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Sam Ekong

dblp:191/1541 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous 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
Learning and educational technologies · 44% Collaborative and social computing · 44% Immersive interaction · 13%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › remote collaboration
asymmetric collaboration
0.312017
Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center application · VR 2017
Learning and educational technologies › immersive learning
virtual field trips
0.312017
Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center application · VR 2017
Immersive interaction
virtual reality
0.112017
Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center application · VR 2017

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

mesh streaming · 0.3depth camera · 0.3
YearPublicationVenuePosition
2017 Virtual field trips with networked depth-camera-based teacher, heterogeneous displays, and example energy center application
abstract
This demo presents an approach to networked educational virtual reality for virtual field trips and guided exploration. It shows an asymmetric collaborative interface in which a remote teacher stands in front of a large display and depth camera (Kinect) while students are immersed with HMDs. The teacher's front-facing mesh is streamed into the environment to assist students and deliver instruction. Our project uses commodity virtual reality hardware and high-performance networks to allow students who are unable to visit a real facility with an alternative that provides similar educational benefits. Virtual facilities can further be augmented with educational content through interactables or small games. We discuss motivation, features, interface challenges, and ongoing testing.
Jason Woodworth, Sam Ekong, Christoph W. Borst
VR2