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Samsun (Sem) Lampotang

dblp:36/720 · also Samsun Lampotang · DBLP profile ↗
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11ranked-venue papers
1as first author
0since 2021 · last 2017
0000-0003-0986-1969ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-authorHuman-computer interaction and ubiquitous computing · 8 · 1 first-authorArtificial intelligence and machine learning · 2

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 · 34% Human-AI interaction · 28% Health and well-being technologies · 13%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 15 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
computer-supported cooperative work
0.522016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015
Collaborative and social computing
team training
0.522016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015
Human-AI interaction › virtual agents
virtual human
0.522016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015
Virtual and augmented reality
mixed reality
0.422017
Repeat after me: Using mixed reality humans to influence best communication practices · VR 2017
Collocated AAR: Augmenting After Action Review with Mixed Reality · ISMAR 2008
Health and well-being technologies
medical simulation
0.342016
Mixed simulators: Augmented physical simulators with virtual underlays · VR 2013
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015
Human-AI interaction
communication skills training
0.312017
Repeat after me: Using mixed reality humans to influence best communication practices · VR 2017
Human-robot interaction › nonverbal communication
gaze behavior
0.212016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Immersive interaction
virtual reality
0.222012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Integrating conversational virtual humans and mannequin patient simulators to present mixed reality clinical training experiences · ISMAR 2009
Human-AI interaction › conversational agents
embodied conversational agents
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Collaborative and social computing
social presence
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Immersive interaction
augmented reality
0.112008
A Mixed Reality Approach for Merging Abstract and Concrete Knowledge · VR 2008
Immersive interaction
mixed reality
0.112008
A Mixed Reality Approach for Merging Abstract and Concrete Knowledge · VR 2008
Haptics and multimodal interaction
multimodal feedback
0.012013
Mixed simulators: Augmented physical simulators with virtual underlays · VR 2013
User interface design and tools › interactive visualization
magic lens
0.012008
A Mixed Reality Approach for Merging Abstract and Concrete Knowledge · VR 2008
Learning and educational technologies
medical education
0.012008
A Mixed Reality Approach for Merging Abstract and Concrete Knowledge · VR 2008

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

simulation exercise · 0.6user study · 0.4video coding · 0.2magnetic tracking · 0.23d printing · 0.2virtual patient simulation · 0.1mannequin patient simulator · 0.1transparent reality simulation · 0.1mixed reality visualization · 0.1
YearPublicationVenuePosition
2017 Repeat after me: Using mixed reality humans to influence best communication practices
abstract
In the past few years, advances have been made on how mixed reality humans (MRHs) can be used for interpersonal communication skills training for medical teams; however, little research has looked at how MRHs can influence communication skills during training. One way to influence communication skills is to leverage MRHs as models of communication behavior. We created a mixed reality medical team training exercise designed to impact communication behaviors that are critical for patient safety. We recruited anesthesia residents to go through an operating room training exercise with MRHs to assess and influence residents' closed loop communication behaviors during medication administration. We manipulated the behavior of the MRHs to determine if the MRHs could influence the residents' closed loop communication behavior. Our results showed that residents' closed loop communications behaviors were influenced by MRHs. Additionally, we found there was a statistically significant difference between groups based on which MRH behavior residents observed. Because the MRHs significantly impacted how residents communicated in simulation, this work expands the boundaries for how VR can be used and demonstrates that MRHs could be used as tools to address complex communication dynamics in a team setting.
Andrew Cordar, Adam Wendling, Casey White, Samsun (Sem) Lampotang, Benjamin Lok
VR4
2016 Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior
abstract
In a group setting, it is possible for attributes of one group member to indirectly affect how other group members are perceived. In this paper, we explore whether one group member's agency (e.g. if they are real or virtual) can indirectly affect behavior with other group members. We also consider whether variations in the agency of a group member directly affects behavior with that group member. To do so, we examined gaze behavior during a team training exercise, in which sixty-nine nurses worked with a surgeon and an anesthesiologist to prepare a simulated patient for surgery. The agency of the surgeon and the anesthesiologist were varied between conditions. Nurses' gaze behavior was coded using videos of their interactions. Agency was observed to directly affect behavior, such that participants spent more time gazing at virtual teammates than human teammates. However, participants continued to obey polite gaze norms with virtual teammates. In contrast, agency was not observed to indirectly affect gaze behavior. The presence of a second human did not affect participants' gaze behavior with virtual teammates.
Andrew C. Robb, Andrea Kleinsmith, Andrew Cordar, Casey White, Samsun (Sem) Lampotang, Adam Wendling, Benjamin Lok
IEEE Trans. Vis. Comput. Graph.5
2015 Virtual Role-Models: Using Virtual Humans to Train Best Communication Practices for Healthcare Teams
Andrew Cordar, Andrew C. Robb, Adam Wendling, Samsun (Sem) Lampotang, Casey White, Benjamin Lok
IVA4
2015 Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates
abstract
In this paper we present a study exploring whether the physical presence of another human changes how people perceive and behave with virtual teammates. We conducted a study (n = 69) in which nurses worked with a simulated health care team to prepare a patient for surgery. The agency of participants' teammates was varied between conditions; participants either worked with a virtual surgeon and a virtual anesthesiologist, a human confederate playing a surgeon and a virtual anesthesiologist, or a virtual surgeon and a human confederate playing an anesthesiologist. While participants perceived the human confederates to have more social presence (p <; 0.01), participants did not preferentially agree with their human team members. We also observed an interaction effect between agency and behavioral realism. Participants experienced less social presence from the virtual anesthesiologist, whose behavior was less in line with participants' expectations, when a human surgeon was present.
Andrew C. Robb, Andrew Cordar, Samsun (Sem) Lampotang, Casey White, Adam Wendling, Benjamin Lok
IEEE Trans. Vis. Comput. Graph.3
2014 A Qualitative Evaluation of Behavior during Conflict with an Authoritative Virtual Human
Andrew C. Robb, Casey White, Andrew Cordar, Adam Wendling, Samsun (Sem) Lampotang, Benjamin Lok
IVA5
2013 Mixed simulators: Augmented physical simulators with virtual underlays
abstract
We introduce a taxonomy for mixed simulation focusing on mixed simulators with physical exteriors augmented with virtual underlays for practicing medical procedures such as central venous access (CVA). We used CT and MRI imaging and 3D printing to develop anatomically authentic mixed simulators, i.e., exact physical and/or virtual replicas of their human models. Embedded 6 DOF magnetic sensors monitor tracked instruments during simulated procedures, facilitating after action review or self-debriefing. We implemented automated scoring algorithms that include tracking and grading of near misses. After 28 anesthesia residents trained with the CVA simulator, incidence of pneumothorax and arterial puncture in the simulated environment dropped from 11 % to 7% and 13% to 7%, respectively.
Samsun (Sem) Lampotang, David E. Lizdas, Didier Rajon, Isaac Luria, Nikolaus Gravenstein, Yashwant Bisht, Wilhelm Schwab, William Friedman, Frank Bova, Albert Robinson
VR1
2012 Increasing agent physicality to raise social presence and elicit realistic behavior
abstract
The concepts of immersion and presence focus on the environment in a virtual environment. We instead focus on embodied conversational agents (ECAs). ECAs occupy the virtual environment as interactive partners. We propose that the ECA analogues of immersion and presence are physicality and social presence. We performed a study to determine the effect of an ECA's physicality on social presence and eliciting realistic behavior from the user. The results showed that increasing physicality can elicit realistic behavior and increase social presence but there was also an interaction effect with plausibility.
Joon Hao Chuah, Andrew C. Robb, Casey White, Adam Wendling, Samsun (Sem) Lampotang, Regis Kopper, Benjamin Lok
VR5
2009 Integrating conversational virtual humans and mannequin patient simulators to present mixed reality clinical training experiences
abstract
We integrated two simulators, a Virtual Patient (VP) system and a physical Human Patient Simulator (HPS) to create a mixed reality conscious sedation training environment. The VP system simulates clinical environments where learners conduct patient interviews. The HPS is a mannequin that models and simulates a wide array of clinical signs. The VP+HPS combination provides new capabilities specially suited for conscious sedation training. Future work will evaluate the efficacy of this MR simulation.
Yongho Hwang, Samsun (Sem) Lampotang, Nikolaus Gravenstein, Isaac Luria, Benjamin Lok
ISMAR2
2009 Scaffolded learning with mixed reality
John Quarles, Samsun (Sem) Lampotang, Ira Fischler, Paul A. Fishwick, Benjamin Lok
Comput. Graph.2
2008 Collocated AAR: Augmenting After Action Review with Mixed Reality
abstract
This paper proposes collocated After Action Review (AAR) of training experiences. Through Mixed Reality (MR), collocated AAR allows users to review past training experiences in situ with the user’s current, real-world experience. MR enables a user-controlled egocentric viewpoint, a visual overlay of virtual information, and playback of recorded training experiences collocated with the user’s current experience. Collocated AAR presents novel challenges for MR, such as collocating time, interactions, and visualizations of previous and current experiences. We created a collocated AAR system for anesthesia education, the Augmented Anesthesia Machine Visualization and Interactive Debriefing system (AAMVID). The system was evaluated in two studies by students (n=19) and educators (n=3). The results demonstrate how collocated AAR systems such as AAMVID can: (1) effectively direct student attention and interaction during AAR and (2) provide novel visualizations of aggregate student performance and insight into student understanding for educators.
John Quarles, Samsun (Sem) Lampotang, Ira Fischler, Paul A. Fishwick, Benjamin Lok
ISMAR2
2008 A Mixed Reality Approach for Merging Abstract and Concrete Knowledge
abstract
Mixed reality's (MR) ability to merge real and virtual spaces is applied to merging different knowledge types, such as abstract and concrete knowledge. To evaluate whether the merging of knowledge types can benefit learning, MR was applied to an interesting problem in anesthesia machine education. The virtual anesthesia machine (VAM) is an interactive, abstract 2D transparent reality simulation of the internal components and invisible gas flows of an anesthesia machine. It is widely used in anesthesia education. However when presented with an anesthesia machine, some students have difficulty transferring abstract VAM knowledge to the concrete real device. This paper presents the augmented anesthesia machine (AAM). The AAM applies a magic-lens approach to combine the VAM simulation and a real anesthesia machine. The AAM allows students to interact with the real anesthesia machine while visualizing how these interactions affect the internal components and invisible gas flows in the real world context. To evaluate the AAM's learning benefits, a user study was conducted. Twenty participants were divided into either the VAM (abstract only) or AAM (concrete+abstract) conditions. The results of the study show that MR can help users bridge their abstract and concrete knowledge, thereby improving their knowledge transfer into real world domains.
John Quarles, Samsun (Sem) Lampotang, Ira Fischler, Paul A. Fishwick, Benjamin Lok
VR2