Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Syed Mohammad Tauseef

dblp:247/4038 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2019
—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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 50% Usability and user experience research · 50%

Topics — the 1 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › interactive storytelling
immersive storytelling
0.412019
Design and Testing of a Virtual Reality Enabled Experience that Enhances Engagement and Simulates Empathy for Historical Events and Characters · VR 2019

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

photogrammetry · 0.8360-degree video · 0.8
YearPublicationVenuePosition
2019 Design and Testing of a Virtual Reality Enabled Experience that Enhances Engagement and Simulates Empathy for Historical Events and Characters
abstract
Our study uses Virtual Reality (VR) to transport high school students into the mountains of Papua New Guinea during World War Two - the Kokoda campaign - to witness first-hand the hardships faced by both Australian and Japanese soldiers. By using photogrammetry of real locations and artefacts, in combination with animated characters, Kokoda VR places the students in the centre of the action. Results from data collected in two Australian high schools has shown that a linear narrative in the VR condition increases feelings of empathy for the soldiers, over the 360° video desktop application. Students using VR also reported higher levels of engagement than students using 360° video and the study found a positive correlation between high engagement and increased empathy in VR.
James Calvert, Rhodora Abadia, Syed Mohammad Tauseef
VR3