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Sökning: WFRF:(Le Khanh Duy)

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1.
  • Le, Khanh Duy, et al. (författare)
  • HybridMingler: Towards Mixed-Reality Support for Mingling at Hybrid Conferences
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • Mingling, the activity of ad-hoc, private, opportunistic conversations ahead of, during, or after breaks, is an important socializing activity for attendees at scheduled events, such as in-person conferences. The Covid-19 pandemic had a dramatic impact on the way conferences are organized, so that most of them now take place in a hybrid mode where people can either attend on-site or remotely. While on-site attendees can resume in-person mingling, hybrid modes make it challenging for remote attendees to mingle with on-site peers. In addressing this problem, we propose a collaborative mixed-reality (MR) concept, including a prototype, called HybridMingler. This is a distributed MR system supporting ambient awareness and allowing both on-site and remote conference attendees to virtually mingle. HybridMingler aims to provide both on-site and remote attendees with a spatial sense of co-location in the very same venue location, thus ultimately improving perceived presence.
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2.
  • Do, Nam Hoai, et al. (författare)
  • XRPublicSpectator: Towards Public Mixed Reality Viewing in Collocated Asymmetric Groups
  • 2024
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • Mixed Reality (MR) is often viewed and experienced by users wearing specialized head-mounted displays (HMDs) to perceive virtual objects spatially positioned in the users' physical environment. In a classroom or during on-stage presentation, it is often presenters only who are equipped with MR HMDs. However, since spectators most often outnumber presenters, equipping collocated spectators with HMDs to create a shared immersive experience can be costly. This imbalance can result in inefficient presenter-spectator communication and can reduce spectator engagement. To address the need of viewing MR content in such collocated asymmetric groups, we present a concept called XRPublicSpectator. This system utilizes a large display to present a third-person-view of the MR environment constructed by combining RGB-D data of the physical space obtained from a depth-sensing camera with objects from the same virtual environment as tracked by the MR HMDs. Leveraging the XRPublicSpectator concept, we developed an exemplary application which captivated an MR game arena where non-HMD users can watch players performing a duel card game. Results from a preliminary study with the exemplary application show that compared to the first-person MR view, XRPublicSpectator enabled non-HMD users to more comprehensively perceive information within the MR environment and potentially improved their engagement with HMD users and MR contents.
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3.
  • Ly, Duy Nam, et al. (författare)
  • 360TourGuiding: Towards Virtual Reality Training for Tour Guiding
  • 2022
  • Ingår i: MobileHCI 2022 Adjunct - Publication of the 24th ACM International Conference on Human-Computer Interaction with Mobile Devices and Services. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • Tour guiding plays an important role in turning sightseeing tours into memorable experiences. Tour guides, especially inexperienced ones, must practice intensively to perfect their craft. It is key that guides acquire knowledge about sights, in-situ presentation skills, and perfection ability to interact with and engage tourists. Therefore, tour-guide education requires on-site training at the place of interest including live tourist audiences. However, for modest budgets, such setups are costly and tourism students have to practice tour guiding at home or in simulated class-room setups. It has become a challenge for students to adequately prepare themselves for jobs in terms of relevant knowledge and skills. To tackle this problem, we propose 360TourGuiding, a VR system enabling its users to practice tour guiding with 360 travel videos plus the attendance of remote audiences participating through their mobile and personal device. This paper reports on the concept, on our design, current implementation, and on a pilot study with the current 360TourGuiding prototype. Based on qualitative feedback gained through the pilot study, we discuss possible system improvements, future system updates, and plans for empirical evaluation.
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4.
  • Pham, Em Canh, et al. (författare)
  • N,2,6-Trisubstituted 1H-benzimidazole derivatives as a new scaffold of antimicrobial and anticancer agents : design, synthesis, in vitro evaluation, and in silico studies
  • 2023
  • Ingår i: RSC Advances. - : Royal Society of Chemistry. - 2046-2069. ; 13:1, s. 399-420
  • Tidskriftsartikel (refereegranskat)abstract
    • Compounds containing benzimidazole moiety occupy privileged chemical space for discovering new bioactive substances. In continuation of our recent work, 69 benzimidazole derivatives were designed and synthesized with good to excellent yields of 46-99% using efficient synthesis protocol i.e. sodium metabisulfite catalyzed condensation of aromatic aldehydes with o-phenylenediamines to form 2-arylbenzimidazole derivatives followed by N-alkylation by conventional heating or microwave irradiation for diversification. Potent antibacterial compounds against MSSA and MRSA were discovered such as benzimidazole compounds 3k (2-(4-nitrophenyl), N-benzyl), 3l (2-(4-chlorophenyl), N-(4-chlorobenzyl)), 4c (2-(4-chlorophenyl), 6-methyl, N-benzyl), 4g (2-(4-nitrophenyl), 6-methyl, N-benzyl), and 4j (2-(4-nitrophenyl), 6-methyl, N-(4-chlorobenzyl)) with MIC of 4-16 mu g mL(-1). In addition, compound 4c showed good antimicrobial activities (MIC = 16 mu g mL(-1)) against the bacteria strains Escherichia coli and Streptococcus faecalis. Moreover, compounds 3k, 3l, 4c, 4g, and 4j have been found to kill HepG2, MDA-MB-231, MCF7, RMS, and C26 cancer cells with low mu M IC50 (2.39-10.95). These compounds showed comparable drug-like properties as ciprofloxacin, fluconazole, and paclitaxel in computational ADMET profiling. Finally, docking studies were used to assess potential protein targets responsible for their biological activities. Especially, we found that DHFR is a promising target both in silico and in vitro with compound 4c having IC50 of 2.35 mu M.
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5.
  • Chaudron, Michel, 1969, et al. (författare)
  • Interactive Surfaces for Collaborative Software Design
  • 2016
  • Ingår i: Proceedings of the Nordichi '16: The 9th Nordic Conference on Human-Computer Interaction - Game Changing Design. - New York, NY, USA : ACM. - 9781450347631 ; , s. Article number a143-
  • Konferensbidrag (refereegranskat)abstract
    • Large drawing boards have long been software engineers' tools of choice for collaborative software design. Recently, traditional design tools such as whiteboards and flip charts are being replaced by large interactive surfaces such as touch-sensitive wall-mounted displays or interactive tabletops. This workshop explores the novel opportunities that these interactive modeling tools offer for collaborative software engineering, as well as the technical and cognitive challenges that they introduce.
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6.
  • Jolak, Rodi, 1985, et al. (författare)
  • OctoBubbles: A Multi-view interactive environment for concurrent visualization and synchronization of UML models and code
  • 2018
  • Ingår i: 25th IEEE International Conference on Software Analysis, Evolution and Reengineering, SANER 2018 - Proceedings. - 9781538649695 ; 2018-March, s. 482-486
  • Konferensbidrag (refereegranskat)abstract
    • The process of software understanding often requires developers to consult both high-and low-level software artifacts (i.e. models and code). The creation and persistence of such artifacts often take place in different environments, as well as seldom in one single environment. In both cases, software models and code fragments are viewable separately making the workspace overcrowded with many opened interfaces and tabs. In such a situation, developers might lose the big picture and spend unnecessary effort on navigation and locating the artifact of interest. To assist program comprehension and tackle the problem of software navigation, we present OctoBubbles, a multi-view interactive environment for concurrent visualization and synchronization of software models and code. A preliminary evaluation of OctoBubbles with 15 professional developers shows a high level of interest, and points out to potential benefits. Furthermore, we present a future plan to quantitatively investigate the effectiveness of the environment.
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7.
  • Le, Khanh Duy, 1989 (författare)
  • Designing to Support Workspace Awareness in Remote Collaboration using 2D Interactive Surfaces
  • 2019
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Increasing distributions of the global workforce are leading to collaborative workamong remote coworkers. The emergence of such remote collaborations is essentiallysupported by technology advancements of screen-based devices ranging from tabletor laptop to large displays. However, these devices, especially personal and mobilecomputers, still suffer from certain limitations caused by their form factors, that hinder supporting workspace awareness through non-verbal communication suchas bodily gestures or gaze. This thesis thus aims to design novel interfaces andinteraction techniques to improve remote coworkers’ workspace awareness throughsuch non-verbal cues using 2D interactive surfaces.The thesis starts off by exploring how visual cues support workspace awareness infacilitated brainstorming of hybrid teams of co-located and remote coworkers. Basedon insights from this exploration, the thesis introduces three interfaces for mobiledevices that help users maintain and convey their workspace awareness with their coworkers. The first interface is a virtual environment that allows a remote person to effectively maintain his/her awareness of his/her co-located collaborators’ activities while interacting with the shared workspace. To help a person better express his/her hand gestures in remote collaboration using a mobile device, the second interfacepresents a lightweight add-on for capturing hand images on and above the device’sscreen; and overlaying them on collaborators’ device to improve their workspace awareness. The third interface strategically leverages the entire screen space of aconventional laptop to better convey a remote person’s gaze to his/her co-locatedcollaborators. Building on the top of these three interfaces, the thesis envisions an interface that supports a person using a mobile device to effectively collaborate with remote coworkers working with a large display.Together, these interfaces demonstrate the possibilities to innovate on commodity devices to offer richer non-verbal communication and better support workspace awareness in remote collaboration.
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8.
  • Le, Khanh Duy, 1989, et al. (författare)
  • Digimetaplan: Supporting facilitated brainstorming for distributed business teams
  • 2019
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • While facilitated brainstorming is a proven ideation method for professional teams, distributed teams are currently not able to enjoy its benefits. As workers are shifting towards collaborating in distributed settings, understanding how interactive systems can support facilitated brainstorming is becoming necessary to ensure that distributed teams remain creative. To address this challenge we designed, implemented, and evaluated DigiMetaplan—an interactive surface-based system for distributed facilitated brainstorming for co-located and remote users. The design of DigiMetaplan was inspired by a widely-used facilitated brainstorming method called Metaplan, where the brainstorming process of a group is coordinated by a facilitator. We evaluated the usability of DigiMetaplan with five hybrid teams consisting of a co-located facilitator and two team members connected with one remote participant. Results showed that the features used in DigiMetaplan on interactive surfaces effectively supported teams in performing facilitated collaborative brainstorming in partially distributed settings. We contribute knowledge on how a brainstorming environment translated into a multi-surface distributed system affects facilitated collaboration.
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9.
  • Le, Khanh Duy, 1989, et al. (författare)
  • GazeLens: Guiding Attention to Improve Gaze Interpretation in Hub-Satellite Collaboration
  • 2019
  • Ingår i: Human-Computer Interaction. - Cham : Springer International Publishing. - 1611-3349 .- 0302-9743. ; 11747, s. 282-303
  • Konferensbidrag (refereegranskat)abstract
    • In hub-satellite collaboration using video, interpreting gaze direction is critical for communication between hub coworkers sitting around a table and their remote satellite colleague. However, 2D video distorts images and makes this interpretation inaccurate. We present GazeLens, a video conferencing system that improves hub coworkers’ ability to interpret the satellite worker’s gaze. A 360∘ camera captures the hub coworkers and a ceiling camera captures artifacts on the hub table. The system combines these two video feeds in an interface. Lens widgets strategically guide the satellite worker’s attention toward specific areas of her/his screen allow hub coworkers to clearly interpret her/his gaze direction. Our evaluation shows that GazeLens (1) increases hub coworkers’ overall gaze interpretation accuracy by 25.8% in comparison to a conventional video conferencing system, (2) especially for physical artifacts on the hub table, and (3) improves hub coworkers’ ability to distinguish between gazes toward people and artifacts. We discuss how screen space can be leveraged to improve gaze interpretation.
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10.
  • Le, Khanh Duy, 1989, et al. (författare)
  • Immersive environment for distributed creative collaboration
  • 2017
  • Ingår i: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. - New York, NY, USA : ACM. - 9781450355483 ; Part F131944
  • Konferensbidrag (refereegranskat)abstract
    • While videoconferencing has been available for years, tools for distributed creative collaboration such as brainstorming have not yet reached professional use. Unlike regular conferencing, brainstorming relies on information exchange across multiple channels in shared task and communication spaces. If a participant joins a facilitated brainstorming session remotely through his/her mobile device, perceiving these spaces is challenging. By proposing an immersive environment for the remote participant, this tech note addresses how to provide him/her a stronger engagement. Offered as a client application for the remote participant's tablet device, it enables him/her to see all channels and select which one to interact with. Our proof-of-concept client allows us to examine how this immersive environment for distributed creative collaboration can provide the remote participant with an increased engagement.
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11.
  • Le, Khanh Duy, 1989, et al. (författare)
  • MirrorTablet: Exploring a low-cost mobile system for capturing unmediated hand gestures in remote collaboration
  • 2017
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. ; , s. 79-89
  • Konferensbidrag (refereegranskat)abstract
    • Direct and natural images of hand gestures have been shown to benefit remote collaboration on physical tasks in several settings, including ad-hoc ones. However, to capture such unmediated hand gestures within collaborative tasks, existing approaches require stationary hardware systems or heavily instrumented mobile devices, making them unfeasible for use at ad-hoc workplaces. We present MirrorTablet, a low-cost mirror-based system taking advantage of the built-in front-facing camera of a tablet to capture the user’s unmediated hand interactions on and above the screen. This system requires minimal instrumentation of the tablet and can be easily (un-)mounted, making it suitable for mobile usage. A user study with ten pairs of participants on a helper-worker setup working on construction tasks showed that MirrorTablet improved task completion time and had positive effects on participants’ perceived workload when working with unfamiliar tasks compared to using a common sketch-only interface. In addition, qualitative feedback yielded design considerations on hand visualization for mobile device remote collaboration on physical tasks.
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12.
  • Le, Khanh Duy, 1989 (författare)
  • Towards Enhancing Awareness in Designing Collaborative Computing Systems
  • 2017
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Awareness is critical to the success of collaborative activities. User awareness (from here on: awareness) is a system’s capacity to provide comprehensible and appropriate communication cues from one user to the other users of the same system. In collaborative computing systems, awareness does not only address the needs of individual users; it can also improve mutual understanding and collaboration (resp. coordination). While advances in computing technology have transformed the way we communicate, work, and collaborate; off-the-shelf solutions and form-factors can also imply unexpected benefits and challenges related to awareness. This licentiate thesis [[1]] builds upon four papers; each investigating such benefits and challenges. Besides addressing off-the-shelf solutions, the thesis also proposes novel interaction techniques aiming to improve the usability of collaborative systems. The thesis starts out with an overview of awareness in collaborative systems, then briefly examines how awareness has been supported within four specific areas: tabletop computing, social network, creative problem-solving, and haptic feedback. These are also the areas of the projects reported in the central parts of the thesis. Based on literature, we briefly describe the contribution of our respective works to the area. This should both motivate each of the papers and demonstrate how each paper adds to the state-of-the-art.The first paper (P1) investigates a concept making tabletop systems aware of users’ leaning postures to better support them in their tasks. In the second paper (P2), we designed and developed a social-network based photo-recommendation tool that is aware of user context to support reminiscing activities, which are beneficial to reinforcing relationships between people. In the third paper (P3), we examine different aspects that influence group awareness in remote collaboration regarding the abilities and challenges that standard mobile devices have in supporting creative problem solving in a remote setting. The fourth paper (P4) reports on a new interaction technique allowing users to employ their finger movements to intuitively define tactile feedback for visual contents in tabletop applications, serving as a contribution towards making tactile-feedback awareness more integral to computing systems. The thesis rounds off by presenting research questions derived from the papers and offers an outlook to future works I am planning for the next steps towards my doctoral thesis. [1] The licentiate thesis corresponds to a qualification examination, carried out after two years of PhD-studies.
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13.
  • Le, Khanh Duy, 1989, et al. (författare)
  • Towards Leaning Aware Interaction with Multi-touch Tabletops
  • 2016
  • Ingår i: 9th Nordic Conference on Human-Computer Interaction, NordiCHI 2016, Gothenburg, Sweden, 23-27 October 2016. - New York, NY, USA : ACM. - 9781450347631 ; 23-27-October-2016
  • Konferensbidrag (refereegranskat)abstract
    • Interactive tabletops allow direct touch manipulation and recognizing simultaneous touch events. Users sometimes lean on the touch surface creating unintended touch input. Our work demonstrates how this unintended input can be employed to enhance interaction. In a study we develop a posture set organized into four classes. We present a vision-based machine-learning algorithm using an active shape model to recognize the classes. The algorithm categorizes lean gestures into one of the classes for interaction purposes. In a second study, we evaluate the model and propose interaction scenarios that use lean detection.
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14.
  • Le, Khanh Duy, 1989, et al. (författare)
  • Ubitile: A Finger-Worn I/O Device for Tabletop Vibrotactile Pattern Authoring
  • 2016
  • Ingår i: 9th Nordic Conference on Human-Computer Interaction, NordiCHI 2016, Gothenburg, Sweden, 23-27 October 2016. - New York, NY, USA : ACM. - 9781450347631 ; 23-27-October-2016, s. 4-
  • Konferensbidrag (refereegranskat)abstract
    • While most mobile platforms offer motion sensing as input for creating tactile feedback, it is still hard to design such feedback patterns while the screen becomes larger, e.g. tabletop surfaces. This demonstration presents Ubitile, a finger-worn concept offering both motion sensing and vibration feedback for authoring of vibrotactile feedback on tabletops. We suggest the mid-air motion input space made accessible using Ubitile outperforms current GUI-based visual input techniques for designing tactile feedback. Additionally Ubitile offers a hands-free input space for the tactile output. Ubitile integrates both input and output spaces within a single wearable interface, jointly affording spatial authoring/editing and active tactile feedback on- and above- tabletops.
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15.
  • Le, Khanh-Duy, et al. (författare)
  • VRQUEST: Designing and Evaluating a Virtual Reality System for Factory Training
  • 2021
  • Ingår i: HUMAN-COMPUTER INTERACTION, INTERACT 2021, PT V. - Cham : SPRINGER INTERNATIONAL PUBLISHING AG. - 9783030856076 - 9783030856069 ; , s. 300-305
  • Konferensbidrag (refereegranskat)abstract
    • Training is vital in factories to ensure the quality of workers technical expertise but can be costly due to various physicality constrains. The emergence of virtual reality (VR) opens the opportunities to address this issue by providing affordable solutions where workers can freely learn by doing without compromising safety or risking damage. This paper presents an industrial research project carried out in a company, focusing on designing and evaluating a VR application for training a procedural task in factories. Insights from the evaluation suggest multiple design considerations that need to be taken into account in designing future VR interfaces for factory training in the company.
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16.
  • Le, Khanh Duy, 1989, et al. (författare)
  • VXSlate: Combining head movement and mobile touch for large virtual display interaction
  • 2021
  • Ingår i: Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021. ; , s. 528-529
  • Konferensbidrag (refereegranskat)abstract
    • Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays, using compact setups. However, interacting with large virtual displays using existing interaction techniques might cause fatigue, especially for precise manipulations, due to the lack of physical surfaces. We designed VXSlate, an interaction technique that uses a large virtual display, as an expansion of a tablet. VXSlate combines a user's head movements, as tracked by the VR headset, and touch interaction on the tablet. The user's head movements position both a virtual representation of the tablet and of the user's hand on the large virtual display. The user's multi-touch interactions perform finely-tuned content manipulations.
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17.
  • Le, Khanh Duy, 1989, et al. (författare)
  • VXSlate: Exploring Combination of Head Movements and Mobile Touch for Large Virtual Display Interaction
  • 2021
  • Ingår i: DIS 2021 - Proceedings of the 2021 ACM Designing Interactive Systems Conference: Nowhere and Everywhere. - New York, NY, USA : ACM. ; , s. 283-297
  • Konferensbidrag (refereegranskat)abstract
    • Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays using compact and portable devices. However, interacting with such large virtual displays using existing interaction techniques might cause fatigue, especially for precise manipulation tasks, due to the lack of physical surfaces. To deal with this issue, we explored the design of VXSlate, an interaction technique that uses a large virtual display as an expansion of a tablet. We combined a user's head movements as tracked by the VR headset, and touch interaction on the tablet. Using VXSlate, a user head movements positions a virtual representation of the tablet together with the user's hand, on the large virtual display. This allows the user to perform fine-tuned multi-touch content manipulations. In a user study with seventeen participants, we investigated the effects of VXSlate on users in problem-solving tasks involving content manipulations at different levels of difficulty, such as translation, rotation, scaling, and sketching. As a baseline for comparison, off-the-shelf touch-controller interactions were used. Overall, VXSlate allowed participants to complete the task with completion times and accuracy that are comparable to touch-controller interactions. After an interval of use, VXSlate significantly reduced users' time to perform scaling tasks in content manipulations, as well as reducing perceived effort. We reflected on the advantages and disadvantages of VXSlate in content manipulation on large virtual displays and explored further applications within the VXSlate design space.
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18.
  • Nguyen, V.-T., et al. (författare)
  • NowAndThen: a Social Network-based Photo Recommendation Tool Supporting Reminiscence
  • 2016
  • Ingår i: Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia. - New York, NY, USA : ACM. - 9781450348607 ; , s. 159-168
  • Konferensbidrag (refereegranskat)abstract
    • People frequently post their photos on social network sites (e.g. Facebook, Instagram) as a way to share memorable moments, emotions, or locations visited. While sharing photos with the same subjects as past photos could lead to user reminiscence and potentially create valuable benefits, existing products still cannot support this adequately. Based on a survey on user habits in sharing and revisiting photos on social network sites, we propose NowAndThen, a photo recommendation concept and tool that assists reminiscence when sharing photos on social network sites. By combining visual features of the photos and associated tags, a prototype we developed can recommend old photos that have common subjects with the user’s current photos of interest. Our study with the prototype shows that this approach can help users positively revive past memories and connections with their friends. In addition, our results include various design insights and implications for future reminiscence-support systems.
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