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Breawn Schoun

dblp:217/8393 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0001-7540-3398ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
Immersive interaction · 77% Learning and educational technologies · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
virtual reality training
0.612022
Performance Improvement and Skill Transfer in Table Tennis Through Training in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction › virtual reality training
virtual reality motor learning
0.612022
Real-time posture feedback for effective motor learning in table tennis in virtual reality · Int. J. Hum. Comput. Stud. 2022
Learning and educational technologies › skill acquisition
motor skill learning
0.212022
Real-time posture feedback for effective motor learning in table tennis in virtual reality · Int. J. Hum. Comput. Stud. 2022

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

user study · 0.6real-time posture feedback · 0.6motion capture · 0.6haptics · 0.6
YearPublicationVenuePosition
2022 Real-time posture feedback for effective motor learning in table tennis in virtual reality
Hawkar Oagaz, Breawn Schoun, Min-Hyung Choi
Int. J. Hum. Comput. Stud.2
2022 Performance Improvement and Skill Transfer in Table Tennis Through Training in Virtual Reality
abstract
Sports professionals have been increasingly using Virtual Reality (VR) for training and assessment of skill-based sports. Yet fundamental questions about the virtue of VR training for skill-based sports remain unanswered: Can the complex motor skills in these sports be learned in VR? If so, do these skills transfer to the real world? We have developed a VR table tennis system that incorporates customized physics with realistic audio-visual stimuli, haptics, and motion capture to enhance VR immersion and collect information about the player's posture and technique. We have assessed skill acquisition and training transfer by comparing real table tennis performance between a control group (n=7) that received no training and an experimental group (n=8) trained for five sessions in VR. Results show a significant improvement in technique but no significant changes in the number of the returned balls in the experimental group in the real-life retention session. However, no significant differences are found in the control group. Our findings support the notion that complex skills can be learned in VR and that obtained skills can transfer to the real world. This work offers an inexpensive VR table tennis training platform, enabling effective training via real-time motor and ball returning technique feedback.
Hawkar Oagaz, Breawn Schoun, Min-Hyung Choi
IEEE Trans. Vis. Comput. Graph.2
2019 Neurocognitive Assessment in Virtual Reality Through Behavioral Response Analysis
abstract
The ability to detect and diagnose neurocognitive disorders at the earliest possible moment is key to a better prognosis for the patient. Two of the earliest indicators of potential neurocognitive problems are motor and visual dysfunction. Motor disorders and problems in visual cognition can be seen in many neurocognitive disorders, resulting in abnormal physical reactions to visual stimuli. Analyzing physical behaviors when presented with such stimuli can provide insights into the visual perception and motor abilities of an individual, yet there is currently no unbiased, objective, general-purpose tool that analyzes attention and motor behavior to assess neurocognitive function. We propose a novel method of neurocognitive function assessment that tests the patient's cognition using virtual reality with eye tracking and motion analysis. By placing the patient in a controlled virtual environment and analyzing their movements, we can evoke certain physical responses from subjects for neurocognitive assessment. We have developed a prototype system that places the subject in a virtual baseball field and captures their full body motion as they try to catch baseballs. This scenario tests the subject's ability to determine the landing time and position of the ball, as well as the test subject's balance, motor skills, attention, and memory. Preliminary tests with 20 healthy normal individuals demonstrate the ability of this tool to assess the test subject's balance, memory, attention, and reaction to visual stimuli. This platform has a twofold contribution: it is used to assess several neurocognitive constructs that affect visual and motor capability neutrally and objectively based on controlled stimuli, and it enables objective comparison between different neurocognitive disorders research in this field.
Hawkar Oagaz, Breawn Schoun, Manpreet Pooji, Min-Hyung Choi
IEEE J. Biomed. Health Informatics2