Pitch Sinlapanuntakul

ORCID: 0000-0003-3551-8531
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Educational Games and Gamification
  • Tactile and Sensory Interactions
  • Motivation and Self-Concept in Sports
  • Disability Education and Employment
  • Information and Cyber Security
  • Software Engineering Techniques and Practices
  • Human-Automation Interaction and Safety
  • Critical Race Theory in Education
  • Subtitles and Audiovisual Media
  • Creativity in Education and Neuroscience
  • Technology Use by Older Adults
  • Aerospace Engineering and Applications
  • Digital Accessibility for Disabilities
  • Visual Attention and Saliency Detection
  • Educator Training and Historical Pedagogy
  • Team Dynamics and Performance

University of Washington
2023-2024

Embry–Riddle Aeronautical University
2022

As user-generated video dominates media landscapes, it poses an accessibility challenge. While disability advocacy groups globally have secured hard-won regulations for broadcast media, no such regulation of content exists. Yet, one major player in this shift, TikTok, has a culture user-generated, creative captioning. We sought to understand how TikTok videos are captioned and the impact current practices on those who need captions access audio content. Therefore, we conducted analysis 300...

10.1145/3613904.3642177 article EN cc-by-sa 2024-05-11

Background With the rising demand for use and application of modern immersive technologies, recent studies have investigated user experience augmented reality (AR) virtual (VR) video game purposes. Despite AR's VR's pervasiveness in industry, research into effects mixed (MR) on are scarce. This study examined impact MR satisfaction, enjoyment, performance first-time users. Method Participants played same strategy across two platforms, an headset a mobile device. A short version Game User...

10.1177/10468781221094473 article EN Simulation & Gaming 2022-04-24

Augmented reality is an emergent form of technology that allows users to interact with and manipulate virtual objects information integrated into the physical environment. Whether it replying browser-based emails or playing a game, completing such tasks in augmented requires use hand-tracking gestures interactions. With anticipated growth this technology, future may experience for extended periods variety applications (e.g., metaverse). This study explores perceptions user individuals when...

10.3389/frvir.2023.1194019 article EN cc-by Frontiers in Virtual Reality 2023-08-02

Despite the abundance of research concerning virtual reality (VR) avatars, impact screen-based or augmented (AR) avatars for real-world applications remain relatively unexplored. Notably, there is a lack examining video-mediated collaborative interaction experiences using AR goal-directed group activities. This study bridges this gap with mixed-methods, quasi-experimental user that investigates video-based small-group interactions when employing as opposed to traditional video...

10.48550/arxiv.2405.03844 preprint EN arXiv (Cornell University) 2024-05-06

From education to manufacturing and medicine, the Microsoft HoloLens 2 mixed reality headset has been increasingly adopted. Text entry is a core functionality of 2, enabling communication search features. The device tracks hand finger movements interacting with virtual keyboard but slow cumbersome. Speech-to-text dictation promising alternative requiring less physical effort time. However, performance in environmental settings varying noise levels unclear. This study investigated text input...

10.1177/1071181322661376 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2022-09-01

With the exponential increase of cyberattacks due to ubiquitous adoption remote work, strong and effective cybersecurity teams are indispensable. However, in-depth knowledge team competencies in literature is scarce. This article reviews suggests areas improvement for through lens existing attitudes, behaviors, cognitions (ABCs) framework. Suggested immediate within include attitudinal variables such as cohesion, mutual trust, reward attitude, a cognitive variable known shared mental models....

10.1177/1071181322661496 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2022-09-01

The purpose of this study is to determine if the game satisfaction scale, GUESS-18, factors are valid for video gamers with disabilities. Participants were asked evaluate a their choice using GUESS-18 and answer qualitative questions about clarity items, requirements needed in order play game, aspects games they liked disliked. A confirmatory factor analysis (CFA, N = 414) was used model fit, an data conducted. CFA determined that appropriate use population, participants reported statement...

10.1177/21695067231196247 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2023-09-01
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