EDBT 2026 Demo / reviewers in the wild / expert
Chee Siang Ang
dblp:82/4116
· DBLP profile ↗
40ranked-venue papers
4as first author
20since 2021 · last 2026
0000-0002-1109-9689ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 37 · 4 first-author · 19 since 2021Computer networks · 1Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Reclaiming Creative Exploration: An In Situ Study to Support Process-based Learning Through Digital Making in Low Socioeconomic SchoolsabstractSecondary school systems often reward predictable, mark-bearing performance, making experimentation feel risky, especially in under-resourced contexts, where time, attention, and materials are tightly managed. We report on an exploratory case study of a charity-led digital arts programme delivered in two low-socioeconomic secondary schools in which immersive (i.e., Virtual Reality) and non-immersive (i.e., tablet-based) digital tools were introduced into Year 7 (400+ pupils, typically aged 11–12) curriculum. Through thematic analysis of the lesson observation notes and student surveys, we show that pupils take more creative risks, value exploration, iterate more, and increasingly learn through and with peers. We characterise shifts in classroom ecology, including shared talk, turn-taking, micro-tutorials, and practices of care and repair that help sustain learning-in-process. Finally, we analyse the breakdowns and trade-offs of deploying off-the-shelf creative technologies in low-resource school routines, and derive deployment lessons for resilient, bottom-up creative technology curricula that fit everyday classrooms. Elaine Czech, Luma Tabbaa, Sophia Ppali, Yvonne Mary Cullen, Chee Siang Ang, Himanshu Verma 0001, Alexandra Covaci |
IDC | 6 |
| 2026 | Making Creative Technology Workable in Under-Resourced ClassroomsabstractIn underserved coastal communities, the adoption of digital technology is deeply stratified. While schools with high socio-economic status (SES) leverage technology for creative agency, under-resourced schools often face a second-level digital divide, where hardware is treated as a disruption rather than a tool for inquiry. We investigate this dynamic through an exploratory study of a digital arts programme in low-SES UK secondary schools, in which Human-Computer Interaction (HCI) researchers served as advisors and observers of a co-created partnership between schools and a local digital arts charity. Our findings reveal a pedagogical chasm. Systemic constraints and assessment pressures force teachers into the role of risk-averse behavioural gatekeepers, while external facilitators manage the creative play. However, we identify how students bridge this gap by establishing peer infrastructures, shared talk and repair work that transform technical breakdowns into possibility spaces for learning. We argue that sustainable integration requires designing for school settings to empower the human relationships central to creative technology use. Elaine Czech, Luma Tabbaa, Sophia Ppali, Yvonne Mary Cullen, Chee Siang Ang, Himanshu Verma 0001, Alexandra Covaci |
Creativity & Cognition | 6 |
| 2026 | Building Care That Fits Its People: Insights from Social Media-Enabled Community-Based Rehabilitation in ThailandabstractDigital health interventions in the Global South often rely on transmission models, assuming that delivering correct medical information yields better care. We challenge this view through an analysis of a multi-platform social media intervention for Community-Based stroke Rehabilitation(CBR) in rural Thailand. Following a collaborative development process with clinicians and a deployment across roughly 2,000 villages, we interviewed 28 caregivers, patients, and health volunteers. We found that communities appropriated the technology in unexpected ways, such as using videos as “social objects” to manage family hierarchies, integrating rehabilitation into Buddhist merit-making, and prioritising offline peer networks over online discussion. Our findings suggest that effective Human-Computer-Interaction (HCI) for digital health in Low- and Middle-Income Countries (LMICs) should look beyond engagement metrics to support the appropriation of digital tools, enabling communities to integrate clinical protocols into their existing cultural and relational fabrics. Acarima Nanthanasit, Sophia Ppali, Wan-Jou She, Panote Siriaraya, Thammathip Piumsomboon, Siwaporn Sukittanon, Chee Siang Ang, Alexandra Covaci |
CHI | 7 |
| 2026 | "Words are not enough": Examining Emotional Support by Conversational AI for CaregiversabstractCaregivers often experience emotional difficulties and social isolation due to their demanding caregiving duties. Conversational AI has the potential to provide emotional support, yet it lacks effective emotional-regulation support. In this study, we conducted focus groups and semi-structured interviews with mental health professionals and caregivers (n = 17) to explore the potential benefits, challenges, and concerns of users on the applications of conversational AI for caregivers’ emotional support. Our findings suggest that, while current text-based conversational AI is deemed valuable for emotional support, there is a desire to have a more empathic AI, an AI that actively listens, takes cultural, religious, and linguistic context into consideration; and makes humans feel heard. We examined the dimensions of empathic AI in mental health, from authenticity and trust to over-reliance, misuse, and even exacerbating mental health problems, and how this can potentially be addressed to improve caregivers’ well-being. Melika Vafafar, Sian Joel-Edgar, Casper Harteveld, Hossein Dabbagh, Andrew K. Martin, Chee Siang Ang |
CHI | 6 |
| 2025 | Building a Digital Ecosystem for Community-Based Rehabilitation: Insights from a Multi-Platform Social Media Strategy in ThailandabstractFigure 1: First page previews of our Facebook, YouTube, TikTok, and LINE platforms, aligned from left to right Acarima Nanthanasit, Sophia Ppali, Jaydon Farao, Luma Tabbaa, Chee Siang Ang, Siwaporn Sukittanon, Alexandra Covaci |
Conference on Designing Interactive Systems | 5 |
| 2025 | Creating with Care: Co-Designing Immersive Experiences through Art-Making with People Living with DementiaabstractThis paper explores the integration of co-design and art-making in developing technologies that support personhood in dementia care. While technologies for dementia care have advanced, there remains a gap in creating solutions that are directly informed by the experiences of people living with dementia and support their individuality. In collaboration with the specialist arts organisation Bright Shadow CIO, our work involves engaging people living with dementia in the design process. Over five weeks of co-design sessions, 44 participants worked alongside artists to craft four physical boxes that represent “meaningful places.” The physical boxes were then transformed into VR environments, allowing participants to immerse themselves in and interact with their creations from a first-person perspective. Our findings demonstrate that VR alone is insufficient in dementia care. For VR to be meaningful, it must be be part of a broader intervention that includes trust-building, sensory engagement, and creative involvement. Within this process, art-making serves as both a method and medium, providing a means of self-expression and connection to identity. Our findings challenge conventional approaches to dementia-focused VR, advocating for a shift toward inclusive and care-driven technology design. Sophia Ppali, Ethan Cheung, Alexandra Covaci, Wan-Jou She, Chee Siang Ang |
CHI | 5 |
| 2025 | Care Beyond Borders: Investigating Virtual Reality Deployment Opportunities & Challenges Through the Lens of Dementia CareabstractOne factor leading to compromised Quality of Life (QoL) for people with dementia in long-term care settings is the significant barriers they face in accessing experiences beyond their physical premises. Although, in recent years, research within HCI has investigated the use of Virtual Reality (VR) in providing enriched experiences for people with dementia, few studies have looked into the practical issues relating to integrating and deploying VR into care settings and how in-depth understanding of such issues can inspire VR design for dementia care. Considering the perspective of key stakeholders, we demonstrate VR’s potential to create a rich conversation space with family members, preserve the identity and personhood of people with dementia through VR, and consider organisational issues of VR deployment in care settings. As such, this paper contributes to the HCI research community with future design directions to enhance the deployment and adoption of VR in dementia care settings. Hiba H. Jawharieh, Luma Tabbaa, Chee Siang Ang, Ethan Cheung, Alexandra Covaci |
Int. J. Hum. Comput. Interact. | 3 |
| 2025 | The Virtual Concert-goer: Audience Perspectives on Remote Music PerformancesabstractOur work explores how audiences perceive and engage with remote music events. The shift to digital platforms has transformed the live music experience, leading to the rise of remote music performances. Following the COVID-19 pandemic, platforms such as Twitch have been repurposed and surged in popularity as meaningful outlets for live music dissemination. Concurrently, novel platforms specifically crafted for music events have begun to emerge. Understanding the preferences and challenges of remote music audiences is crucial because it guides the development of platforms that effectively answer varied user needs, which could enhance overall engagement and shape the future of music consumption. For this, we employed a qualitative multi-method approach, including a survey, interviews, and event observations, to start mapping the design space of remote music performances and capture a wide spectrum of audience perspectives. Our findings reveal audience engagement patterns in remote music events across different digital platforms, highlighting unmet needs, desires as well as opportunities for future HCI work in this area. Sophia Ppali, Boyd Branch, Alberto Boem, Elena Ppali, Max Scorer, Chee Siang Ang, Luca Turchet, Alexandra Covaci |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2024 | MindTalker: Navigating the Complexities of AI-Enhanced Social Engagement for People with Early-Stage DementiaabstractPeople living with dementia are at risk of social isolation, and conversational AI agents can potentially support such individuals by reducing their loneliness. In our study, a conversational AI agent, called MindTalker, co-designed with therapists and utilizing the GPT-4 Large Language Model (LLM), was developed to support people with early-stage dementia, allowing them to experience a new type of “social relationship” that could be extended to real life. Eight PwD engaged with MindTalker for one month or even longer, and data was collected from interviews. Our findings emphasized that participants valued the novelty of AI, but sought more consistent, deeper interactions. They desired a personal touch from AI, while stressing the irreplaceable value of human interactions. The findings underscore the complexities of AI engagement dynamics, where participants commented on the artificial nature of AI, highlighting important insights into the future design of conversational AI for this population. Anna Xygkou, Chee Siang Ang, Panote Siriaraya, Jonasz Piotr Kopecki, Alexandra Covaci, Eiman Kanjo, Wan-Jou She |
CHI | 2 |
| 2024 | "Can I be More Social with a Chatbot?": Social Connectedness Through Interactions of Autistic Adults with a Conversational Virtual HumanabstractThe development of AI to function as communicators (i.e., conversational agents), has opened the opportunity to rethink AI’s place within people’s social worlds, and the process of sense-making between humans and machines, especially for people with autism who may stand to benefit from such interactions. The current study aims to explore the interactions of six autistic and six non-autistic adults with a conversational virtual human (CVH/conversational agent/chatbot) over 1–4 weeks. Using semi-structured interviews, conversational chatlogs and post-study online questionnaires, we present findings related to human-chatbot interaction, chatbot humanization/dehumanization and chatbot’s autistic/non-autistic traits through thematic analysis. Findings suggest that although autistic users are willing to converse with the chatbot, there are no indications of relationship development with the chatbot. Our analysis also highlighted autistic users’ expectations of empathy from the chatbot. In the case of the non-autistic users, they tried to stretch the conversational agent’s abilities by continuously testing the AI conversational/cognitive skills. Moreover, non-autistic users were content with Kuki’s basic conversational skills, while on the contrary, autistic participants expected more in-depth conversations, as they trusted Kuki more. The findings offer insights to a new human-chatbot interaction model specifically for users with autism with a view to supporting them via companionship and social connectedness. Anna Xygkou, Panote Siriaraya, Wan-Jou She, Alexandra Covaci, Chee Siang Ang |
Int. J. Hum. Comput. Interact. | 5 |
| 2023 | No Pie in the (Digital) Sky: Co-Imagining the Food MetaverseabstractHuman behaviour and habits co-evolve with technology, and the metaverse is poised to become a key player in reshaping how we live our everyday life. Given the importance of food in our daily lives, we ask: how will our relationships with food be transformed by the metaverse, and what are the promises and pitfalls of this technology? To answer this, we propose a co-design study that reveals the important elements people value in their daily interactions with food. We then present a speculative catalogue of novel metaverse food experiences, and insights from discussing these ideas with food designers, anthropologists and metaverse experts. Our work aims to provide designers with inspirations for building a metaverse that: provides inclusive opportunities for the future of food; helps re-discover the forgotten or lost knowledge about food; facilitates the exploration, excitement and joy of eating; and reinvigorates the ways that food can soothe and heal. Alexandra Covaci, Khawla Alhasan, Mayank Loonker, Bernardine Farrell, Luma Tabbaa, Sophia Ppali, Chee Siang Ang |
CHI | 7 |
| 2023 | The "Conversation" about Loss: Understanding How Chatbot Technology was Used in Supporting People in GriefabstractWhile conversational agents have traditionally been used for simple tasks such as scheduling meetings and customer service support, recent advancements have led researchers to examine their use in complex social situations, such as to provide emotional support and companionship. For mourners who could be vulnerable to the sense of loneliness and disruption of self-identity, such technology offers a unique way to help them cope with grief. In this study, we explore the potential benefits and risks of such a practice, through semi-structured interviews with 10 mourners who actively used chatbots at different phases of their loss. Our findings indicated seven approaches in which chatbots were used to help people cope with grief, by taking the role of listener, acting as a simulation of the deceased, romantic partner, friend and emotion coach. We then highlight how interacting with the chatbots impacted mourners’ grief experience, and conclude the paper with further research opportunities. Anna Xygkou, Panote Siriaraya, Alexandra Covaci, Holly Gwen Prigerson, Robert A. Neimeyer, Chee Siang Ang, Wan-Jou She |
CHI | 6 |
| 2023 | Editorial for advances in human-centred dementia technology
Chee Siang Ang, Panote Siriaraya, Luma Tabbaa, Francesca Falzarano, Eiman Kanjo, Holly Gwen Prigerson |
Int. J. Hum. Comput. Stud. | 1 |
| 2022 | Keep the VRhythm going: A musician-centred study investigating how Virtual Reality can support creative musical practiceabstractThe acoustic and visual experiences of musicians in the spaces they perform in are complex and organic in nature, entailing a continuous interaction with the environment. With this project, we leverage the power of Virtual Reality (VR) to support musicians in their creative practice by transporting them to novel sonic and visual worlds. For this, we developed a musician-centred VR system, featuring various acoustic and visual virtual environments, VR Rehearse & Perform, based on design requirements gathered with musicians and performance experts. To investigate how VR can be designed to support music-makers in their creative musical practice, we performed iterative tests with 19 musicians followed by semi-structured interviews. Our findings suggest that VR has the potential to support different aspects of the creative musical practice, such as rehearsing, performing and improvising. Our research provides insights and inspirations toward designing musician-centred VR experiences for various musical activities. Sophia Ppali, Vali Lalioti, Boyd Branch, Chee Siang Ang, Andrew J. Thomas, Bea S. Wohl, Alexandra Covaci |
CHI | 4 |
| 2022 | "Now i can see me" designing a multi-user virtual reality remote psychotherapy for body weight and shape concernsabstractRecent years have seen a growing research interest towards designing computer-assisted health interventions aiming to improve mental health services. Digital technologies are becoming common methods for diagnosis, therapy, and training. With the advent of lower-cost VR head-mounted-displays (HMDs) and high internet data transfer capacity, there is a new opportunity for applying immersive VR tools to augment existing interventions. This study is among the first to explore the use of a Multi-User Virtual Reality (MUVR) system as a therapeutic medium for participants at high-risk for developing Eating Disorders. This paper demonstrates the positive effect of using MUVR remote psychotherapy to enhance traditional therapeutic practices. The study capitalises on the opportunities which are offered by a MUVR remote psychotherapeutic session to enhance the outcome of Acceptance and Commitment Therapy, Play Therapy and Exposure Therapy for sufferers with body shape and weight concerns. Moreover, the study presents the design opportunities and challenges of such technology, while strengths on the feasibility, and the positive user acceptability of introducing MUVR to facilitate remote psychotherapy. Finally, the appeal of using VR for remote psychotherapy and its observed positive impact on both therapists and participants is discussed. Maria Matsangidou, Boris Otkhmezuri, Chee Siang Ang, Marios N. Avraamides, Giuseppe Riva 0001, Andrea Gaggioli, Despoina Iosif, Maria Karekla |
Hum. Comput. Interact. | 3 |
| 2022 | The Playful Potential of Digital Commensality: Learning from Spontaneous Playful Remote Dining PracticesabstractWith one-person households being increasingly common and Covid-19 lockdown policies forcing people to stay home, remote dining has become common practice for many, who take it as an opportunity to connect with others in times of loneliness. Sharing meals online, also known as digital commensality, is a rich form of interaction, where people leverage technology to achieve a sense of connectedness and belonging while eating. In this paper, we look at digital commensality and we explore its inherent playful potential with the aim to inspire the design of engaging technologies that can support, enhance and augment this form of interaction. For this, we used a situated play design approach to document and analyze the behavior of 36 people (including pairs of friends and strangers) sharing meals online. Our analysis surfaced a set of play potentials of remote dining -- i.e., playful things people already do and enjoy spontaneously while sharing meals online. We present those play potentials as inspirational material: they can motivate and enrich the design of future digital commensality technologies by responding to people's desire for playful and social interaction with, through, and around food. Khawla Alhasan, Eleonora Ceccaldi, Alexandra Covaci, Maurizio Mancini, Ferran Altarriba Bertran, Gijs Huisman, Mailin Lemke, Chee Siang Ang |
Proc. ACM Hum. Comput. Interact. | 8 |
| 2021 | Living Memory Home: Understanding Continuing Bond in the Digital Age through Backstage GrievingabstractProlong Grief Disorder (PGD) is a condition in which mourners are stuck in the grief process for a prolonged period and continue to suffer from an intense, mal-adaptive level of grief. Despite the increased popularity of virtual mourning practices, and subsequently the emergence of HCI research in this area, there is little research looking into how continuing bonds maintained digitally promote or impede bereavement adjustment. Through a one-month diary study and in-depth interviews with 17 participants who recently lost their loved ones, we identified four broad mechanisms of how grievers engage in what we called ”backstage” grieving (as opposed to bereavement through digital public space like social media). We further discuss how this personal and private grieving is important in maintaining emotional well-being hence avoiding developing PGD, as well as possible design opportunities and challenges for future digital tools to support grieving. Wan-Jou She, Panote Siriaraya, Chee Siang Ang, Holly Gwen Prigerson |
CHI | 3 |
| 2021 | VR Rehearse & Perform - A platform for rehearsing in Virtual RealityabstractIn this paper, we propose VR Rehearse & Perform - a Virtual Reality application for enhancing the rehearsal efforts of performers by providing them access to accurate recreations - both visual and acoustical - of iconic concert venues. Vali Lalioti, Sophia Ppali, Andrew J. Thomas, Ragnar Hrafnkelsson, Mick Grierson, Chee Siang Ang, Bea S. Wohl, Alexandra Covaci |
VRST | 6 |
| 2021 | A Reflection on Virtual Reality Design for Psychological, Cognitive and Behavioral Interventions: Design Needs, Opportunities and ChallengesabstractDespite the substantial research interest in using Virtual Reality (VR) in healthcare in general and in Psychological, Cognitive, and Behavioral (PC&B) interventions in specific, as well as emerging research supporting the efficacy of VR in healthcare, the design process of translating therapies into VR to meet the needs of critical stakeholders such as users and clinicians is rarely addressed. In this paper, we aim to shed light onto the design needs, opportunities and challenges in designing efficient and effective PC&B-VR interventions. Through analyzing the co-design processes of four user-centered PC&B-VR interventions, we examined how therapies were adapted into VR to meet stakeholders’ requirements, explored design elements for meaningful experiences, and investigated how the understanding of healthcare contexts contribute to the VR intervention design. This paper presents the HCI research community with design opportunities and challenges as well as future directions for PC&B-VR intervention design. Luma Tabbaa, Chee Siang Ang, Panote Siriaraya, Wan-Jou She, Holly Gwen Prigerson |
Int. J. Hum. Comput. Interact. | 2 |
| 2021 | SnapAppy: A positive psychology intervention using smartphone photography to improve emotional well-being
James Alexander Lee, Christos Efstratiou, Panote Siriaraya, Dinkar Sharma, Chee Siang Ang |
Pervasive Mob. Comput. | 5 |
| 2019 | Bring the Outside In: Providing Accessible Experiences Through VR for People with Dementia in Locked Psychiatric HospitalsabstractMany people with dementia (PWD) residing in long-term care may face barriers in accessing experiences beyond their physical premises; this may be due to location, mobility constraints, legal mental health act restrictions, or offence-related restrictions. In recent years, there have been research interests towards designing non-pharmacological interventions aiming to improve the Quality of Life (QoL) for PWD within long-term care. We explored the use of Virtual Reality (VR) as a tool to provide 360°-video based experiences for individuals with moderate to severe dementia residing in a locked psychiatric hospital. We discuss at depth the appeal of using VR for PWD, and the observed impact of such interaction. We also present the design opportunities, pitfalls, and recommendations for future deployment in healthcare services. This paper demonstrates the potential of VR as a virtual alternative to experiences that may be difficult to reach for PWD residing within locked setting. Luma Tabbaa, Chee Siang Ang, Vienna Rose, Panote Siriaraya, Inga Stewart, Keith G. Jenkins, Maria Matsangidou |
CHI | 2 |
| 2017 | How Real Is Unreal? - Virtual Reality and the Impact of Visual Imagery on the Experience of Exercise-Induced Pain
Maria Matsangidou, Chee Siang Ang, Alexis R. Mauger, Boris Otkhmezuri, Luma Tabbaa |
INTERACT (4) | 2 |
| 2017 | Designing a ubiquitous sensor-based platform to facilitate learning for young children in ThailandabstractEducation plays an important role in helping developing nations reduce poverty and improving quality of life. Ubiquitous and mobile technologies could greatly enhance education in such regions by providing augmented access to learning. This paper presents a three-year iterative study where a ubiquitous sensor based learning platform was designed, developed and tested to support science learning among primary school students in underprivileged Northern Thailand. The platform is built upon the school's existing mobile devices and was expanded to include sensor-based technology. Throughout the iterative design process, observations, interviews and group discussions were carried out with stakeholders. This lead to key reflections and design concepts such as the value of injecting anthropomorphic qualities into the learning device and providing personally and culturally relevant learning experiences through technology. Overall, the results outlined in this paper help contribute to knowledge regarding the design, development and implementation of ubiquitous sensor-based technology to support learning. Putjorn Pruet, Panote Siriaraya, Chee Siang Ang, Farzin Deravi |
MobileHCI | 3 |
| 2017 | Show Me You Care: Trait Empathy, Linguistic Style, and Mimicry on FacebookabstractLinguistic mimicry, the adoption of another’s language patterns, is a subconscious behavior with pro-social benefits. However, some professions advocate its conscious use in empathic communication. This involves mutual mimicry; effective communicators mimic their interlocutors, who also mimic them back. Since mimicry has often been studied in face-to-face contexts, we ask whether individuals with empathic dispositions have unique communication styles and/or elicit mimicry in mediated communication on Facebook. Participants completed Davis’s Interpersonal Reactivity Index and provided access to Facebook activity. We confirm that dispositional empathy is correlated to the use of particular stylistic features. In addition, we identify four empathy profiles and find correlations to writing style. When a linguistic feature is used, this often “triggers” use by friends. However, the presence of particular features, rather than participant disposition, best predicts mimicry. This suggests that machine-human communications could be enhanced based on recently used features, without extensive user profiling. Jahna Otterbacher, Chee Siang Ang, Marina Litvak, David Atkins |
ACM Trans. Internet Techn. | 2 |
| 2015 | Cue Now, Reflect Later: A Study of Delayed Reflection of Diary Events
Ming Ki Chong, Jon Whittle 0001, Chee Siang Ang |
INTERACT (3) | 4 |
| 2015 | Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devicesabstractThe availability of advanced software and less expensive hardware allows museums to preserve and share artefacts digitally. As a result, museums are frequently making their collections accessible online as interactive, 3D models. This could lead to the unique situation of viewing the digital artefact before the physical artefact. Experiencing artefacts digitally outside of the museum on personal devices may affect the user's ability to emotionally connect to the artefacts. This study examines how two target populations of young adults (18–21 years) and the elderly (65 years and older) responded to seeing cultural heritage artefacts in three different modalities: augmented reality on a tablet, 3D models on a laptop, and then physical artefacts. Specifically, the time spent, enjoyment, and emotional responses were analysed. Results revealed that regardless of age, the digital modalities were enjoyable and encouraged emotional responses. Seeing the physical artefacts after the digital ones did not lessen their enjoyment or emotions felt. These findings aim to provide an insight into the effectiveness of 3D artefacts viewed on personal devices and artefacts shown outside of the museum for encouraging emotional responses from older and younger people. Genevieve Alelis, Ania Bobrowicz, Chee Siang Ang |
Behav. Inf. Technol. | 3 |
| 2015 | The lesbian, gay, bisexual and transgender community online: discussions of bullying and self-disclosure in YouTube videosabstractComputer-mediated communication has become a popular platform for identity construction and experimentation as well as social interaction for those who identify as lesbian, gay, bisexual or transgender (LGBT). The creation of user-generated videos has allowed content creators to share experiences on LGBT topics. With bullying becoming more common amongst LGBT youth, it is important to obtain a greater understanding of this phenomenon. In our study, we report on the analysis of 151 YouTube videos which were identified as having LGBT- and bullying-related content. The analysis reveals how content creators openly disclose personal information about themselves and their experiences in a non-anonymous rhetoric with an unknown public. These disclosures could indicate a desire to seek friendship, support and provide empathy. Ania Bobrowicz, Chee Siang Ang |
Behav. Inf. Technol. | 3 |
| 2014 | Recreating living experiences from past memories through virtual worlds for people with dementiaabstractThis paper describes a study aimed to understand the use of 3D virtual world (VW) technology to support life engagement for people with dementia in long-term care. Three versions of VW prototypes (reminiscence room, virtual tour and gardening) utilising gestured-base interaction were developed iteratively. These prototypes were tested with older residents (80+) with dementia in care homes and their caregivers. Data collection was based on observations of how the residents and care staff interacted collaboratively with the VW. We discussed in depth the use of VWs in stimulating past memories and how this technology could help enhance their sense of self through various means. We also highlighted key approaches in designing VWs to sustain attention, create ludic experiences and facilitate interaction for older people with dementia. Panote Siriaraya, Chee Siang Ang |
CHI | 2 |
| 2014 | SqueezeDiary: using squeeze gesture as triggers of diary eventsabstractThe diary method has been adopted for recording participants' behaviours. However, recording diary entries can be difficult or deemed inappropriate in certain situations, like in a social group or in a meeting. In this demo we present SqueezeDiary, a tool that adopts squeeze gestures for users to denote triggers of diary events, and the users reflect on the triggers later when they are not busy (e.g. during lunch). Our application enables delayed reflection, where users can reflect on their recorded event instances retrospectively during their downtime. Ming Ki Chong, Jon Whittle 0001, Chee Siang Ang |
Mobile HCI | 4 |
| 2014 | Exploring the potential of virtual worlds in engaging older people and supporting healthy agingabstractThere is an increasing need to find innovative activities to help the older population maintain a healthy life. Virtual worlds, which can provide social engagement, entertainment and creativity as well as useful information and services for older people might offer a solution to this issue. Although emerging studies have begun to look into the benefits of virtual worlds in healthcare, little has been done in the context of older people. Based on semi-structured interviews and previous research on healthy aging, we identified and described in depth four areas in which virtual worlds could be useful to support older people. In general, it was found that virtual worlds could help empower older people to manage their disabilities, facilitate social engagement, provide mental stimulation and productive activities. Panote Siriaraya, Chee Siang Ang, Ania Bobrowicz |
Behav. Inf. Technol. | 2 |
| 2013 | Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing GamesabstractMassively Multi-player Online Role-playing Games (MMORPGs) have become a popular leisure activity. It has been suggested that the reason for their popularity is that they offer a new ‘third-place’ for people to socialise. However, designing for sociability in these games has been shown to be a challenge. In this article, we discuss the results of an online survey that was directed towards game design researchers and professionals. We then present a subsequent discussion on the results of the survey at a Special Interest Group (SIG) held at CHI 2011. Through analysis of the findings of the survey and the discussion, we propose six requirements that facilitate the design of MMORPGs: In-game Communication, Off-game Communication, Empathy, Grouping and Rewards, World Design, and Designed Relationships. We state that it is not necessary to add all the proposed requirements in the design of such games, but we also caution that a game that does not include any of the requirements presented here cannot belong to this genre. We discuss limitations of this work, and offer future research directions that result from this work. Georgios Christou, Effie Lai-Chong Law, Panayiotis Zaphiris, Chee Siang Ang |
Behav. Inf. Technol. | 4 |
| 2012 | Age differences in the perception of social presence in the use of 3D virtual world for social interactionabstract3D virtual worlds are becoming increasingly popular as tool for social interaction, with the potential of augmenting the user’s perception of physical and social presence. Thus, this technology could be of great benefit to older people, providing home-bound older users with access to social, educational and recreational resources. However, so far there have been few studies looking into how older people engage with virtual worlds, as most research in this area focuses on younger users. In this study, an online experiment was conducted with 30 older and 30 younger users to investigate age differences in the perception of presence in the use of virtual worlds for social interaction. Overall, we found that factors such as navigation and prior experience with text messaging tools played a key role in older people’s perception of presence. Both physical and social presence was found to be linked to the quality of social interaction for users of both age groups. In addition, older people displayed proxemic behavior which was more similar to proxemic behavior in the physical world when compared to younger users. Panote Siriaraya, Chee Siang Ang |
Interact. Comput. | 2 |
| 2012 | Large-scale analysis of self-disclosure patterns among online social networks users: a Russian context
Slava Kisilevich, Chee Siang Ang, Mark Last |
Knowl. Inf. Syst. | 2 |
| 2011 | A case study analysis of a constructionist knowledge building community with activity theoryabstractThis article investigates how activity theory can help research a constructionist community. We present a constructionist activity model called CONstructionism Through ACtivity Theory (CONTACT) model and explain how it can be used to analyse the constructionist activity in knowledge building communities. We then illustrate the model through its application to analysing the Wiki-supported community associated with a computer game. Our analysis focuses mainly on two perspectives: individual and collective actions, as well as individual and collective mediations. Experiences and challenges from the analysis are reported to demonstrate how CONTACT is helpful in analysing such communities. Chee Siang Ang, Panayiotis Zaphiris, Stephanie M. Wilson |
Behav. Inf. Technol. | 1 |
| 2011 | A comparison of empathic communication pattern for teenagers and older people in online support communitiesabstractThis article reports a study that investigated the occurrences of empathy in online support communities for teenagers. Qualitative content analysis with 400 messages from a discussion board about depression was used to identify how empathy was expressed in the specific online communication. Emphasis was also placed on the comparison of this age group to older people, by comparing the results with those from a previous study on empathy in an online support community about depression for older people. Specifically, the analysis focused on the frequencies of the categories of the code scheme, linguistic characteristics of the communication content, the occurring components of empathy, and the roles as well as activities of the members. From our analysis, we concluded that young people exchanged a substantial amount of empathic emotional communication when participating in an online support community, and they communicated on a more personal level compared to older people, who tended to engage in a more formal communication. In addition, teenagers also showed a high level of understanding but lower level of concern compared to older persons when expressing empathy online. Panote Siriaraya, Caleb Tang, Chee Siang Ang, Ulrike Pfeil, Panayiotis Zaphiris |
Behav. Inf. Technol. | 3 |
| 2011 | Social Roles in an Online Support Community for Older PeopleabstractIn this article, an online support community for older people is studied, with the aim of developing a taxonomy of social roles based on content analysis and social network analysis. Four hundred messages (posted between August 9, 2007, and February 5, 2008) in an online support community for older people (http://www.seniornet.org) were investigated. The data were analyzed to identify and shed light on patterns of the online functional behavior as well as the social structure of active members. Drawing on the findings, a set of six social roles were identified, defined, and described in depth. The findings showed that the structural positions of online community members were associated with the kind of content these members tended to post. For example, it was found that central members were very likely to give support, whereas members not very well connected were more inclined to post self-disclosing messages. Ulrike Pfeil, Knut Svangstu, Chee Siang Ang, Panayiotis Zaphiris |
Int. J. Hum. Comput. Interact. | 3 |
| 2009 | Simulating Social Networks of Online Communities: Simulation as a Method for Sociability Design
Chee Siang Ang, Panayiotis Zaphiris |
INTERACT (2) | 1 |
| 2009 | Introduction to Social Network Analysis
Panayiotis Zaphiris, Chee Siang Ang |
INTERACT (2) | 2 |
| 2007 | A model of cognitive loads in massively multiplayer online role playing gamesabstractBeing one of the most commercially successful entertainment software applications, massively multiplayer online role playing games (MMORPGs) continue to expand in term of the revenue they generate as well as the involvement of users who congregate in their virtual space and form communities around them to support each other. Unlike conventional offline computer games, or networked games with limited numbers of players, MMORPGs are not merely software applications as they are usually seen as a space with complicated dynamics of social interactions. Hence, it is believed that playing these games might cause cognitive overload problems among the players as they have to constantly interact with the game world as well as with other users. We conducted an exploratory study using qualitative methods to explore cognitive overloads in Maple Story, a typical MMORPG. Our results reveal that several types of cognitive overloads emerge during the game playing. While some of these overloads pose serious problems even to expert players, players seem to develop strategies to overcome them. It is found that some forms of cognitive load are actually desirable in order to make the game challenging. We have also created a set of recommendations that can help game developers handle cognitive load problems in MMORPGs. Chee Siang Ang, Panayiotis Zaphiris, Shumaila Mahmood |
Interact. Comput. | 1 |
| 2007 | HCI issues in computer gamesabstract“Play is older than culture … all culture is an element of play.” (Huizinga, 1944). The mid 20th century witnessed some serious attempts in studies of play and games with an emphasis on their importance within culture. Most prominently, Huizinga (1944) maintained in his book Homo Ludens that the earliest stage of culture is in the form of play and that culture proceeds in the shape and the mood of play. He also claimed that some elements of play crystallised as knowledge such as folklore, poetry and philosophy as culture advanced. A more contemporary play scholar, Crawford (1982), in his seminal book. The Art of Computer Game Design scrutinised play within computer games and maintained in line with Huizinga that play is the sources of knowledge and that the most fundamental motivation of play is, in fact, to learn. As cultures move forwards, the notion of play seems to receive more positive recognition among the society. In the society where youthfulness is regarded as a desirable state of human life (where cosmetic surgery is popular especially for women, and both sexes alter their hair colour with chemical dyes to hide the natural greying that occurs with age), playful behaviour might be one of the ways by which their members can present themselves as youthful (Kücklich, 2004). Panayiotis Zaphiris, Chee Siang Ang |
Interact. Comput. | 2 |