Chee Siang Ang
Orcid: 0000-0002-1109-9689
According to our database1,
Chee Siang Ang
authored at least 68 papers
between 2003 and 2024.
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Bibliography
2024
"Can I be More Social with a Chatbot?": Social Connectedness Through Interactions of Autistic Adults with a Conversational Virtual Human.
Int. J. Hum. Comput. Interact., December, 2024
MindTalker: Navigating the Complexities of AI-Enhanced Social Engagement for People with Early-Stage Dementia.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Int. J. Hum. Comput. Stud., 2023
BioGAN: An unpaired GAN-based image to image translation model for microbiological images.
CoRR, 2023
The "Conversation" about Loss: Understanding How Chatbot Technology was Used in Supporting People in Grief.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Meaningful Spaces, Meaningful Places: Co-creating VR Experiences with People Living with Dementia.
Proceedings of the Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 2023
2022
The Playful Potential of Digital Commensality: Learning from Spontaneous Playful Remote Dining Practices.
Proc. ACM Hum. Comput. Interact., 2022
"Now i can see me" designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns.
Hum. Comput. Interact., 2022
An EMG-based Eating Behaviour Monitoring system with haptic feedback to promote mindful eating.
Comput. Biol. Medicine, 2022
IEEE Access, 2022
Keep the VRhythm going: A musician-centred study investigating how Virtual Reality can support creative musical practice.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
SnapAppy: A positive psychology intervention using smartphone photography to improve emotional well-being.
Pervasive Mob. Comput., 2021
VREED: Virtual Reality Emotion Recognition Dataset Using Eye Tracking & Physiological Measures.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2021
A Reflection on Virtual Reality Design for Psychological, Cognitive and Behavioral Interventions: Design Needs, Opportunities and Challenges.
Int. J. Hum. Comput. Interact., 2021
Comput. Biol. Medicine, 2021
Proceedings of the VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology, Virtual Event / Osaka, Japan, December 8, 2021
Living Memory Home: Understanding Continuing Bond in the Digital Age through Backstage Grieving.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2020
Sampling Electrocardiography Conformation for a Virtual Reality Pain Management Tool.
Proceedings of the Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications, 2020
2019
Fully portable and wireless universal brain-machine interfaces enabled by flexible scalp electronics and deep learning algorithm.
Nat. Mach. Intell., 2019
Deep learning analysis of mobile physiological, environmental and location sensor data for emotion detection.
Inf. Fusion, 2019
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2019
An EMG-based Eating Behaviour Monitoring System with Haptic Feedback to Promote Mindful Eating.
CoRR, 2019
Bring the Outside In: Providing Accessible Experiences Through VR for People with Dementia in Locked Psychiatric Hospitals.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
A Channel Selection Approach Based on Convolutional Neural Network for Multi-channel EEG Motor Imagery Decoding.
Proceedings of the 2nd IEEE International Conference on Artificial Intelligence and Knowledge Engineering, 2019
2018
Can the crowd tell how I feel? Trait empathy and ethnic background in a visual pain judgment task.
Univers. Access Inf. Soc., 2018
A Scoping Review Exploring the Feasibility of Virtual Reality Technology Use with Individuals Living with Dementia.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2018
Efficient Channel Selection Approach for Motor Imaginary Classification based on Convolutional Neural Network.
Proceedings of the IEEE International Conference on Cyborg and Bionic Systems, 2018
2017
ACM Trans. Internet Techn., 2017
IEEE Access, 2017
Swallowing detection for game control: Using skin-like electronics to support people with dysphagia.
Proceedings of the 2017 IEEE International Conference on Pervasive Computing and Communications Workshops, 2017
Designing a ubiquitous sensor-based platform to facilitate learning for young children in Thailand.
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017
How Real Is Unreal? - Virtual Reality and the Impact of Visual Imagery on the Experience of Exercise-Induced Pain.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017
2016
Understanding tablet computer usage among primary school students in underdeveloped areas: Students' technology experience, learning styles and attitudes.
Comput. Hum. Behav., 2016
weSport: Utilising wrist-band sensing to detect player activities in basketball games.
Proceedings of the 2016 IEEE International Conference on Pervasive Computing and Communication Workshops, 2016
Proceedings of the Workshop on Computational Modeling of People's Opinions, 2016
2015
The lesbian, gay, bisexual and transgender community online: discussions of bullying and self-disclosure in YouTube videos.
Behav. Inf. Technol., 2015
Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices.
Behav. Inf. Technol., 2015
Learning IoT without the "I"- Educational Internet of Things in a Developing Context.
Proceedings of the 2015 Workshop on Do-it-yourself Networking: an Interdisciplinary Approach, 2015
Proceedings of the Human-Computer Interaction - INTERACT 2015, 2015
Exploring Socioeconomic and Sociocultural Implications of ICT Use: An Ethnographic Study of Indigenous People in Malaysia.
Proceedings of the Cross-Cultural Design Methods, Practice and Impact, 2015
2014
Exploring the potential of virtual worlds in engaging older people and supporting healthy aging.
Behav. Inf. Technol., 2014
Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services, 2014
Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2014
Recreating living experiences from past memories through virtual worlds for people with dementia.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
2013
Effects of gesture-based avatar-mediated communication on brainstorming and negotiation tasks among younger users.
Comput. Hum. Behav., 2013
Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games.
Behav. Inf. Technol., 2013
Proceedings of the Design, User Experience, and Usability. User Experience in Novel Technological Environments, 2013
2012
Large-scale analysis of self-disclosure patterns among online social networks users: a Russian context.
Knowl. Inf. Syst., 2012
Age differences in the perception of social presence in the use of 3D virtual world for social interaction.
Interact. Comput., 2012
Characteristics and usage patterns of older people in a 3D online multi-user virtual environment.
Comput. Hum. Behav., 2012
2011
Interaction networks and patterns of guild community in massively multiplayer online games.
Soc. Netw. Anal. Min., 2011
Int. J. Hum. Comput. Interact., 2011
A comparison of empathic communication pattern for teenagers and older people in online support communities.
Behav. Inf. Technol., 2011
A case study analysis of a constructionist knowledge building community with activity theory.
Behav. Inf. Technol., 2011
Designing for the user experience of sociability in massively multiplayer online games.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
2010
Games Cult., 2010
2009
Proceedings of the Human-Computer Interaction, 2009
Simulating Social Networks of Online Communities: Simulation as a Method for Sociability Design.
Proceedings of the Human-Computer Interaction, 2009
2008
Interact. Technol. Smart Educ., 2008
2007
Interact. Comput., 2007
2006
J. Comput. Mediat. Commun., 2006
2004
Int. J. Intell. Games Simul., 2004
Proceedings of the Advances in Multimedia Information Processing - PCM 2004, 5th Pacific Rim Conference on Multimedia, Tokyo, Japan, November 30, 2004
2003
Proceedings of the Fifth International Symposium on Multimedia Software Engineering, 2003