- Virtual Reality Applications and Impacts
- Interactive and Immersive Displays
- Augmented Reality Applications
- Innovative Human-Technology Interaction
- Educational Games and Gamification
- Technology Adoption and User Behaviour
- Hand Gesture Recognition Systems
- Geographic Information Systems Studies
- Context-Aware Activity Recognition Systems
- RFID technology advancements
- Green IT and Sustainability
- Hearing Impairment and Communication
- Impact of Technology on Adolescents
- Multimedia Communication and Technology
- Indoor and Outdoor Localization Technologies
- Human Mobility and Location-Based Analysis
- Tactile and Sensory Interactions
- Educational Technology and Pedagogy
- Healthcare Decision-Making and Restraints
- Gaze Tracking and Assistive Technology
- Patient Safety and Medication Errors
- Data Management and Algorithms
- IoT and Edge/Fog Computing
- User Authentication and Security Systems
- Categorization, perception, and language
Southern University of Science and Technology
2023-2025
Tampere University
2021-2024
Weatherford College
2022
Peking University
2022
Keio University
2013-2019
Media Design School
2013
As technology-mediated social interaction in virtual environments prevails, recent Human–Computer Interaction (HCI) studies have suggested incorporating biosensory information cues that reveal users’ inner states to facilitate sharing and augment copresent experience. Physiological synchrony is believed be engaged several important processes of However, what impact different on physiological experience remains underinvestigated. This study selected a reality (VR) electronic dance music...
In this pictorial, we depict our design process on gaming wearables starting from participatory workshops to concept creation. Wearables possess strong qualities for such as performativity, sociality and interactivity. However, it is an emergent field there a dearth of knowledge especially when comes designing mainstream platforms game consoles. Our aim explore elaborately with research through approach also clearly exemplify how progressed different phases. results, apart helping designers...
The design and development of playful wearable devices is a challenging complicated problem. It entails not only multidisciplinary expertise but also comprehensive understanding player experience. There scarcity evidence-based studies in current state-of-art literature that investigate general practices provide pragmatic implications suggestions based on solid user-centered research. To bridge the gap, we developed five experience prototypes speculative concepts from previous studies, Wizard...
Gesture elicitation is a fundamental method for constructing gesture-based interactive systems. Existing research has shown that this allows users' knowledge to serve as design basis, minimizing biases may occur from relying excessively on an expert's preference. However, how conduct effective gesture studies remains uncertain and open-ended issue. Through thorough literature review, study aims identify important aspects have significant impacts the implementation of study. The main findings...
This paper presents design, development, and an early prototype system of a passive ultra-high frequency (UHF) radiofrequency identification (RFID) technology-based phone call system. These tags are used as clothing- furniture-integrated triggers by utilizing two gestures; tap double tap. Both gestures work on the principle that specific tag is made non-detectable for RFID reader. In preliminary testing, was tested in office environment different test setups: one with attached to table other...
Music has always been an important way of expressing ourselves. Creating music from bodily interaction gained much attention: Various gestures, touches, hand and foot movements are used to make music. The traditional identification sensing technology-passive ultra-high frequency (UHF) radio (RFID) technology-can be turned into a battery-free player for creating with simple touch or gesture. Firstly, the technical feasibility created RFID system was evaluated by on/off test. Next, this paper...
Real-time high-precision positioning will generate new added values and potentials for many IoT smart city applications. The emerging Kinematic (RTK) technology has greatly enhanced the precision of Global Navigation Satellite System (GNSS) based positioning, however, it remains a siloed, highly specialized that lacks coherent development architecture compatible with current stack. This study aims to use commercial-of-the-shelf (COTS) equipment general Web stack integrating RTK into...
Recent technical advancement has driven the boundary between physical reality and digital virtuality to diminish significantly. As part of emerging trend, existing research leverages a synergized use Radio Frequency IDentification (RFID) virtual (VR) create compelling hybrid user experience. However, current state-of-the-art literature indicates lack coherent architecture for seamlessly integrating these two siloed technology stacks, thus hindering full-fledged mixed extended applications....
Music has always been an important way of expressing ourselves. Creating music from bodily interaction gained lots attention: Various gestures, body touch, movements hand and foot are used as inputs for creating music. The traditional identification sensing technology, passive ultra-high frequency (UHF) radio (RFID) can also be turned into a player textile with simple touch or gesture on clothing. When the touches specific integrated circuit (IC) copper pad finger, unique ID is read by...
Gamification is considered as a promising approach to enhance people's engagement in many social or technical systems, thus supposed play an important role future Internet of Everything (IoE). Although gamification elements have already been reported various IoT research, there still lacks answers about how may affect user systems and through what paths. In present work, we are synthesizing analyzing existing research efforts these emerging fields provide implications for IoE development....
Mobile location-based services (LBS) usually define locations in an absolute way, mainly coordinates. However, this presentation of location rarely appears the context daily life. Instead, people tend to use relative location, defined on basis a with relation other locations. Research cognitive geography also imply that is closer human model. We suggest discrepancy between understanding "location" from being side and machine acts as major intrinsic cause many problems shown today's LBS, such...
<title>Abstract</title> Mixed reality (MR) games refer to that integrate physical entities with digitally mediated contents. Currently, it entails relatively high development efforts and technical threshold incorporate multiple virtual building blocks. Moreover, the absence of a coherent technology stack renders design process even more challenging than conventional digital games. This research proposed an MR game affords wide spectrum modules flexibility adapt specific application domains...
Abstract Mixed reality (MR) games refer to that integrate physical entities with digitally mediated contents. Currently, it entails game creators heterogeneous virtual and components, which is often time-consuming labor-intensive, without the support of a coherent technology stack. The underlying technodiversity manifested by research corpus suggests complicated, multi-dimensional design space goes beyond merely technical concerns. In this research, we adopted research-through-design...
The use of presentation software (Slideware) in higher education lectures, such as PowerPoint (PPT), is ubiquitous across universities. Empirical studies found PPT-based lectures have several advantages. However, some challenges began to emerge recent years, include: provide non-linear narrative deal with more and non-linearly organized knowledge. Second, adapt students' varied backgrounds interests. Third, the popularity web2.0 mobile apps among students. In this paper, a prototype enhanced...
<sec> <title>BACKGROUND</title> Mixed reality (MR) game is a general terms to describe games that integrate physical entities with digitally mediated contents. This kind of highly interactive and immersive experience believed be the essence metaverse, by democratizing building, we will approach future metaverse applications. However, it entails relatively high development efforts technical threshold incorporate multiple virtual building blocks. Moreover, absence coherent technology stack...
Common drug-related problems during neurology inpatient treatment can affect expected health results. Some interventions need to be implemented reduce DRPs. To explore the effect of care from clinical pharmacists treatment. Inpatients treated in department Second Hospital Shanxi Medical University between January 1 December 31, 2019, were retrospectively included. Those who received pharmacist service assigned pharma-care group while other patients control group. From perspective drugs, two...