- Virtual Reality, User Experience (UX), Augmented Reality, Mobile Technology, Human Factors, Mobile Learning, and 21 moreUser Interface, Interaction Design, Interactive and Digital Media, Human Computer Interaction, Simulator Sickness, Computer Science, Design, Educational Technology, E-learning, Education, Sociology, Social Media, New Media, Digital Media, Internet Studies, Digital Sociology, Business, Social Sciences, Anthropology, Psychology, and Communicationedit
- Professor Duh is the director of Human Interface Technology Laboratory Australia (a joint research center between Un... moreProfessor Duh is the director of Human Interface Technology Laboratory Australia (a joint research center between University of Washington and University of Tasmania) and a joint faculty member in the School of Computing and Information System. He received his degrees in psychology, industrial design and engineering respectively. After finishing his PhD, he went to NASA-Johnson Space Center as a postdoctoral fellow involving in virtual reality project.
Professor. Duh is a Fellow of British Computer Society (FBCS), a Senior Member of both ACM and IEEE (SMACM, SMIEEE); the member of the International Federation of Information Processing Technical Committee on Human-Computer Interaction (IFIP TC13) and Entertainment Computing (TC14); Steering committee member of Asia Pacific CHI conference. He is the Associate Editor of ACM Entertainment in Computer, editorial board members of SPRINGER HCI book series, chief editor of SPRINGER new book series on Gaming and Social Effects and published more than 90 conference and journal papers in HCI area. Prof. Duh was the co-director of Keio-NUS CUTE center (a joint research center between NUS and Keio University, Japan) and a joint faculty member with Interactive and Digital Media Institute and Department of Electrical and Computer Engineering at National University of Singapore. He successfully attracted more US$5M funding from government agencies and industries.
He is currently engaging with Launceston Digital Media Hub project as one of the steering committee members and participate in federal and state funded projects such as SenseT program.
His current research focuses on user experience and interaction design, augmented/virtual reality and gaming effects in mobile systems.
Prof. Duh is a private pilot and certified advanced ground instructor by the FAA.edit
Abstract This paper develops a physical model of an inertial/magnetic measurement unit by effectively integrating an accelerometer, a magnetometer, and two gyroscopes for low-g motion tracking applications. The proposed model breaks down... more
Abstract This paper develops a physical model of an inertial/magnetic measurement unit by effectively integrating an accelerometer, a magnetometer, and two gyroscopes for low-g motion tracking applications. The proposed model breaks down the errors contributed by individual components, then determines error elimination methods based on sensor behavior and characteristics, and finally constructs a feedback loop for continuous self-calibration.
Abstract The elderly represent a valid group of users who can potentially benefit greatly from engaging with technology, such as healthcare systems or playing digital games. Yet, less attention has been given to the significance of senior... more
Abstract The elderly represent a valid group of users who can potentially benefit greatly from engaging with technology, such as healthcare systems or playing digital games. Yet, less attention has been given to the significance of senior citizens as technology users, as compared to the common younger population. In an effort to fill in the gap, this workshop aims to investigate the design of technology for senior citizens.
ABSTRACT We have demonstrated that balance disturbance induced by scene motion can be reduced using an independent visual background (IVB). It has been theorized that the human vision system can divided into two functional systems, and... more
ABSTRACT We have demonstrated that balance disturbance induced by scene motion can be reduced using an independent visual background (IVB). It has been theorized that the human vision system can divided into two functional systems, and that the visual periphery mediates spatial orientaiton Therefore, we hypothesized that an IVB located in the peripheral field would be more effective than one located centrally.
Abstract A conceptual model of product emotion was developed considering the pre-purchase context. The main proposition of this model is that affect generated in the pre-purchase context is a result of product evaluation using... more
Abstract A conceptual model of product emotion was developed considering the pre-purchase context. The main proposition of this model is that affect generated in the pre-purchase context is a result of product evaluation using consumergenerated criteria. The process starts when a consumer becomes interested in the distinctive, integrative and interactive features of a product. A survey was conducted to determine the criteria used by consumers when buying clothes, watches, and electronic products.
Abstract Although Augmented Reality technology was first developed over forty years ago, there has been little survey work giving an overview of recent research in the field. This paper reviews the ten-year development of the work... more
Abstract Although Augmented Reality technology was first developed over forty years ago, there has been little survey work giving an overview of recent research in the field. This paper reviews the ten-year development of the work presented at the ISMAR conference and its predecessors with a particular focus on tracking, interaction and display research.
Abstract We propose a novel mobile AR (Augmented Reality) application that uses a microscopic interaction prototype called NanoAR. A user can view the AR content using a USB or an iPhone microscope via NanoAR. The objects that the user... more
Abstract We propose a novel mobile AR (Augmented Reality) application that uses a microscopic interaction prototype called NanoAR. A user can view the AR content using a USB or an iPhone microscope via NanoAR. The objects that the user can view using this application are related to the magnification rate; in other words, the application resembles a microscope in the real world. This indicates that a user can view two different objects on the same spot of the paper.
Abstract This paper presents a new sensing system for home-based rehabilitation based on optical linear encoder (OLE), in which the motion of an optical encoder on a code strip is converted to the limb joints' goniometric data. A body... more
Abstract This paper presents a new sensing system for home-based rehabilitation based on optical linear encoder (OLE), in which the motion of an optical encoder on a code strip is converted to the limb joints' goniometric data. A body sensing module was designed, integrating the OLE and an accelerometer. A sensor network of three sensing modules was established via controller area network bus to capture human arm motion.
Abstract In this paper we explore the motion control of a robotic puppet through motion capture data. A motion mapping technique is investigated to map the human motion into marionette motion, and from that calculate the rotation of the... more
Abstract In this paper we explore the motion control of a robotic puppet through motion capture data. A motion mapping technique is investigated to map the human motion into marionette motion, and from that calculate the rotation of the servo motors to achieve desired marionette motions. A software was developed to capture human motions utilizing a bend-twist sensor system, and use the motion data to control the robotic marionette by either offline control method or online control method (real-time).
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Research Interests: Computer Graphics, Motion perception, Image Quality, Humans, Virtual Environment, and 17 moreComputer Simulation, Female, Data Display, Male, Nausea, Posture, Computer User Interface Design, High Resolution, High resolution satelite image, Adult, Human Engineering, Visual Fields, Postural Balance, Field of View, Postural Stability, Immersive Environment, and Natural Scenes
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Research Interests: Psychology, Cognitive Science, Perception, Human Factors, Vestibular System, and 16 moreVirtual Reality, Vision, Humans, Computer Simulation, Design process, Female, Male, Motion, Motion sickness, Computer User Interface Design, Washington, Middle Aged, Simulator, Visual Motion, Frequency Response, and Head Mounted Display
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Simulator sickness (SS)-virtual environment (VE) sickness is expected to become increasingly troublesome as VE technology evolves. This paper investigated using an independent visual background (IVB) to reduce SS and VE sickness. The IVB... more
Simulator sickness (SS)-virtual environment (VE) sickness is expected to become increasingly troublesome as VE technology evolves. This paper investigated using an independent visual background (IVB) to reduce SS and VE sickness. The IVB is a visual scene component that provides visual motion and orientation cues that match those from the vestibular receptors. In this study, the IVB was stationary, fixed with respect to inertial space. Two experiments were conducted. The first experiment examined the differences in visual ...
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In presenting this dissertation in partial fulfillment of the requirements for the Doctoral degree at the University of Washington, I agree that the Library shall make its copies freely available for inspection. I further agree that... more
In presenting this dissertation in partial fulfillment of the requirements for the Doctoral degree at the University of Washington, I agree that the Library shall make its copies freely available for inspection. I further agree that extensive coping of the dissertation is allowable only for scholarly purposes, consistent with “fair use” as prescribed in the US Copyright Law. Requests for coping or reproduction of this dissertation may be referred to Bell and Howell Information and Learning, 300North Zeeb Road, Ann Arbor, MI 48106-1346, to whom the author has ...
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Interactive systems in the mobile, ubiquitous, and virtual environments are at a stage of development where designers and developers are keen to find out more about design, use and usability of these systems. Ubiquitous Computing: Design,... more
Interactive systems in the mobile, ubiquitous, and virtual environments are at a stage of development where designers and developers are keen to find out more about design, use and usability of these systems. Ubiquitous Computing: Design, Implementation and Usability highlights ...
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This study aims to characterize the communication patterns of Filipino pilots in the cockpit and assess its adherence to CRM principles of assertiveness, openness, conflict resolution, and communication effectiveness. A survey was... more
This study aims to characterize the communication patterns of Filipino pilots in the cockpit and assess its adherence to CRM principles of assertiveness, openness, conflict resolution, and communication effectiveness. A survey was administered to 88 participants who are mostly captains and first officers. Filipino captains and first officers generally have the same attitude that corresponds to the principles learned in CRM training on communication and coordination. However, a detailed comparison of the groups' responses showed ...
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The Pre-purchase Affect Model (PAM) was developed. It predicts how product criteria for purchase may engender affect. A field survey was conducted to determine what criteria consumers use to purchase electronic products and items of... more
The Pre-purchase Affect Model (PAM) was developed. It predicts how product criteria for purchase may engender affect. A field survey was conducted to determine what criteria consumers use to purchase electronic products and items of clothing. A total of 23 and 21 criteria were identified for buying clothing and electronic products, respectively. There were 11 types of criteria for clothes and nine for electronic products. The criteria were compared with the product attributes. If there was a match pre-purchase affect resulted. The use of ...
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Abstract The present study investigated the role of encoding perspective in mental representation for the spatial layout learned via the route, leaning and aerial perspectives which are different with respect to the height taken. Two... more
Abstract The present study investigated the role of encoding perspective in mental representation for the spatial layout learned via the route, leaning and aerial perspectives which are different with respect to the height taken. Two experiments with the same procedures were carried out in two different virtual rooms. The results showed that the direction judgment, especially the vertical angle judgment, was changed as the perspectives varied along the vertical dimension of space. In addition, the room geometry can also ...
Massively multiplayer online role-playing games have gained worldwide popularity. Majority of the past research focuses on motivational factors, this study aims to understand what makes players enjoy and commit to game play. Based on data... more
Massively multiplayer online role-playing games have gained worldwide popularity. Majority of the past research focuses on motivational factors, this study aims to understand what makes players enjoy and commit to game play. Based on data collected through 40 in-depth ...
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Interactive systems in the mobile, ubiquitous, and virtual environments are at a stage of development where designers and developers are keen to find out more about design, use and usability of these systems. Ubiquitous Computing: Design,... more
Interactive systems in the mobile, ubiquitous, and virtual environments are at a stage of development where designers and developers are keen to find out more about design, use and usability of these systems. Ubiquitous Computing: Design, Implementation and Usability highlights ...
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Abstract Massive Multiplayer Online Games (MMOG) allows a large number of players to cooperate, compete and interact meaningfully in the online environment. Gamers are able to form social network with fellow gamers and create a unique... more
Abstract Massive Multiplayer Online Games (MMOG) allows a large number of players to cooperate, compete and interact meaningfully in the online environment. Gamers are able to form social network with fellow gamers and create a unique virtual community. Although research has discussed the importance of social interaction in MMOG, it fails to articulate how social interaction takes place in the game. The current chapter aims to depict how gamers interact and socialize with each other in a popular MMOG, World of Warcraft. ...
Subjects in the experiment reported observed the same spatial layout in the rectangular room and the cylindrical room from the exocentric (45 ) perspective first and then the egocentric (0 ) perspective. The mental representations of... more
Subjects in the experiment reported observed the same spatial layout in the rectangular room and the cylindrical room from the exocentric (45 ) perspective first and then the egocentric (0 ) perspective. The mental representations of space were testified by the judgment of relative direction between objects. The results showed that subjects represented the spatial horizontal relation more accurately along the imagined direction that paralleled to the wall in the rectangular room but along the imagined direction that was ...
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Abstract Postural disturbance following virtual environment (VE) exposure has been reported in many studies. Some suggest that postural disturbance could be a pre-cursor of or highly related to simulator sickness (SS). Few studies have... more
Abstract Postural disturbance following virtual environment (VE) exposure has been reported in many studies. Some suggest that postural disturbance could be a pre-cursor of or highly related to simulator sickness (SS). Few studies have addressed long duration exposure and multi-sessions in SS and postural disturbance. This study investigated effects of long duration and repeated exposure to an immersive VE on postural disturbance. The results suggested larger postural disturbance 24 hours and 48 hours after the first VE ...