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Sudhanshu K. Semwal

dblp:53/9804 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3Applied, interdisciplinary, general and emerging computing · 2Graphics, computer vision, multimedia, augmented reality and games · 1

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.

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
Virtual and augmented reality › haptics
force feedback
0.112009
Crossover Applications · VR 2009
Virtual and augmented reality › immersive interaction
haptics and multimodal interaction
0.112009
Crossover Applications · VR 2009
Virtual and augmented reality
immersive interaction
0.112009
Crossover Applications · VR 2009
Virtual and augmented reality
games and playful interaction
0.012009
Crossover Applications · VR 2009

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

haptic feedback · 0.1hand gesture recognition · 0.1audio feedback · 0.1
YearPublicationVenuePosition
2014 EEG headset supporting mobility impaired gamers with game accessibility
abstract
Although video games have become interesting entertainment tools for millions of people, gamers with mobility impairment face difficulties to be able to interact with games successfully because of impairment conditions. Even though developers working in the area of disbility provide special games, tools, and devices support interacting with video games, there is a lack of sufficient tools and devices that are compatible with certain motor impairment conditions. EEG-headset based brain computer interface system is alternative suggested tool which can support mobility gamers by using their brain activities, facial muscles, and eye movement to interact with games. This paper aims to examine and investigate the NIA controller's capability, which use EEG-headset, with two methods providing game accessibility. The first method reduces some keyboard switches and uses the NIA controller, and the other method eliminates the entire keyboard switches and uses only the NIA controller. The result shows that playing games with using the NIA controller and one- keyboard switch is done in successful and precise way. In contrast, playing games with using only the NIA controller could be done successfully but less precisely. Our conclusion is that the NIA controller could be combined with other accessible tools to improve the accessibility of games.
Omamah Hawsawi, Sudhanshu K. Semwal
SMC2
2014 Mobile graphics game with peer-to-peer android based collaborative system
Timothy W. Poley, Sudhanshu K. Semwal
SMC2
2009 Crossover Applications
abstract
VR applications provide an opportunity to study a variety of new applications. One of the focus areas of the media convergence, games and media integration (McGMI) program is to develop new media applications for the visually impaired population. We are particularly interested in developing applications which are at the same time interesting for the sighted population as well-hence the title-crossover applications. Bonnie Snyder, who has been working with the visually impaired population for more than twenty years, visited a group of students early in the Fall 2008 As many typical applications are geared toward sighted population, the cost of software and hardware systems tend to be a lot higher. In addition, several games, developed for primarily the sighted, provide minimal interaction for the blind. Although this issue remains a topic of discussion in both IEEE VR and ISMAR and related conferences, much more can be done. We used this as motivation and developed three applications for both the sighted and the visually impaired population (a) haptic chess program combines PHANTOM force feedback interaction with OpenAL audio; (b) Simple hand movement recognition on iPhone provides a hierarchical menu application; (c) Barnyard fun program uses interesting animal-sound feedback to facilitate spatial selection. In future, we expect to conduct testing of these applications in Denver Museum as possible.
Brian Wilke, Jonathan Metzgar, Keith Johnson, Sudhanshu K. Semwal, Bonnie Snyder, KaChun Yu, Dan Neafus
VR4