... With the abundant content and the need for preservation and conservation for cultural ... tec... more ... With the abundant content and the need for preservation and conservation for cultural ... technology provides an important educational tool to recreate the cultural heritage content in an ... Intuitive interaction techniques providing users other tools as an alternative to the conventional ...
The research program aims to explore and examine the fine balance necessary for maintaining the i... more The research program aims to explore and examine the fine balance necessary for maintaining the interplays between technology and the immersant, including identifying qualities that contribute to creating and maintaining a sense of "presence" and "immersion" in an immersive virtual reality (IVR) experience. Building upon and extending previous work, we compare sitting meditation with walking meditation in a virtual environment
We present a novel interactive system that uses electroencephalographic (EEG) signals obtained fr... more We present a novel interactive system that uses electroencephalographic (EEG) signals obtained from the user as a primary input for navigation through an immersive real-time 3-D visualization of various regions of the human brain. This "NeuroFloat" system is delivered via a head-mounted display (HMD). Our primary goal in developing NeuroFloat was to create a system where the brain-computer interface (BCI)
Funded by the Singapore National Science and Technology Board (NSTB), CAMTech is collaborating wi... more Funded by the Singapore National Science and Technology Board (NSTB), CAMTech is collaborating with a Singaporean research institute and two industry partners with the objective to improve electronics assembly processes. The goal of this project is to visualize the behavior of an electronics assembly industry by simulating, visualizing the discrete events of the entire manufacturing processes and observing the flow
As virtual reality (VR) applications become more widespread and diverse, thanks to the technical ... more As virtual reality (VR) applications become more widespread and diverse, thanks to the technical advances in VR technology and easier access to faster and more powerful computing power, researchers are constantly thinking of new ways to naturally interact within these ...
ABSTRACT In this paper, we describe a visualisation system which helps simulation experts transfo... more ABSTRACT In this paper, we describe a visualisation system which helps simulation experts transform discrete simulation models and results into animated scenes in a virtual environment. The system aims to significantly reduce production costs and error sources during the generation process of visualisations. The means to achieve these goals are the development of a framework for the translation of simulation results into animations, reuse of animation elements, and the implementation of customization tools for animation elements and their behaviour. By utilizing advanced visualisation techniques, the system is also capable of directing the focus of the observer to interesting events, objects and timeframes.
In this paper we present our bio-responsive virtual reality (VR) experience that explores visual ... more In this paper we present our bio-responsive virtual reality (VR) experience that explores visual forms of entrainment through amorphous nature-inspired phenomena that evolves and reacts to a tightly coupled real-virtual immersive space controlled through two immersants' physiological data. Multiple layers of real-time visuals inspired by nature phenomena are generated in 3D the experiential VR space which are controlled through two immersants' EEG, heart rate and gestures in real-time. In this paper, we present our system framework and setup and present our work-in-progress prototype.
Biologically inspired cognitive architectures, Oct 31, 2009
This paper explores the sense of self in VR mediated environments through a virtual walking medit... more This paper explores the sense of self in VR mediated environments through a virtual walking meditation practice that is controlled by one’s own physiological data.
Rapid advances in the field of Virtual Reality (VR) technology has opened up many new areas for r... more Rapid advances in the field of Virtual Reality (VR) technology has opened up many new areas for research and development. One of the recent important research fields that has emerged is in the field of Digital Heritage. VR technology is an important educational tool that ...
Funded by the Agency for Science, Technology and Research - A*STAR - Singapore, CAMTech is collab... more Funded by the Agency for Science, Technology and Research - A*STAR - Singapore, CAMTech is collaborating with a Singaporean research institute and two industry partners with the objective to improve electronics assembly processes. The goal of this project is to visualise the behaviour of an electronics assembly industry based on discrete events simulation. The traditional scenario - from the customer
In contrast to “pain distraction ” research in immersive virtual reality (VR), we discuss work th... more In contrast to “pain distraction ” research in immersive virtual reality (VR), we discuss work that enables users to gain a sense of agency over their experience of chronic pain. Meditating in Virtual Environments Many specialists who treat those who suffer from chronic pain have long observed the ways in which mind and body become altered (Gatchen, Peng, Peters, Fuchs & Turk, 2007). Indeed, in pain medicine, the distinction between the two become unsustainable. A patient’s sense of self is affected on many levels, including changes in body image and body schema (Gallagher, 1995). In the technological development of immersive virtual reality (VR), the simultaneous experience of a “virtual” environment and the “real ” environment often lead to new
This paper describes the research work being carried out by the Transforming Pain Research Group ... more This paper describes the research work being carried out by the Transforming Pain Research Group – the only group whose work is exclusively focused on the use of immersive VR for chronic pain management. Unlike VR research for acute or short-term pain, which relies on pain "distraction," this research posits a new paradigm for the use of VR. In addition to providing an overview of our work, the present paper also describes one of our current works in detail: the
The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and... more The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and by extension, to realize the benefits from meditation practice, including the reduction of stress, anxiety and pain. Its innovative combination of immersive virtual reality (VR) and biofeedback technologies added interoceptive or dimensions of inner senses to the already sensorially rich affordances of VR. Because the Meditation Chamber enabled users to become aware of autonomic senses that they are not normally conscious of, and to manipulate them in real-time, we found that it did enhance users ’ abilities to learn how to meditate, particularly those who had never meditated. We describe the Meditation Chamber, scientific methods of evaluation and findings, and discuss first-person phenomenological aspects, its long-term applicability for users who have chronic pain, and future directions.
... With the abundant content and the need for preservation and conservation for cultural ... tec... more ... With the abundant content and the need for preservation and conservation for cultural ... technology provides an important educational tool to recreate the cultural heritage content in an ... Intuitive interaction techniques providing users other tools as an alternative to the conventional ...
The research program aims to explore and examine the fine balance necessary for maintaining the i... more The research program aims to explore and examine the fine balance necessary for maintaining the interplays between technology and the immersant, including identifying qualities that contribute to creating and maintaining a sense of "presence" and "immersion" in an immersive virtual reality (IVR) experience. Building upon and extending previous work, we compare sitting meditation with walking meditation in a virtual environment
We present a novel interactive system that uses electroencephalographic (EEG) signals obtained fr... more We present a novel interactive system that uses electroencephalographic (EEG) signals obtained from the user as a primary input for navigation through an immersive real-time 3-D visualization of various regions of the human brain. This "NeuroFloat" system is delivered via a head-mounted display (HMD). Our primary goal in developing NeuroFloat was to create a system where the brain-computer interface (BCI)
Funded by the Singapore National Science and Technology Board (NSTB), CAMTech is collaborating wi... more Funded by the Singapore National Science and Technology Board (NSTB), CAMTech is collaborating with a Singaporean research institute and two industry partners with the objective to improve electronics assembly processes. The goal of this project is to visualize the behavior of an electronics assembly industry by simulating, visualizing the discrete events of the entire manufacturing processes and observing the flow
As virtual reality (VR) applications become more widespread and diverse, thanks to the technical ... more As virtual reality (VR) applications become more widespread and diverse, thanks to the technical advances in VR technology and easier access to faster and more powerful computing power, researchers are constantly thinking of new ways to naturally interact within these ...
ABSTRACT In this paper, we describe a visualisation system which helps simulation experts transfo... more ABSTRACT In this paper, we describe a visualisation system which helps simulation experts transform discrete simulation models and results into animated scenes in a virtual environment. The system aims to significantly reduce production costs and error sources during the generation process of visualisations. The means to achieve these goals are the development of a framework for the translation of simulation results into animations, reuse of animation elements, and the implementation of customization tools for animation elements and their behaviour. By utilizing advanced visualisation techniques, the system is also capable of directing the focus of the observer to interesting events, objects and timeframes.
In this paper we present our bio-responsive virtual reality (VR) experience that explores visual ... more In this paper we present our bio-responsive virtual reality (VR) experience that explores visual forms of entrainment through amorphous nature-inspired phenomena that evolves and reacts to a tightly coupled real-virtual immersive space controlled through two immersants' physiological data. Multiple layers of real-time visuals inspired by nature phenomena are generated in 3D the experiential VR space which are controlled through two immersants' EEG, heart rate and gestures in real-time. In this paper, we present our system framework and setup and present our work-in-progress prototype.
Biologically inspired cognitive architectures, Oct 31, 2009
This paper explores the sense of self in VR mediated environments through a virtual walking medit... more This paper explores the sense of self in VR mediated environments through a virtual walking meditation practice that is controlled by one’s own physiological data.
Rapid advances in the field of Virtual Reality (VR) technology has opened up many new areas for r... more Rapid advances in the field of Virtual Reality (VR) technology has opened up many new areas for research and development. One of the recent important research fields that has emerged is in the field of Digital Heritage. VR technology is an important educational tool that ...
Funded by the Agency for Science, Technology and Research - A*STAR - Singapore, CAMTech is collab... more Funded by the Agency for Science, Technology and Research - A*STAR - Singapore, CAMTech is collaborating with a Singaporean research institute and two industry partners with the objective to improve electronics assembly processes. The goal of this project is to visualise the behaviour of an electronics assembly industry based on discrete events simulation. The traditional scenario - from the customer
In contrast to “pain distraction ” research in immersive virtual reality (VR), we discuss work th... more In contrast to “pain distraction ” research in immersive virtual reality (VR), we discuss work that enables users to gain a sense of agency over their experience of chronic pain. Meditating in Virtual Environments Many specialists who treat those who suffer from chronic pain have long observed the ways in which mind and body become altered (Gatchen, Peng, Peters, Fuchs & Turk, 2007). Indeed, in pain medicine, the distinction between the two become unsustainable. A patient’s sense of self is affected on many levels, including changes in body image and body schema (Gallagher, 1995). In the technological development of immersive virtual reality (VR), the simultaneous experience of a “virtual” environment and the “real ” environment often lead to new
This paper describes the research work being carried out by the Transforming Pain Research Group ... more This paper describes the research work being carried out by the Transforming Pain Research Group – the only group whose work is exclusively focused on the use of immersive VR for chronic pain management. Unlike VR research for acute or short-term pain, which relies on pain "distraction," this research posits a new paradigm for the use of VR. In addition to providing an overview of our work, the present paper also describes one of our current works in detail: the
The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and... more The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and by extension, to realize the benefits from meditation practice, including the reduction of stress, anxiety and pain. Its innovative combination of immersive virtual reality (VR) and biofeedback technologies added interoceptive or dimensions of inner senses to the already sensorially rich affordances of VR. Because the Meditation Chamber enabled users to become aware of autonomic senses that they are not normally conscious of, and to manipulate them in real-time, we found that it did enhance users ’ abilities to learn how to meditate, particularly those who had never meditated. We describe the Meditation Chamber, scientific methods of evaluation and findings, and discuss first-person phenomenological aspects, its long-term applicability for users who have chronic pain, and future directions.
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Papers by Meehae Song