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Minh Khoa Nguyen

dblp:76/9403 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0003-4070-3280ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3Computer networks · 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.

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing
computer-supported cooperative work
0.212013
Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-making · CSCW 2013
Collaborative and social computing › team collaboration
cross-cultural collaboration
0.212013
Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-making · CSCW 2013
Collaborative and social computing › groupware
event scheduling
0.212013
Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-making · CSCW 2013
Collaborative and social computing › cooperative work
group decision-making
0.212013
Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-making · CSCW 2013
Computational social science and digital humanities › cultural analysis
cultural differences
0.012013
Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-making · CSCW 2013

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

large-scale log analysis · 0.3correlation analysis · 0.3
YearPublicationVenuePosition
2017 On security of wireless sensor networks: a data authentication protocol using digital signature
Huei-Wen Ferng, Minh Khoa Nguyen
Wirel. Networks2
2013 Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-making
abstract
Event scheduling is a group decision-making process in which social dynamics influence people's choices and the overall outcome. As a result, scheduling is not simply a matter of finding a mutually agreeable time, but a process that is shaped by social norms and values, which can highly vary between countries. To investigate the influence of national culture on people's scheduling behavior we analyzed more than 1.5 million Doodle date/time polls from 211 countries. We found strong correlations between characteristics of national culture and several behavioral phenomena, such as that poll participants from collectivist countries respond earlier, agree to fewer options but find more consensus than predominantly individualist societies. Our study provides empirical evidence of behavioral differences in group decision-making and time perception with implications for cross-cultural collaborative work.
Katharina Reinecke, Minh Khoa Nguyen, Abraham Bernstein, Michael Näf, Krzysztof Z. Gajos
CSCW2
2011 Fractal dimension based neurofeedback in serious games
Olga Sourina, Minh Khoa Nguyen
Vis. Comput.3
2010 Real-Time EEG-Based Human Emotion Recognition and Visualization
abstract
Emotions accompany everyone in the daily life, playing a key role in non-verbal communication, and they are essential to the understanding of human behavior. Emotion recognition could be done from the text, speech, facial expression or gesture. In this paper, we concentrate on recognition of “inner” emotions from electroencephalogram (EEG) signals as humans could control their facial expressions or vocal intonation. The need and importance of the automatic emotion recognition from EEG signals has grown with increasing role of brain computer interface applications and development of new forms of human-centric and human-driven interaction with digital media. We propose fractal dimension based algorithm of quantification of basic emotions and describe its implementation as a feedback in 3D virtual environments. The user emotions are recognized and visualized in real time on his/her avatar adding one more so-called “emotion dimension” to human computer interfaces.
Yisi Liu, Olga Sourina, Minh Khoa Nguyen
CW3
2010 EEG-Based "Serious" Games Design for Medical Applications
abstract
Recently, EEG-based technology has become more popular in “serious” games designs and developments since new wireless headsets that meet consumer demand for wear ability, price, portability and ease-of-use are coming to the market. Originally, EEG-based technologies were used in neurofeedback games and brain-computer interfaces. Now, such technologies could be used in entertainment, e-learning and new medical applications. In this paper, we review on neurofeedback game designs and algorithms, and propose design, algorithm, and implementation of new EEG-based 2D and 3D concentration games. Possible future medical applications of the games are discussed.
Olga Sourina, Minh Khoa Nguyen
CW3