ORCID Profile
0000-0002-6079-176X
Current Organisation
University of Tasmania
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Publisher: IEEE
Date: 10-2016
Publisher: IEEE
Date: 10-2016
Publisher: ACM
Date: 28-11-2016
Publisher: Common Ground Research Networks
Date: 2023
Publisher: ACM
Date: 27-11-2017
Publisher: Springer International Publishing
Date: 2021
Publisher: Intellect
Date: 12-2019
DOI: 10.1386/VCR_00006_1
Abstract: Abstract This research explores the development of a novel method and apparatus for creating spherical panoramas enhanced with high dynamic range (HDR) for high fidelity Virtual Reality 360 degree (VR360) user experiences. A VR360 interactive panorama presentation using spherical panoramas can provide virtual interactivity and wider viewing coverage with three degrees of freedom, users can look around in multiple directions within the VR360 experiences, gaining the sense of being in control of their own engagement. This degree of freedom is facilitated by the use of mobile displays or head-mount-devices. However, in terms of image reproduction, the exposure range can be a major difficulty in reproducing a high contrast real-world scene. Imaging variables caused by difficulties and obstacles can occur during the production process of spherical panorama facilitated with HDR. This may result in inaccurate image reproduction for location-based subjects, which will in turn result in a poor VR360 user experience. In this article we describe a HDR spherical panorama reproduction approach (workflow and best practice) which can shorten the production processes, and reduce imaging variables, and technical obstacles and issues to a minimum. This leads to improved photographic image reproduction with fewer visual abnormalities for VR360 experiences, which can be adaptable into a wide range of interactive design applications. We describe the process in detail and also report on a user study that shows the proposed approach creates images which viewers prefer, on the whole, to those created using more complicated HDR methods, or to those created without the use of HDR at all.
Publisher: Elsevier BV
Date: 06-2021
Publisher: IEEE
Date: 11-2011
Publisher: IEEE
Date: 10-2018
Publisher: Intellect
Date: 06-2021
DOI: 10.1386/VCR_00048_1
Abstract: This article collates and synthesizes the discussion results of a collaborative research exercise, known as a ‘co-creation session’, formed of a multi-disciplinary group of extended reality (XR) researchers and practitioners. The session sought to develop and theorize the concept of ‘transformative technologies for good’ in creative, applied and clinical contexts. Notions of ‘cutting-edge’ practice were visited from a critical standpoint participants established that innovation, when measured 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.
Publisher: Informing Science Institute
Date: 2023
DOI: 10.28945/5121
Abstract: Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications. Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level. Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings. Findings: Supported by practice-based research, work s les and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in ex les the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided. Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge. Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR. Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity. Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.
Publisher: Elsevier BV
Date: 12-2019
Publisher: Intellect
Date: 06-2021
DOI: 10.1386/VCR_00042_1
Abstract: Park benches are distinctive public spaces that invite a temporary pause for thought and time out from everyday activities and worldly preoccupations. Park Bench Sojourn is a multimodal arts project that explores the uniqueness and universality of these spaces and the kinds of experiences they foster. It asks what it means to be human surrounded, as we are, by computer technologies and digital media, living lives that are perpetually ‘connected’ and dispersed through the cloud. It reflects on how our technologically determined lives and lifestyles conspire against us to find opportunities to stop, reflect and be witnesses to lived experience. It is a conceptually playful creative work that shares concerns for health and well-being arising from the contemporary mindfulness movement and the traditional practices and 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.
Publisher: IEEE
Date: 10-2017
Publisher: IEEE
Date: 11-2017
Publisher: ACM
Date: 14-11-2019
Publisher: SAGE Publications
Date: 20-10-2020
Abstract: The transformative influence of the COVID-19 pandemic on remote forms of communication has been a frequent theme in popular discourse during 2020, but any lingering transformation of what we do at a distance will rely on convincing and accessible forms of remote presence and interaction. Embodied communication is difficult to simulate, and this discussion examines current and emerging extended reality (XR)–based communication tools in a range of contexts to discover what role they may play in a future where crises of mobility are likely to grow more frequent and protracted. We define XR and its current uses, then examine key terms used to conceptualise it such as ‘presence’ and ‘social presence’, before highlighting social challenges of remote presence and ethical considerations that accompany its use, particularly how the technology might (or fail to) address important social problems, support education and have relevance to the future of work.
Publisher: ACM
Date: 14-11-2019
Publisher: Elsevier BV
Date: 2019
Publisher: ACM
Date: 28-11-2016
Publisher: The Eurographics Association
Date: 2017
Publisher: Intellect
Date: 06-2021
DOI: 10.1386/VCR_00039_2
Publisher: ACM
Date: 02-11-2015
Publisher: ACM
Date: 02-11-2015
Publisher: ACM
Date: 14-11-2019
Publisher: MDPI AG
Date: 27-07-2023
DOI: 10.3390/VIRTUALWORLDS2030013
Abstract: This concept paper explores the use of extended reality (XR) technology in nursing education, with a focus on three case studies developed at one regional university in Australia. Tertiary education institutions that deliver nursing curricula are facing challenges around the provision of simulated learning experiences that prepare students for the demands of real-world professional practice. To overcome these barriers, XR technology, which includes augmented, mixed, and virtual reality (AR, MR, VR), offers a erse media platform for the creation of immersive, hands-on learning experiences, situated within virtual environments that can reflect some of the dynamic aspects of real-world healthcare environments. This document analysis explores the use of XR technology in nursing education, through the narrative and discussion of three applied-use cases. The collaboration and co-design between nursing educators and XR technology experts allows for the creation of synchronous and asynchronous learning experiences beyond traditional nursing simulation media, better preparing students for the demands of real-world professional practice.
Publisher: EDP Sciences
Date: 2016
Publisher: Intellect
Date: 12-2020
DOI: 10.1386/VCR_00030_1
Abstract: This article presents the development of an extended reality (XR) interactive wall design that employs augmented reality (AR) and virtual reality (AR) to display digital content in educational and exhibition settings. A wall design printed with a number of conventional graphical elements was enhanced with AR and VR, including AR-based video, a 360 virtual environment and 3D-scanned materials. The early design of the XR interactive wall was tested several times in a university setting during academic events designed to demonstrate science, technology, engineering and mathematics (STEM)-based content. This provided AR and VR experiences to participating visitors in an exhibition setting, where multimedia mobile devices were provided to aid these experiences. Inclusive design principles were employed, and elements integrated that allowed users (standing adults, children, wheelchair users) to view and interact with AR and VR content conveniently. After the initial introduction of the interactive wall design, the prototype was redesigned to fit both handheld and head-mount-device (HMD)-based mobile configurations. In this article we describe the prototype, a user experience study based on laboratory testing and directions for future work.
Publisher: Springer Science and Business Media LLC
Date: 24-12-2014
No related grants have been discovered for Zi Siang See.