Selected Publications

We investigate the effect of vibrotactile feedback delivered to one’s feet in an immersive virtual environment (IVE). In our study, participants observed a virtual environment where a virtual human (VH) walked toward the participants and paced back and forth within their social space. We compared three conditions as follows: participants in the Sound condition heard the footsteps of the VH; participants in the Vibration condition experienced the vibration of the footsteps along with the sounds; while participants in the Mute condition were not exposed to sound nor vibrotactile feedback. We found that the participants in the Vibration condition felt a higher social presence with the VH compared to those who did not feel the vibration. The participants in the Vibration condition also exhibited greater avoidance behavior while facing the VH and when the VH invaded their personal space.
In IEEE VR, 2017.

In this paper, we examined the effects of subtle incidental movement of a real-virtual table on presence and social presence. A between-subjects design was used, in which the table wobbled in “wobbly group” while the table was fixed in “control group.” In both groups, participants carried out a conversational task with a virtual human while seated at a table spanning a real-virtual environment. Our study showed the wobbly group exhibited a general increase in presence and social presence, with statistically significant increases in presence, co-presence, and attentional allocation. In addition, participants in the wobbly group showed more affective attraction for the virtual human.
In IEEE VR, 2016.

Recent Publications

. Effects of Social Priming on Social Presence with Intelligent Virtual Agents. IVA 2017, 2017.

Details PDF Project

. A Large-Scale Study of Surrogate Physicality and Gesturing on Human–Surrogate Interactions in a Public Space. In Frontiers in Robotics and AI, 2017.

Details PDF Project

. Exploring the effect of vibrotactile feedback through the floor on social presence in an immersive virtual environment. In IEEE VR, 2017.

Details PDF Project

. Can social presence be contagious? Effects of social presence priming on interaction with Virtual Humans. In 3DUI (Poster), 2017.

Details PDF Project

. Exploring social presence transfer in real-virtual human interaction. In IEEE VR (Poster), 2016.

Details PDF Project

. The Wobbly Table: Increased Social Presence via Subtle Incidental Movement of a Real-Virtual Table. In IEEE VR, 2016.

Details PDF Project

. Empa talk: a physiological data incorporated human-computer interactions. In CHI EA, 2014.

Details PDF

. Design and Evaluation of a Hand-held Trackball-based Touch-Haptic Interface for Providing Directional Feedback. In Interacting with Computers, 2013.

Details PDF

. Loosely-coupled vs. tightly-coupled mixed reality: using the environment metaphorically. VRCAI, 2009.

Details PDF

. Loosely-coupled mixed reality: Using the environment metaphorically. ISMAR-AMH, 2009.

Details PDF

Projects

External Project

An example of linking directly to an external project website using external_link.

E-ray: a portable projector-based AR pet

Electronic Pet was developed as a proof of concept media content for a mobile small scale projectors. This electronic pet interacts with the user’s gestures and reacts based on the real environment.

Recent Posts

Tags