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Jeannie Su Ann Lee

dblp:99/4981 · DBLP profile ↗
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5ranked-venue papers
2as first author
2since 2021 · last 2024
0000-0002-0262-308XORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
3 papers
Immersive interaction · 90% Interaction techniques and input · 10%
Databases, data mining, and information retrieval
2 papers
Recommender systems · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality locomotion
0.612022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022
Immersive interaction › virtual reality locomotion
walking-in-place
0.612022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022
Immersive interaction › virtual reality
cybersickness
0.212022
Understanding User Experiences Across VR Walking-in-place Locomotion Methods · CHI 2022
Recommender systems › news recommendation
news video recommendation
0.222009
Gestures for mixed-initiative news video browsing on mobile devices · ACM Multimedia 2009
Mixed-initiative multimedia for mobile devices: a voting-based user interface for news videos · ACM Multimedia 2006
Interaction techniques and input
gesture input
0.112009
Gestures for mixed-initiative news video browsing on mobile devices · ACM Multimedia 2009
Interaction techniques and input › mobile interaction
mobile video browsing
0.012009
Gestures for mixed-initiative news video browsing on mobile devices · ACM Multimedia 2009
Multimedia systems and quality of experience › mobile multimedia
mobile video streaming
0.012006
Mixed-initiative multimedia for mobile devices: a voting-based user interface for news videos · ACM Multimedia 2006
Interaction techniques and input
mobile interaction
0.012006
Mixed-initiative multimedia for mobile devices: a voting-based user interface for news videos · ACM Multimedia 2006

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

think-aloud protocol · 0.6self-report · 0.6observation · 0.6interviews · 0.6relevance feedback · 0.4motion detection · 0.2voting-based recommendation · 0.2
YearPublicationVenuePosition
2024 DNN-Based Speech Re-Reverb for VR Rooms
abstract
Reverberation is a physical phenomena caused by room impulse reflection from walls, ceilings and other plane surfaces. When occurring in speech, it contributes an additive echo to the speech which is proportional to the geometry of the environment in which that speech was recorded. Reverberation is not just noise though, as the echo timing in speech affects its intelligibility as well as the listener's interpretation of the playback environment. It gives listeners a sense of the size, shape and materials of the room it is in. For communications scenarios where playback reverberation differs significantly from the visual display (e.g. speech recorded in a small room but played back in a cavernous virtual reality (VR) space), a psychoacoustic dissonance arises between visual and auditory perception. This paper presents an AI-based algorithm to remove source room reverberation impulse effects from speech. We then add reverberation to match the target playback environment. To assess effectiveness, we simulate a set of recording room geometries, and perform psychoacoustic assessment to estimate the effect on a human listener.
Ian McLoughlin 0001, Jeannie Su Ann Lee, Indriyati Atmosukarto, Zhongqiang Ding
TENCON2
2022 Understanding User Experiences Across VR Walking-in-place Locomotion Methods
abstract
Navigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces.
Chek Tien Tan, Leon Cewei Foo, Adriel Yeo, Jeannie Su Ann Lee, Edmund Wan, Xiao-Feng Kenan Kok, Megani Rajendran
CHI4
2020 A Smart Location-Aware Hand Sanitizer Dispenser System
abstract
The design, development and results from the deployment of a hand hygiene monitoring and reminder system is presented. The system is based on a dispenser equipped with low-energy Bluetooth technology which when coupled with a mobile application provides the basic location-awareness necessary to track the proximity of health-care worker to the dispenser. The system architecture provides the unique feature of selectively enabling the dispenser action in the smart dispenser only when the intended user is in its proximity. This feature is critical for deployment of hand sanitizer dispensers in hospital wards where there is apprehension in patients ingesting the sanitizer persists. The mobile application maintains an online database of the hand hygiene event records. The records are presented to administrators through a web-based dashboard for assessment and improvement of organizational hand-hygiene compliance levels. Preliminary quantitative results as well as qualitative results are presented and demonstrate the effectiveness of the system to serve as form of motivation for health care workers to improve their hand hygiene compliance.
Jian Wen Loong, Chee Leong Chan, Neelakantam Venkatarayalu, Jeannie Su Ann Lee
TENCON4
2009 Gestures for mixed-initiative news video browsing on mobile devices
abstract
Although small screen sizes and limited input methods are challenges for mobile devices, there are affordances like gestures and motion detection through on-device sensors. A prototype system has been implemented on a HTC Dream (T-Mobile G1) mobile phone demonstrating an "adaptive TV-channel" like mixed-initiative interface used to solicit user relevance feedback, provide recommendations and facilitate news video watching. The user is provided on-screen finger gesture operations to vote-up, vote-down or skip a video. Shaking the device resets the video sequence. This creates a cognitively palatable stream of videos and a seamless lower-latency user experience easily operated with one hand.
Jeannie Su Ann Lee, Nikil Jayant
ACM Multimedia1
2006 Mixed-initiative multimedia for mobile devices: a voting-based user interface for news videos
abstract
A system is being created with the aim of providing news video to mobile devices, focusing on using an "interactive TV-channel" metaphor as one of the possible interaction modes. The user is presented a sequence of recommended news video clips and a set of operations to vote-up or vote-down a video to indicate its relevance. User-machine synergy is harnessed through interaction with the clips, used to tailor subsequent media clip recommendations. A framework for delivering relevant news clips to a mobile device is being developed, and future work and challenges are discussed in further detail. The goal is to create a methodology for presenting a sequence of news video clips in a manner that is seamless and cognitively palatable through usermachine synergy, and switching between automated and manual modes as deemed necessary.
Jeannie Su Ann Lee, Nikil Jayant
ACM Multimedia1