EDBT 2026 Demo / reviewers in the wild / expert
Thi Ngoc Tram Nguyen
dblp:201/7911
· DBLP profile ↗
5ranked-venue papers
0as first author
0since 2021 · last 2019
0009-0004-2834-9666ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4Graphics, 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
3 papers |
Haptics and multimodal interaction · 43% Immersive interaction · 25% Games and playful interaction · 22% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
multisensory virtual reality |
0.3 | 1 | 2018 | Season Traveller: Multisensory Narration for Enhancing the Virtual Reality Experience · CHI 2018 |
Haptics and multimodal interaction › multimodal interaction
olfactory interaction |
0.1 | 1 | 2019 | Tainted: An olfaction-enhanced game narrative for smelling virtual ghosts · Int. J. Hum. Comput. Stud. 2019 |
Immersive interaction › virtual reality › presence
virtual reality presence |
0.1 | 1 | 2018 | Season Traveller: Multisensory Narration for Enhancing the Virtual Reality Experience · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
subjective measures · 0.3heart rate measurement · 0.3electrodermal activity · 0.3scent cartridges · 0.3micro air-pumps · 0.3electrical taste stimulation · 0.3RGB light projection · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | WindyWall: Exploring Creative Wind SimulationsabstractWind simulations are typically one-off implementations for specific applications. We introduce WindyWall, a platform for creative design and exploration of wind simulations. WindyWall is a three-panel 90-fan array that encapsulates users with 270? of wind coverage. We describe the design and implementation of the array panels, discussing how the panels can be re-arranged, where various wind simulations can be realized as simple effects. To understand how people perceive "wind" generated from WindyWall, we conducted a pilot study of wind magnitude perception using different wind activation patterns from WindyWall. Our findings suggest that: horizontal wind activations are perceived more readily than vertical ones, and that people's perceptions of wind are highly variable-most individuals will rate airflow differently in subsequent exposures. Based on our findings, we discuss the importance of developing a method for characterizing wind simulations, and provide design directions for others using fan arrays to simulate wind. David Tolley, Thi Ngoc Tram Nguyen, Anthony Tang 0001, Nimesha Ranasinghe, Kensaku Kawauchi, Ching Chiuan Yen |
TEI | 2 |
| 2019 | Tainted: An olfaction-enhanced game narrative for smelling virtual ghosts
Nimesha Ranasinghe, Raymond Koon Chuan Koh, Thi Ngoc Tram Nguyen, Liangkun Yan, Kala Shamaiah, Siew Geuk Choo, David Tolley, Shienny Karwita, Barry Chew, Daniel Chua, Ellen Yi-Luen Do |
Int. J. Hum. Comput. Stud. | 3 |
| 2018 | Season Traveller: Multisensory Narration for Enhancing the Virtual Reality ExperienceabstractIn the same way that we experience the real-world through a range of senses, experiencing a virtual environment through multiple sensory modalities may augment both our presence within a scenario and our reaction to it. In this paper, we present Season Traveller, a multisensory virtual reality (VR) narration of a journey through four seasons within a mystical realm. By adding olfactory and haptic (thermal and wind) stimuli, we extend traditional audio-visual VR technologies to achieve enhanced sensory engagement within interactive experiences. Using both subjective measures of presence and elicited physiological responses, we evaluated the impact of different modalities on the virtual experience. Our results indicate that 1) the addition of any singular modality improves sense of presence with respect to traditional audio-visual experiences and 2) providing a combination of these modalities produces a further significant enhancement over the aforementioned improvements. Furthermore, insights into participants' psychophysiology were extrapolated from electrodermal activity (EDA) and heart rate (HR) measurements during each of the VR experiences. Nimesha Ranasinghe, Pravar Jain, Thi Ngoc Tram Nguyen, Raymond Koon Chuan Koh, David Tolley, Shienny Karwita, Lien-Ya Lin, Liangkun Yan, Kala Shamaiah, Chow Eason Wai Tung, Ching Chiuan Yen, Ellen Yi-Luen Do |
CHI | 3 |
| 2017 | Tainted: Smell the Virtual GhostabstractThis demonstration presents ``Tainted', a first-person 3D adventure game that enables players to experience a traditional horror folklore using visual-auditory-olfactory interactions. The system consists of a computer to play the game and a smell-emitting module that contains jasmine, pineapple, mango, and banana scents. The information provided by the additional smell stimuli delivers an immersive gaming experience by providing game narrative and signaling predefined game conditions (e.g. imminent threat). Smell stimuli may also help to enhance player's cognition and memory, as well as to invoke emotional responses such as fear and curiosity. Nimesha Ranasinghe, Raymond Koon Chuan Koh, Daniel Chua, Barry Chew, Liangkun Yan, Thi Ngoc Tram Nguyen, Kala Shamaiah, Siew Geuk Choo, David Tolley, Shienny Karwita, Ellen Yi-Luen Do |
Creativity & Cognition | 6 |
| 2017 | Vocktail: A Virtual Cocktail for Pairing Digital Taste, Smell, and Color SensationsabstractSimilar to the concept of a cocktail or mocktail, we present Vocktail (a.k.a. Virtual Cocktail) - an interactive drinking utensil that digitally simulates multisensory flavor experiences. The Vocktail system utilizes three common sensory modalities, taste, smell, and visual (color), to create virtual flavors and augment the existing flavors of a beverage. The system is coupled with a mobile application that enables users to create customized virtual flavor sensations by configuring each of the stimuli via Bluetooth. The system consists of a cocktail glass that is seamlessly fused into a 3D printed structure, which holds the electronic control module, three scent cartridges, and three micro air-pumps. When a user drinks from the system, the visual (RGB light projected on the beverage), taste (electrical stimulation at the tip of the tongue), and smell stimuli (emitted by micro air-pumps) are combined to create a virtual flavor sensation, thus altering the flavor of the beverage. In summary, this paper discusses 1) technical details of the Vocktail system and 2) user experiments that investigate the influences of these multimodal stimuli on the perception of virtual flavors in terms of five primary tastes (i.e. salty, sweet, bitter, sour, and umami). Our results suggest that the combination of these stimuli delivers richer flavor experiences, as compared to separately simulating individual modalities, and indicates that the types of pairings that can be formed between smell and electric taste stimuli. Nimesha Ranasinghe, Thi Ngoc Tram Nguyen, Liangkun Yan, Lien-Ya Lin, David Tolley, Ellen Yi-Luen Do |
ACM Multimedia | 2 |