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Mores Prachyabrued

dblp:54/6258 · DBLP profile ↗
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7ranked-venue papers
4as first author
1since 2021 · last 2022
0000-0002-8268-480XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 5 · 3 first-authorSoftware engineering, systems software and programming languages · 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
5 papers
Immersive interaction · 59% Health and well-being technologies · 23% Haptics and multimodal interaction · 15%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 94% Rendering · 6%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › 3d object manipulation
virtual grasping
0.422016
Design and Evaluation of Visual Interpenetration Cues in Virtual Grasping · IEEE Trans. Vis. Comput. Graph. 2016
Nonuniform and adaptive coupling stiffness for virtual grasping · VR 2013
Health and well-being technologies › mental health › mental healthcare › psychotherapy
stress inoculation training
0.412019
Toward Virtual Stress Inoculation Training of Prehospital Healthcare Personnel: A Stress-Inducing Environment Design and Investigation of an Emotional Connection Factor · VR 2019
Immersive interaction
virtual reality
0.112012
Virtual grasp release method and evaluation · Int. J. Hum. Comput. Stud. 2012
Immersive interaction › embodiment
virtual embodiment
0.112019
Toward Virtual Stress Inoculation Training of Prehospital Healthcare Personnel: A Stress-Inducing Environment Design and Investigation of an Emotional Connection Factor · VR 2019
Immersive interaction › virtual reality › presence
virtual reality presence
0.112019
Toward Virtual Stress Inoculation Training of Prehospital Healthcare Personnel: A Stress-Inducing Environment Design and Investigation of an Emotional Connection Factor · VR 2019
Virtual and augmented reality › immersive interaction
haptics and multimodal interaction
0.112009
Virtual Welder Trainer · VR 2009
Virtual and augmented reality
immersive interaction
0.112009
Virtual Welder Trainer · VR 2009
Virtual and augmented reality › virtual environment
virtual training simulation
0.112009
Virtual Welder Trainer · VR 2009
Virtual and augmented reality › immersive interaction › virtual object manipulation
virtual grasping
0.112014
Design and evaluation of visual feedback for virtual grasp · VR 2014
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation
0.012013
Nonuniform and adaptive coupling stiffness for virtual grasping · VR 2013
Personal fabrication and tangible interfaces › tangible interaction
grasp interaction
0.012012
Virtual grasp release method and evaluation · Int. J. Hum. Comput. Stud. 2012
Rendering
real-time rendering
0.012009
Virtual Welder Trainer · VR 2009

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

two-stage user study · 0.5parameter tuning · 0.5heart rate · 0.4galvanic skin response · 0.4between-subjects experiment · 0.4user study · 0.4physical simulation · 0.3adaptive coupling · 0.3optical tracking · 0.1heat conduction simulation · 0.1gauss-seidel elimination · 0.1
YearPublicationVenuePosition
2022 Virtual Reality for Software Engineering Presentations
abstract
Due to the impact of the pandemic situation, applying online learning methods become an immediate response to tackle the difficulties in teaching and learning, including software engineering courses. Online video meeting platforms (e.g., MS Teams, Webex) are popularly adopted as a medium between instructors and students to conduct online learning classes and they have been modified to provide functions supporting remote teaching and learning activities such as the breakout rooms for conducting group activities. However, maintaining student engagement is still a challenging problem in online learning. Especially, drawing students’ attention and enhancing their experience during in-class activities (e.g., project presentations, group discussions) is critical to achieving of activities’ objective. Virtual Reality (VR) has been considered to be a potential answer to this online teaching and learning enhancement. This study evaluates the benefit of adopting VR in software engineering class presentation activities. The evaluation result from 3 courses shows that VR improves the online learning and presentation experience by offering visual attractions and presence to students.
Chaiyong Ragkhitwetsagul, Morakot Choetkiertikul, Apirak Hoonlor, Mores Prachyabrued
APSEC4
2019 Toward Virtual Stress Inoculation Training of Prehospital Healthcare Personnel: A Stress-Inducing Environment Design and Investigation of an Emotional Connection Factor
abstract
Prehospital emergency healthcare personnel are responsible for finding, rescuing, and taking prehospital care of emergency patients. They are regularly exposed to stressful and traumatic lifesaving situations. The stress involved can impact their performance and can cause mental disorders in the long term. Stress inoculation training (SIT) inoculates individuals to potential stressors by letting them practice stress-coping skills in a controlled environment. Our work explores a story-driven stressful virtual environment design that can potentially be used for SIT in the new context of emergency healthcare personnel. Users role-play a first-time emergency worker on a rescue mission. The interactive storytelling is designed to engage users and elicit strong emotional responses, and follows the three-act structure commonly found in films and video games. To understand the stress-inducing and sense of presence qualities of our approach including the previously untested impact of an emotional connection factor, we conduct a between-subjects experiment involving 60 subjects. Results show that the approach successfully induces stress by increasing heart rate, galvanic skin response, and subjective stress rating. Questionnaire results indicate positive presence. One subject group engages in an initial friendly conversation with a virtual co-worker to establish an emotional connection. Another group includes no such conversation. The group with the emotional connection shows higher physiological stress levels and more occurrences of subject behaviors reflecting presence. Medical experts review our approach and suggest several applications that can benefit from its stress inducing ability.
Mores Prachyabrued, Disathon Wattanadhirach, Richard B. Dudrow, Nat Krairojananan, Pusit Fuengfoo
VR1
2016 Design and Evaluation of Visual Interpenetration Cues in Virtual Grasping
abstract
We present design and impact studies of visual feedback for virtual grasping. The studies suggest new or updated guidelines for feedback. Recent grasping techniques incorporate visual cues to help resolve undesirable visual or performance artifacts encountered after real fingers enter a virtual object. Prior guidelines about such visuals are based largely on other interaction types and provide inconsistent and potentially-misleading information when applied to grasping. We address this with a two-stage study. In the first stage, users adjusted parameters of various feedback types, including some novel aspects, to identify promising settings and to give insight into preferences regarding the parameters. In the next stage, the tuned feedback techniques were evaluated in terms of objective performance (finger penetration, release time, and precision) and subjective rankings (visual quality, perceived behavior impact, and overall preference). Additionally, subjects commented on the techniques while reviewing them in a final session. Performance wise, the most promising techniques directly reveal penetrating hand configuration in some way. Subjectively, subjects appreciated visual cues about interpenetration or grasp force, and color changes are most promising. The results enable selection of the best cues based on understanding the relevant tradeoffs and reasonable parameter values. The results also provide a needed basis for more focused studies of specific visual cues and for choosing conditions in comparisons to other feedback modes, such as haptic, audio, or multimodal. Considering results, we propose that 3D interaction guidelines must be updated to capture the importance of interpenetration cues, possible performance benefits of direct representations, and tradeoffs involved in cue selection.
Mores Prachyabrued, Christoph W. Borst
IEEE Trans. Vis. Comput. Graph.1
2014 Design and evaluation of visual feedback for virtual grasp
abstract
We tuned and evaluated visual feedback techniques for virtual grasps. To date, development of such feedback has been largely ad-hoc, with minimal work that can guide technique selection. We considered several techniques including both standard and novel aspects. In terms of impact on real hand behavior, the best techniques all directly reveal penetrating hand configuration in some way. Subjectively, color changes are most liked.
Mores Prachyabrued, Christoph W. Borst
VR1
2013 Nonuniform and adaptive coupling stiffness for virtual grasping
abstract
Recent virtual grasping approaches involve physical simulation and virtual couplings between tracked and virtual hand configurations. We introduce a nonuniform coupling in which the stiffness of thumb coupling is scaled relative to that of other digits. This shifts the position of grasped objects in the hand, which may impact grasp and release performance. We graphically illustrate the effects on grasped object position, and we experimentally measure impact on object motion during grasp release. In addition to basic nonuniform scaling, we propose adaptive scaling to account for the number and depth of digits involved in multi-finger grasps. We show that one particular choice of adaptive coupling results in a tradeoff of increased object position consistency and decreased release consistency. The knowledge gained from our study will enable researchers to optimize couplings in future work.
Christoph W. Borst, Mores Prachyabrued
VR2
2012 Virtual grasp release method and evaluation
Mores Prachyabrued, Christoph W. Borst
Int. J. Hum. Comput. Stud.1
2009 Virtual Welder Trainer
abstract
The goal of this project is to develop a training system that can simulate the welding process in real-time and give feedback that avoids learning wrong motion patterns for beginning welders and can be used to analyze the process by the teacher afterwards. The system is based mainly on COTS components. A standard PC with a Dual-core CPU and a medium-end nVidia graphics card is sufficient. Input is done with a regular welding gun to allow realistic training. The gun is tracked by an OptiTrack system with 3 FLEX:V100 cameras. The same is also used to track a regular welding helmet to get accurate eye positions for display, which was chosen over glasses for robustness. The display itself is a Zalman Trimon stereo monitor that is laid out horizontally. The software is designed around a main simulation component for solving heat conduction on a grid of simulation points based on local GaussSeidel elimination.
Steven A. White, Mores Prachyabrued, Dhruva Baghi, Amit Aglawe, Dirk Reiners, Christoph W. Borst, Terry Chambers
VR2