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Adrian S. Johnson

dblp:130/9478 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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 · 44% Learning and educational technologies · 44% Interaction techniques and input · 13%

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

TopicWeightPapersLastEvidence papers
Learning and educational technologies › medical education
anatomy education
0.212013
Exploration of spatial augmented reality on person · VR 2013
Immersive interaction › augmented reality
spatial augmented reality
0.212013
Exploration of spatial augmented reality on person · VR 2013
Interaction techniques and input › mobile interaction › wearable device interaction
on-body interaction
0.012013
Exploration of spatial augmented reality on person · VR 2013

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

user study · 0.2
YearPublicationVenuePosition
2013 Exploration of spatial augmented reality on person
abstract
Spatial Augmented Reality (SAR) allows users to collaborate without need for see-through screens or head-mounted displays. We explore natural on-person interfaces using SAR. Spatial Augmented Reality on Person (SARP) leverages self-based psychological effects such as Self-Referential Encoding (SRE) and ownership by intertwining augmented body interactions with the self. Applications based on SARP could provide powerful tools in education, health awareness, and medical visualization. The goal of this paper is to explore benefits and limitations of generating ownership and SRE using the SARP technique. We implement a hardware platform which provides a Spatial Augmented Game Environment to allow SARP experimentation. We test a STEM educational game entitled `Augmented Anatomy' designed for our proposed platform with experts and a student population in US and China. Results indicate that learning of anatomy on-self does appear correlated with increased interest in STEM and is rated more engaging, effective and fun than textbook-only teaching of anatomical structures.
Adrian S. Johnson, Yu Sun 0004
VR1