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Thai Phan

dblp:63/9823 · DBLP profile ↗
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13ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 1 first-authorHuman-computer interaction and ubiquitous computing · 10 · 1 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 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
7 papers
Collaborative and social computing · 28% Immersive interaction · 25% Human-robot interaction · 14%
Computer graphics and multimedia
3 papers
Visualization and visual analytics · 42% Virtual and augmented reality · 22% Geometric modeling and processing · 12%

Topics — the 17 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces
tangible interaction
0.422014
A demonstration of tablet-based interaction panels for immersive environments · VR 2014
Tablet-based interaction panels for immersive environments · VR 2014
Human-AI interaction
human-AI collaboration
0.312018
Mixed Reality Collaboration Between Human-Agent Teams · VR 2018
Collaborative and social computing
mixed reality collaboration
0.312018
Mixed Reality Collaboration Between Human-Agent Teams · VR 2018
Collaborative and social computing › social interaction
virtual human interaction
0.312018
Influences on the Elicitation of Interpersonal Space with Virtual Humans · VR 2018
Visualization and visual analytics › scientific visualization
immersive virtual reality visualization
0.312017
NIVR: Neuro imaging in virtual reality · VR 2017
Visualization and visual analytics
scientific visualization
0.312017
NIVR: Neuro imaging in virtual reality · VR 2017
Human-robot interaction
motor adaptation
0.312017
Motor adaptation in response to scaling and diminished feedback in virtual reality · VR 2017
Visual content generation and editing
avatar generation
0.212013
Rapid generation of personalized avatars · VR 2013
Computer animation and physical simulation
rigging and skinning
0.212013
Rapid generation of personalized avatars · VR 2013
Geometric modeling and processing
surface reconstruction
0.212013
Rapid generation of personalized avatars · VR 2013
Immersive interaction
virtual reality interaction
0.122014
A demonstration of tablet-based interaction panels for immersive environments · VR 2014
Tablet-based interaction panels for immersive environments · VR 2014
Immersive interaction
virtual reality locomotion
0.112018
Influences on the Elicitation of Interpersonal Space with Virtual Humans · VR 2018
Virtual and augmented reality
immersive visualization
0.112017
NIVR: Neuro imaging in virtual reality · VR 2017
Immersive interaction
virtual reality
0.112017
Motor adaptation in response to scaling and diminished feedback in virtual reality · VR 2017
Immersive interaction › head-mounted display
head-mounted projection display
0.112016
Head mounted projection for enhanced gaze in social interactions · VR 2016
User interface design and tools › prototyping
rapid prototyping
0.112014
Tablet-based interaction panels for immersive environments · VR 2014
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012013
Rapid generation of personalized avatars · VR 2013

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

user study · 0.6multi-touch sensing · 0.4open-source design · 0.3networked virtual environment · 0.3raymarching volume visualization · 0.3near-field rendering · 0.3retroreflective projection · 0.2head tracking · 0.2wireless communication · 0.2rapid prototyping · 0.2texture mapping · 0.2depth sensing · 0.2SLAM · 0.2
YearPublicationVenuePosition
2018 Socio-Cultural Effects of Virtual Counseling Interviewers as Mediated by Smartphone Video Conferencing
abstract
We explored how users perceive virtual characters that performed the role of a counseling interviewer, while presenting different levels of social class, as well as single or multi-tasking behavior. To investigate this subject, we designed a 2x2 experiment (tasking type and social class of the virtual counseling interviewer). In the experiment, participants experienced the counseling interview interactions over video conferencing on a smartphone. We measured user responses to and perceptions of the virtual human interviewer. The results demonstrate that the tasking types and social class of the virtual counselor affected user responses to and perceptions of the virtual counselor. The results offer insight into the design and development of effective, realistic, and believable virtual human counselors. Furthermore, the results also address current social questions about how smartphones might mediate social interactions, including human-agent interactions.
Sin-Hwa Kang, David M. Krum, Peter Khooshabeh, Thai Phan, Chien-Yen Chang
CASA4
2018 Influences on the Elicitation of Interpersonal Space with Virtual Humans
abstract
The emergence of low cost virtual and augmented reality systems has encouraged the development of immersive training applications for medical, military, and many other fields. Many of the training scenarios for these various fields may require the presentation of realistic interactions with virtual humans. It is thus vital to determine the critical factors of fidelity required in those interactions to elicit naturalistic behavior on the part of trainees. Negative training may occur if trainees are inadvertently influenced to react in ways that are unexpected and unnatural, hindering proper learning and transfer of skills and knowledge back into real world contexts. In this research, we examined whether haptic priming (presenting an illusion of virtual human touch at the beginning of the virtual experience) and different locomotion techniques (either joystick or physical walking) might affect proxemic behavior in human users. The results of our study suggest that locomotion techniques can alter proxemic behavior in significant ways. Haptic priming did not appear to impact proxemic behavior, but did increase rapport and other subjective social measures. The results suggest that designers and developers of immersive training systems should carefully consider the impact of even simple design and fidelity choices on trainee reactions in social interactions.
David M. Krum, Sin-Hwa Kang, Thai Phan
VR3
2018 Mixed Reality Collaboration Between Human-Agent Teams
abstract
Collaboration between two or more geographically dispersed teams has applications in research and training. In many cases specialized devices, such as robots, may need to be combined between the collaborating groups. However, it would be expensive or even impossible to collocate them at a single physical location. We describe the design of a mixed reality test bed which allows dispersed humans and physically embodied agents to collaborate within a single virtual environment. We demonstrate our approach using Unity's networking architecture as well as open source robot software and hardware. In our scenario, a total of 3 humans and 6 drones must move through a narrow doorway while avoiding collisions in the physical spaces as well as virtual space.
Thai Phan, Wolfgang Hönig, Nora Ayanian
VR1
2017 NIVR: Neuro imaging in virtual reality
abstract
Visualization is a critical component of neuroimaging, and how to best view data that is naturally three dimensional is a long standing question in neuroscience. Many approaches, programs, and techniques have been developed specifically for neuroimaging. However, exploration of 3D information through a 2D screen is inherently limited. Many neuroscientific researchers hope that with the recent commercialization and popularization of VR, it can offer the next-step in data visualization and exploration. Neuro Imaging in Virtual Reality (NIVR), is a visualization suite that employs various immersive visualizations to represent neuroimaging information in VR. Some established techniques, such as raymarching volume visualization, are paired with newer techniques, such as near-field rendering, to provide a broad basis of how we can leverage VR to improve visualization and navigation of neuroimaging data. Several of the neuroscientific visualization approaches presented are, to our knowledge, the first of their kind. NIVR offers not only an exploration of neuroscientific data visualization, but also a tool to expose and educate the public regarding recent advancements in the field of neuroimaging. By providing an engaging experience to explore new techniques and discoveries in neuroimaging, we hope to spark scientific interest through a broad audience. Furthermore, neuroimaging offers deep and expansive datasets; a single scan can involve several gigabytes of information. Visualization and exploration of this type of information can be challenging, and real-time exploration of this information in VR even more so. NIVR explores pathways which make this possible, and offers preliminary stereo visualizations of these types of massive data.
Tyler Ard, David M. Krum, Thai Phan, Dominique Duncan, Ryan Essex, Mark T. Bolas, Arthur W. Toga
VR3
2017 Motor adaptation in response to scaling and diminished feedback in virtual reality
abstract
As interaction techniques involving scaling of motor space in virtual reality are becoming more prevalent, it is important to understand how individuals adapt to such scalings and how they re-adapt back to non-scaled norms. This preliminary work examines how individuals, performing a targeted ball throwing task, adapted to addition and removal of a translational scaling of the ball's forward flight. This was examined under various conditions: flight of the ball shown with no delay, hidden flight of the ball with no delay, and hidden flight with a 2 second delay. Hiding the ball's flight, as well as the delay, created disruptions in the ability of the participants to perform the task and adapt to new scaling conditions.
David M. Krum, Thai Phan, Sin-Hwa Kang
VR2
2017 Social influence of humor in virtual human counselor's self-disclosure
abstract
Abstract We explored the social influence of humor in a virtual human counselor's self‐disclosure while also varying the ethnicity of the virtual counselor. In a 2 × 3 experiment (humor and ethnicity of the virtual human counselor), participants experienced counseling interview interactions via Skype on a smartphone. We measured user responses to and perceptions of the virtual human counselor. The results demonstrate that humor positively affects user responses to and perceptions of a virtual counselor. The results further suggest that matching styles of humor with a virtual counselor's ethnicity influences user responses and perceptions. The results offer insight into the effective design and development of realistic and believable virtual human counselors. Furthermore, they illuminate the potential use of humor to enhance self‐disclosure in human–agent interactions.
Sin-Hwa Kang, David M. Krum, Peter Khooshabeh, Thai Phan, Chien-Yen Chang, Ori Amir, Rebecca Lin
Comput. Animat. Virtual Worlds4
2016 Head mounted projection for enhanced gaze in social interactions
abstract
Projected displays can present life-sized imagery of a virtual human character that can be seen by multiple observers. However, typical projected displays can only render that virtual human from a single viewpoint, regardless of whether head tracking is employed. This results in the virtual human being rendered from an incorrect perspective for most individuals. This could cause perceptual miscues, such as the “Mona Lisa” effect, causing the virtual human to appear as if it is simultaneously gazing and pointing at all observers regardless of their location. This may be detrimental to training scenarios in which all trainees must accurately assess where the virtual human is looking or pointing. We discuss our investigations into the presentation of eye gaze using REFLCT, a previously introduced head mounted projective display. REFLCT uses head tracked, head mounted projectors and retroreflective screens to present personalized, perspective correct imagery to multiple users without the occlusion of a traditional head mounted display. We examined how head mounted projection for enhanced presentation of eye gaze might facilitate or otherwise affect social interactions during a multi-person guessing game of “Twenty Questions”.
David M. Krum, Sin-Hwa Kang, Thai Phan, Lauren Cairco, Mark T. Bolas
VR3
2015 "Hi, It's Me Again!": Virtual Coaches over Mobile Video
abstract
We believe that virtual humans presented over video chat services, such as Skype via smartphones, can be an effective way to deliver innovative applications where social interactions are important, such as counseling and coaching. We hypothesize that the context of a smartphone communication channel, i.e. how a virtual human is presented within a smartphone app, and indeed, the nature of that app, can profoundly affect how a real human perceives the virtual human. We have built an apparatus that allows virtual humans to initiate, receive, and interact over video calls using Skype or any similar service. With this platform, we are examining effective designs and social implications of virtual humans that interact over mobile video. The current study examines a relationship involving repeated counseling-style interactions with a virtual human, leveraging the virtual human's ability to call and interact with a real human on multiple occasions over a period of time. The results and implications of this preliminary study suggest that repeated interactions may improve perceived social characteristics of the virtual human.
Sin-Hwa Kang, David M. Krum, Thai Phan, Mark T. Bolas
HAI3
2015 Mixed reality for robotics
abstract
Mixed Reality can be a valuable tool for research and development in robotics. In this work, we refine the definition of Mixed Reality to accommodate seamless interaction between physical and virtual objects in any number of physical or virtual environments. In particular, we show that Mixed Reality can reduce the gap between simulation and implementation by enabling the prototyping of algorithms on a combination of physical and virtual objects, including robots, sensors, and humans. Robots can be enhanced with additional virtual capabilities, or can interact with humans without sharing physical space. We demonstrate Mixed Reality with three representative experiments, each of which highlights the advantages of our approach. We also provide a testbed for Mixed Reality with three different virtual robotics environments in combination with the Crazyflie 2.0 quadcopter.
Wolfgang Hönig, Christina Milanes, Lisa Scaria, Thai Phan, Mark T. Bolas, Nora Ayanian
IROS4
2014 Tablet-based interaction panels for immersive environments
abstract
With the current widespread interest in head mounted displays, we perceived a need for devices that support expressive and adaptive interaction in a low-cost, eyes-free manner. Leveraging rapid prototyping techniques for fabrication, we have designed and manufactured a variety of panels that can be overlaid on multi-touch tablets and smartphones. The panels are coupled with an app running on the multi-touch device that exchanges commands and state information over a wireless network with the virtual reality application. Sculpted features of the panels provide tactile disambiguation of control widgets and an onscreen heads-up display provides interaction state information. A variety of interaction mappings can be provided through software to support several classes of interaction techniques in virtual environments. We foresee additional uses for applications where eyes-free use and adaptable interaction interfaces can be beneficial.
David M. Krum, Thai Phan, Lauren Cairco, Mark T. Bolas
VR2
2014 A demonstration of tablet-based interaction panels for immersive environments
abstract
Our demo deals with the need in immersive virtual reality for devices that support expressive and adaptive interaction in a low-cost, eyes-free manner. Leveraging rapid prototyping techniques for fabrication, we have developed a variety of panels that can be overlaid on multi-touch tablets and smartphones. The panels are coupled with an app running on the multi-touch device that exchanges commands and state information over a wireless network with the virtual reality application. Sculpted features of the panels provide tactile disambiguation of control widgets and an onscreen heads-up display provides interaction state information. A variety of interaction mappings can be provided through software to support several classes of interaction techniques in virtual environments. We foresee additional uses for applications where eyes-free use and adaptable interaction interfaces can be beneficial.
David M. Krum, Thai Phan, Lauren Cairco, Mark T. Bolas
VR2
2013 Open virtual reality
abstract
The ICT Mixed Reality Lab is leveraging an open source philosophy to influence and disrupt industry. Projects spun out of the lab's efforts include the VR2GO smartphone based viewer, the inVerse tablet based viewer, the Socket HMD reference design, the Oculus Rift and the Project Holodeck gaming platforms, a repurposed FOV2GO design with Nokia Lumia phones for a 3D user interface course at Columbia University, and the EventLab's Socket based HMD at the University of Barcelona. A subset of these will be demonstrated. This open approach is providing low cost yet surprisingly compelling immersive experiences.
Mark T. Bolas, James Iliff, Perry Hoberman, Nathan Burba, Thai Phan, Ian McDowall, Palmer Luckey, David M. Krum
VR5
2013 Rapid generation of personalized avatars
abstract
Summary form only given. The ICT Mixed Reality Lab will demonstrate a pipeline for rapidly generating personalized avatars from multiple depth and RGB scans of a user with a consumer level sensor such as a Microsoft Kinect. Based on a fusion of state-of-the-art techniques in graphics, surface reconstruction, and animation, our semi-automatic method can produce a fully rigged, skinned, and textured character model suitable for real-time virtual environments in less than 15 minutes. First, a 3D point cloud is collected from the sensor using a simultaneous localization and mapping (SLAM) approach to track the device's movements over time (see Figure 1.a). Next, surface reconstruction techniques are employed to generate a watertight 3D mesh from the raw 3D points (see Figure 1.b). The resulting model is then analyzed to determine the human joint locations, and if a skeleton can be successfully generated for the model, the mesh is then rigged and skinned using weights that are calculated automatically [2]. Finally, photos captured periodically during the scanning process using the sensor's RGB camera are used to texture the final model. The resulting avatar is suitable for real-time animation using a virtual environment or video game engine (see Figure 1.c). We will demonstrate our avatar generation pipeline at IEEE Virtual Reality 2013. Conference attendees may opt to be scanned, and their generated avatar will be provided to them either on a USB stick or through email. A video of this demo can be found at the MxR Lab website [1].
Evan A. Suma, David M. Krum, Thai Phan, Mark T. Bolas
VR3