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Yong Jie Sim

dblp:402/8332 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0007-1716-0309ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 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
Learning and educational technologies · 67% Immersive interaction · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › mixed reality
augmented virtuality
0.912025
Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025
Learning and educational technologies › immersive learning
immersive training
0.912025
Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025
Learning and educational technologies
simulation-based training
0.912025
Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025
Virtual and augmented reality
virtual reality
0.312025
Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights · CHI 2025

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

landscape analysis · 1.7empirical evaluation · 1.7
YearPublicationVenuePosition
2025 Bridging Simulation and Reality: Augmented Virtuality for Mass Casualty Triage Training - From Landscape Analysis to Empirical Insights
abstract
Live drills are the gold standard for mass casualty incident (MCI) training but are often too resource-intensive for widespread implementation. Immersive technologies offer a promising alternative, but can they deliver comparable fidelity and effectiveness? Working with a local disaster response academy, this paper investigated the potential of Augmented Virtuality (AV) in MCI training through two phases. First, we conducted a landscape analysis of 126 papers across the virtuality continuum, revealing trends in population, training focus, and evaluation metrics. Second, we empirically evaluated an AV system for mass casualty triage training against traditional role-playing and Virtual Reality (VR) approaches, involving 60 trainees in an operational curriculum. Results indicated that both AV and VR surpassed traditional simulations, with AV’s tactile integration significantly enhancing physical engagement, satisfaction, and triage accuracy. Through the lens of triage, we discussed the broader practical implications of integrating immersive technologies like AV into real-world MCI education.
Yang Chen 0054, Katherine Fennedy, Jiayi Zhang 0013, Yong Jie Sim, Clement Zheng, Ching Chiuan Yen
CHI4