Na-Teng Hung

dblp:225/8281 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2018
0000-0002-0614-2849ORCID · reported

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% Immersive interaction · 44% Health and well-being technologies · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.312018
AirwayVR: Learning Endotracheal Intubation in Virtual Reality · VR 2018
Learning and educational technologies
medical training
0.312018
AirwayVR: Learning Endotracheal Intubation in Virtual Reality · VR 2018
Immersive interaction › virtual reality
virtual reality simulation
0.312018
AirwayVR: Learning Endotracheal Intubation in Virtual Reality · VR 2018

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

user survey · 0.7
YearPublicationVenuePosition
2018 AirwayVR: Learning Endotracheal Intubation in Virtual Reality
abstract
Endotracheal intubation is a procedure in which a tube is passed through the mouth into the trachea (windpipe) to maintain an airway and provide artificial respiration. This lifesaving procedure, utilized in many clinical situations, requires complex psychomotor skills. Healthcare providers need significant training and experience to acquire skills necessary for a quick and atraumatic endotracheal intubation to prevent complications. However, medical professionals have limited training platforms and opportunities to be trained on this procedure. In this poster, we present a virtual reality-based simulation trainer for intubation training. This VR based intubation trainer provides an environment for healthcare professionals to assimilate these complex psychomotor skills while also allowing a safe place to practice swift and atraumatic intubation. User survey results are presented demonstrating that VR is a promising platform to train medical professionals effectively for this procedure.
Pavithra Rajeswaran, Na-Teng Hung, Thenkurussi Kesavadas, John Vozenilek
VR2