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. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Xiao-Feng Kenan Kok

dblp:319/3898 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0002-8679-7641ORCID · reported

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

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021

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 · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality locomotion
0.612022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022
Immersive interaction › virtual reality locomotion
walking-in-place
0.612022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022
Immersive interaction › virtual reality
cybersickness
0.212022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022

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

think-aloud protocol · 0.6self-report · 0.6observation · 0.6interviews · 0.6
YearPublicationVenuePosition
2023 The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform
abstract
Structured curriculum in domain-specific knowledge and personal development of graduate attributes are both important components of tertiary education. Prior gamification research in tertiary education has mostly evaluated gamification as a system and largely in structured curriculum-based learning environments. There is insufficient understanding as to how different gamification mechanics affect learning experiences in self-driven personal development areas outside of the structured curriculum. We present a study with 20 tertiary students over seven days with AdventureLEARN, a gamified online platform to engage students in a self-driven journey of continuous personal development alongside their curriculum work. Through an analysis of data collected from experience sampling and focus group discussions, we found that, amongst other findings, gamification mechanics that were meticulously contextualized to specific platform features afforded the most positive experiences across various dimensions, leading to our main insight highlighting the importance of maintaining a co-development process between individual gamification mechanics and platform features.
Chek Tien Tan, Oran Zane Devilly, Sok Mui Lim, Bavani Divo, Xiao-Feng Kenan Kok, Jamil Jasin, Ker Boon Seaw, Lin Aung Htein
Proc. ACM Hum. Comput. Interact.5
2022 Understanding User Experiences Across VR Walking-in-place Locomotion Methods
abstract
Navigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces.
Chek Tien Tan, Leon Cewei Foo, Adriel Yeo, Jeannie Su Ann Lee, Edmund Wan, Xiao-Feng Kenan Kok, Megani Rajendran
CHI6