Zi Siang See
Dr Zi Siang See has specialised over the past 10 years in the design, use and integration of interactive media, including but not limited to augmented reality (AR) and virtual reality (VR) research-creation. Zi has over 15 years’ experience of working within the field of interaction design and digital media in both industry and within university institutions, nationally and internationally. These include collaborations with multinational corporations such as McDonald’s, Lafarge Cement, Servier, Leo Burnett, DDB and Saatchi & Saatchi Arachnid. As an early career researcher, he has been part of various MOOC projects and been actively involved in scholarly research and international collaborations. His work has contributed to new systems, theory and studies in human-computer-interaction, education technologies and inclusive design. Some of these technical research papers were published at specialised venues such as SIGGRAPH, IEEE Virtual Systems and Multimedia (VSMM), and the Springer’s Virtual Reality.
Zi is part of the International Society on Virtual Systems and Multimedia (VSMM) as a Board of Directors committee member, supporting VSMM conferences and as a reviewer, in which role he has co-organised a number of collaborations and research workshops in VSMM. He is also the guest editor and a member of the Editorial Board for Virtual Creativity (Intellect Books), a Scopus-indexed international journal focused on emerging technologies and digital creativity. Zi completed his Ph.D. at the University of Newcastle, he has trained under the guidance of Prof Lizbeth Goodman (SMARTlab), Prof Mark Billinghurst (Emphatic Computing Lab / HIT Lab NZ), and supported by A/Prof Craig Hight (UoN). As part of the research for his doctoral thesis focused on human-computer interaction aspects of virtual reality titled Creating High Dynamic Range Spherical Panorama Images for High Fidelity 360 Degree Virtual Reality, Zi developed a method and apparatus solution for creating high fidelity virtual reality 360 (VR360) that is free from major imaging errors and obstacles. Zi’s research and practice are multidisciplinary and bring together the fields of education technologies, digital humanities and digital health.
Zi is part of the International Society on Virtual Systems and Multimedia (VSMM) as a Board of Directors committee member, supporting VSMM conferences and as a reviewer, in which role he has co-organised a number of collaborations and research workshops in VSMM. He is also the guest editor and a member of the Editorial Board for Virtual Creativity (Intellect Books), a Scopus-indexed international journal focused on emerging technologies and digital creativity. Zi completed his Ph.D. at the University of Newcastle, he has trained under the guidance of Prof Lizbeth Goodman (SMARTlab), Prof Mark Billinghurst (Emphatic Computing Lab / HIT Lab NZ), and supported by A/Prof Craig Hight (UoN). As part of the research for his doctoral thesis focused on human-computer interaction aspects of virtual reality titled Creating High Dynamic Range Spherical Panorama Images for High Fidelity 360 Degree Virtual Reality, Zi developed a method and apparatus solution for creating high fidelity virtual reality 360 (VR360) that is free from major imaging errors and obstacles. Zi’s research and practice are multidisciplinary and bring together the fields of education technologies, digital humanities and digital health.
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Papers by Zi Siang See
among co-located/on-shore and remote/off-shore students. To gain a deeper understanding of the relationship between HEIs and COVID-19 educational mitigation, we analysed the actions taken by three HEIs in Australia and one in Canada during the crisis years of 2021-2022. This analysis was based on the personal reflections of the authors (academics from various HEIs), a synthesis of which is presented in this chapter.
in terms of social good, challenges technological and economic paradigms of progress. Conversation between participants centred on four key areas: skills and knowledge for effective XR research, appropriate methods and sites for diffusion of XR research, the future of the field, and the possible contributions of XR and associated
research to problems arising from COVID-19. The session offered further
insights into research design related to composition of participant groups in terms of disciplinary knowledge, activity design, and remote digital interfaces.
worldviews upon which mindfulness draws. The project is based around a range of experiential sojourns, which require participants to find a bench to sit on and then take a sojourn, or a number of sojourns from the project’s website, which may include audio, video, spoken word, or just listening. Other iterations of the project have included a multimedia gallery installation juxtaposing content from a variety of sojourns. Regardless of the format, context or specific content, the project
explores ways in which we ‘perform’ ourselves and mediate experience via digital technologies. In this article, we describe the process of translating this mediated and performative artwork into a VR prototype and directions for future work.
among co-located/on-shore and remote/off-shore students. To gain a deeper understanding of the relationship between HEIs and COVID-19 educational mitigation, we analysed the actions taken by three HEIs in Australia and one in Canada during the crisis years of 2021-2022. This analysis was based on the personal reflections of the authors (academics from various HEIs), a synthesis of which is presented in this chapter.
in terms of social good, challenges technological and economic paradigms of progress. Conversation between participants centred on four key areas: skills and knowledge for effective XR research, appropriate methods and sites for diffusion of XR research, the future of the field, and the possible contributions of XR and associated
research to problems arising from COVID-19. The session offered further
insights into research design related to composition of participant groups in terms of disciplinary knowledge, activity design, and remote digital interfaces.
worldviews upon which mindfulness draws. The project is based around a range of experiential sojourns, which require participants to find a bench to sit on and then take a sojourn, or a number of sojourns from the project’s website, which may include audio, video, spoken word, or just listening. Other iterations of the project have included a multimedia gallery installation juxtaposing content from a variety of sojourns. Regardless of the format, context or specific content, the project
explores ways in which we ‘perform’ ourselves and mediate experience via digital technologies. In this article, we describe the process of translating this mediated and performative artwork into a VR prototype and directions for future work.
of pregnancy, up to the immediate postpartum period. Users of the program have the opportunity to observe, interact and manipulate detailed 3D models and visualise the growth of a fetus and maternal anatomical changes simultaneously. The program is inclusive of detailed digital fetal and placental models that display both normal and
pathological birth positions. The models are accompanied by written educational content that is hypothesised to support both technical and non-technical skill development. The RtB program has been deployed and tested amongst two international cohorts of undergraduate midwifery students. Findings indicate that the RtB as a mobile application and as an immersive virtual reality program have the potential to be useful pregnancy education tools with further empirical testing underway.