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Teong Leong Chuah

dblp:84/9308 · DBLP profile ↗
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5ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0003-2247-1073ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 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
2 papers
Immersive interaction · 68% Learning and educational technologies · 20% Games and playful interaction · 8%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality training
VR training simulator
1.012026
Efficacy of High-Fidelity VR Threat-and-Error Simulation for Competency-based Pilot Training · IEEE Trans. Vis. Comput. Graph. 2026
Games and playful interaction › multiplayer games
cooperative games
0.112011
Are artificial team-mates scapegoats in computer games · CSCW 2011

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

equivalence analysis · 1.0comparative user study · 1.0qualitative study · 0.1
YearPublicationVenuePosition
2026 Efficacy of High-Fidelity VR Threat-and-Error Simulation for Competency-based Pilot Training
abstract
The aviation industry faces increasing pilot training demands, and reliance on conventional Full Flight Simulators (FFS) limits training capacity. Virtual Reality (VR) offers scalable, remote training opportunities, but its role as a complement to FFS requires empirical validation. In collaboration with Singapore Airlines (SIA) instructor pilots, we developed a VR training prototype for a visual approach into Gimhae International Airport, emphasizing Competency-Based Training and Assessment (CBTA)-based Threat and Error Management (TEM). An empirical study with 39 SIA Boeing 737-MAX 8 type-rated first officers evaluated VR against FFS. An equivalence analysis showed that VR achieved performance outcomes comparable to FFS in 13 of the 16 Observable Behaviors (OBs) and across 4 Competencies. In addition, a comparative analysis indicated measurable performance improvements when VR was used to supplement FFS training. Our results suggest VR can meaningfully complement FFS in targeted competency areas, with future work required to assess its broader integration across additional scenarios and performance metrics.
Teong Leong Chuah, Brian Soon Wei Chiam, Ahmad Iqbal bin Othman, Lindy Li Wen Lim, Jia Wang Tay, Vinh-Thuyen Nguyen-Truong, Catherine Wan Ting Leo, Leslie Siew Mun Chong, Jussi Keppo, Eng Tat Khoo
IEEE Trans. Vis. Comput. Graph.1
2013 Telling Stories on the Go: Lessons from a Mobile Thematic Storytelling System
Alex Mitchell 0001, Teong Leong Chuah
ICIDS2
2011 Are artificial team-mates scapegoats in computer games
abstract
In cooperative games that involve team-mates that are controlled by either a computer or another human player, is there a difference in how humans assign credit or blame? There has been some related work on computers as team-mates and credit/blame assignment, but there does not seem to have been work to show whether the belief that a team-mate is human or not affects this. A qualitative study was conducted, in which 16 participants played variations of a team-based game with one of four kinds of team-mates: human (real or perceived) or AI (real or perceived). The two main findings of this research are that the perception of whether a team-mate is human or computer results in different credit/blame assignment and results in inaccurate skill assessment.
Timothy Merritt 0001, Kian Boon Tan, Christopher Ong, Aswin Thomas Abraham, Teong Leong Chuah, Kevin McGee
CSCW5
2011 Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment
abstract
Although there has been research suggesting that people will treat computers socially and even consider computers as team-mates, there does not seem to have been any research looking specifically at how the perception of team-mate identity affects game enjoyment and team-mate preference in real-time cooperative games. In order to study this question, a quantitative study was conducted in which 40 participants played a real-time, goal-oriented, cooperative game. During the study, all participants played the game twice: once with an AI team-mate and once with a "presumed" human team-mate (i.e., an AI team-mate that they believed was a human team-mate). Thus, the team-mate performance and behaviors were essentially the same for both conditions. Participants in the study showed a much higher preference for the "presumed" human team-mate, indicating significantly higher levels of enjoyment and cooperation during the game sessions with that team-mate. The results suggests that perceived identity is a strong moderator of game enjoyment.
Timothy Merritt 0001, Kevin McGee, Teong Leong Chuah, Christopher Ong
FDG3
2011 Did You Notice? Artificial Team-Mates Take Risks for Players
Timothy Merritt 0001, Christopher Ong, Teong Leong Chuah, Kevin McGee
IVA3