Peter Hiu Fung Ng

Orcid: 0000-0002-9671-896X

Affiliations:
  • Hong Kong Polytechnic University


According to our database1, Peter Hiu Fung Ng authored at least 38 papers between 2009 and 2024.

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Bibliography

2024
Reimagining STEM Learning: A Comparative Analysis of Traditional and Service Learning Approaches for Social Entrepreneurship.
IEEE Trans. Learn. Technol., 2024

Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling Technologies.
IEEE Trans. Learn. Technol., 2024

Knowledge-Graph-Driven Mind Mapping for Immersive Collaborative Learning: A Pilot Study in Edu-Metaverse.
IEEE Trans. Learn. Technol., 2024

illumotion: An Optical-illusion-based VR Locomotion Technique for Long-Distance 3D Movement.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2024

Gamified Constructivist Teaching in Metaverse: Revolutionizing Language Learning in University via an Immersive Experience.
Proceedings of the IEEE International Conference on Metaverse Computing, 2024

NivTA: Towards a Naturally Interactable Edu-Metaverse Teaching Assistant for CAVE.
Proceedings of the IEEE International Conference on Metaverse Computing, 2024

2023
Toward an Edu-Metaverse of Knowledge: Immersive Exploration of University Courses.
IEEE Trans. Learn. Technol., December, 2023

NeRFahedron: A Primitive for Animatable Neural Rendering with Interactive Speed.
Proc. ACM Comput. Graph. Interact. Tech., 2023

From Classroom to Metaverse: A Study on Gamified Constructivist Teaching in Higher Education.
Proceedings of the Advances in Web-Based Learning - ICWL 2023, 2023

Gradual Study Advising with Course Knowledge Graphs.
Proceedings of the Advances in Web-Based Learning - ICWL 2023, 2023

2022
Tracking Stuffed Toy for Naturally Mapped Interactive Play via a Soft-Pose Estimator.
Proc. ACM Hum. Comput. Interact., 2022

College Students Experience of Service Learning in Teaching STEM Workshop Under COVID-19.
Proceedings of the IEEE International Conference on Teaching, 2022

Curvable Image Markers: Toward Trackable Markers for Every Surface.
Proceedings of the Advances in Mobile Computing and Multimedia Intelligence, 2022

Towards a Metaverse of Knowledge - A Constructivist Proposition on Immersive Learning and Visual Literacy.
Proceedings of the Learning Technologies and Systems, 2022

Intelligent Instructional Design via Interactive Knowledge Graph Editing.
Proceedings of the Learning Technologies and Systems, 2022

Implement Virtual Reality Tour in Blended Learning.
Proceedings of the Blended Learning: Engaging Students in the New Normal Era, 2022

KCUBE: A Knowledge Graph University Curriculum Framework for Student Advising and Career Planning.
Proceedings of the Blended Learning: Engaging Students in the New Normal Era, 2022

2021
Neural Proxy: Empowering Neural Volume Rendering for Animation.
Proceedings of the 29th Pacific Conference on Computer Graphics and Applications, 2021

Stuffed Toy as an Appealing Tangible Interface for Children.
Proceedings of the IEEE International Symposium on Multimedia, 2021

2020
Improving Chinese Reading Comprehensions of Dyslexic Children via VR Reading - A Step Towards Tackling Dyslexia with Top-Down Teaching.
Proceedings of the Advances in Visual Computing - 15th International Symposium, 2020

Towards Neural Ar: Unsupervised Object Segmentation with 3d Scanned Model Through Relative.
Proceedings of the 2020 IEEE International Conference on Multimedia & Expo Workshops, 2020

2019
2D character animating networks: bringing static characters to move via motion transfer.
Proceedings of the 34th ACM/SIGAPP Symposium on Applied Computing, 2019

Transferring Object Layouts from Virtual to Physical Rooms: Towards Adapting a Virtual Scene to a Physical Scene for VR.
Proceedings of the Advances in Computer Graphics, 2019

Multi-level Motion-Informed Approach for Video Generation with Key Frames.
Proceedings of the Advances in Computer Graphics, 2019

2018
Planetary Marching Cubes: A Marching Cubes Algorithm for Spherical Space.
Proceedings of the 2nd International Conference on Video and Image Processing, 2018

2017
Planetary marching cubes for STEM sandbox game-based learning: Enhancing student interest and performance with simulation realism planet simulating sandbox.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

Introducing the practices for adopting the constructivist teaching in game engineering.
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017

2016
A fast evaluation method for RTS game strategy using fuzzy extreme learning machine.
Nat. Comput., 2016

2015
Collaborative maneuver using fuzzy integral for RTS game.
Proceedings of the 2015 IEEE International Conference on Fuzzy Systems, 2015

2014
Collaborative maneuver planning using fuzzy integral in RTS game.
Proceedings of the 2014 Joint 7th International Conference on Soft Computing and Intelligent Systems (SCIS) and 15th International Symposium on Advanced Intelligent Systems (ISIS), 2014

2013
New Fuzzy Integral for the Unit Maneuver in RTS Game.
Proceedings of the Pattern Recognition and Machine Intelligence, 2013

Rapid Game Strategy Evaluation Using Fuzzy Extreme Learning Machine.
Proceedings of the Pattern Recognition and Machine Intelligence, 2013

2012
Applying fuzzy integral to performance evaluation in real time strategy game.
Proceedings of the International Conference on Machine Learning and Cybernetics, 2012

2011
Unit formation planning in RTS game by using potential field and fuzzy integral.
Proceedings of the FUZZ-IEEE 2011, 2011

Apply different fuzzy integrals in unit selection problem of real time strategy game.
Proceedings of the FUZZ-IEEE 2011, 2011

2009
Learning Player Behaviors in Real Time Strategy Games from Real Data.
Proceedings of the Rough Sets, 2009

A Neural-Evolutionary Model for Case-Based Planning in Real Time Strategy Games.
Proceedings of the Next-Generation Applied Intelligence, 2009

Case Learning and Indexing in Real Time Strategy Games.
Proceedings of the Fifth International Conference on Natural Computation, 2009


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