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Joon Hao Chuah

dblp:62/7359 · DBLP profile ↗
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4ranked-venue papers
4as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorArtificial intelligence and machine learning · 1 · 1 first-author

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
3 papers
Immersive interaction · 29% Learning and educational technologies · 17% User interface design and tools · 15%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies › medical education
virtual patients
0.212013
Applying Mixed Reality to Simulate Vulnerable Populations for Practicing Clinical Communication Skills · IEEE Trans. Vis. Comput. Graph. 2013
Human-AI interaction › conversational agents
embodied conversational agents
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Immersive interaction
mixed reality
0.112012
Hybrid virtual-physical entities · ISMAR 2012
Collaborative and social computing
social presence
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Immersive interaction
virtual reality
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012

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

user study · 0.3within-subjects user study · 0.2
YearPublicationVenuePosition
2013 Applying Mixed Reality to Simulate Vulnerable Populations for Practicing Clinical Communication Skills
abstract
Health sciences students often practice and are evaluated on interview and exam skills by working with standardized patients (people that role play having a disease or condition). However, standardized patients do not exist for certain vulnerable populations such as children and the intellectually disabled. As a result, students receive little to no exposure to vulnerable populations before becoming working professionals. To address this problem and thereby increase exposure to vulnerable populations, we propose using virtual humans to simulate members of vulnerable populations. We created a mixed reality pediatric patient that allowed students to practice pediatric developmental exams. Practicing several exams is necessary for students to understand how to properly interact with and correctly assess a variety of children. Practice also increases a student's confidence in performing the exam. Effective practice requires students to treat the virtual child realistically. Treating the child realistically might be affected by how the student and virtual child physically interact, so we created two object interaction interfaces - a natural interface and a mouse-based interface. We tested the complete mixed reality exam and also compared the two object interaction interfaces in a within-subjects user study with 22 participants. Our results showed that the participants accepted the virtual child as a child and treated it realistically. Participants also preferred the natural interface, but the interface did not affect how realistically participants treated the virtual child.
Joon Hao Chuah, Benjamin Lok, Erik W. Black
IEEE Trans. Vis. Comput. Graph.1
2012 Hybrid virtual-physical entities
abstract
Mixed reality (MR) combines virtual elements with the real, physical world. Virtual elements can be more dynamic - easily moving around or changing appearance. Physical elements are more static but improve immersion and presence. The combination of the two creates dynamic, immersive MR environments. However, individual entities in MR environments, e.g. an object or a character, are typically either purely physical or purely virtual. We propose using both virtual and physical elements in a hybrid virtual-physical entity. We implemented this idea with a hybrid virtual human and ran several user studies. These studies helped us develop guidelines for implementing hybrid entities.
Joon Hao Chuah, Benjamin Lok
ISMAR1
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
VR1
2009 Automated Generation of Emotive Virtual Humans
Joon Hao Chuah, Brent Rossen, Benjamin Lok
IVA1