imseCAVE, and comparing VR gaming in TV, HMD, and the imseCAVE by performance, activity level and time perception. With a broad interest, the exact direction is still in the search and requires future exploration.
Adrian K. T. Ng
VR1
2017 Corrective feedback for depth perception in CAVE-like systems
abstract
The perceived distance estimation in an immersive virtual reality system is generally underestimated to the actual distance. Approaches had been found to provide users with better dimensional perception. One method used in head-mounted displays is to interact by walking with visual feedback, but it is not suitable for a CAVE-like system, like imseCAVE, with confined spaces for walking. A verbal corrective feedback mechanism is proposed. The result shows that estimation accuracy generally improves after eight feedback trials although some estimations become overestimated. One possible explanation is the need of more verbal feedback trials. Further research on top-down approach for improvement in depth perception is suggested.
Adrian K. T. Ng, Leith Kin Yip Chan, Henry Y. K. Lau
VR1