Chek Tien Tan

Orcid: 0000-0002-1023-8819

According to our database1, Chek Tien Tan authored at least 49 papers between 2007 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform.
Proc. ACM Hum. Comput. Interact., 2023

Exploring Team-based Classroom Experiences in Virtual Reality.
Proceedings of the IEEE International Conference on Teaching, 2023

SynthDa: Exploiting Existing Real-World Data for Usable and Accessible Synthetic Data Generation.
Proceedings of the SIGGRAPH Asia 2023 Technical Communications, 2023

Exploring Domain Randomization's Effect on Synthetic Data for Activity Detection.
Proceedings of the IEEE International Conference on Metaverse Computing, 2023

2022
Towards a HOI application for digital home assistants.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

SynDa: A Novel Synthetic Data Generation Pipeline for Activity Recognition.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

Understanding User Experiences Across VR Walking-in-place Locomotion Methods.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2020
Immersive Virtual Reality Training of Bioreactor Operations.
Proceedings of the IEEE International Conference on Teaching, 2020

2019
Mobile Application for Crowdsourced Gamification of Automated External Defibrillator (AED) Locations.
Proceedings of the 4th International Workshop on Multimedia for Personal Health & Health Care, 2019

GameLight - Gamification of the Outdoor Cycling Experience.
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019

2017
An initial understanding of how game users explore virtual environments.
Entertain. Comput., 2017

13 Game Lenses for Designing Diverse Interactive Jogging Systems.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
A safe low-cost HMD for underwater VR experiences.
Proceedings of the SIGGRAPH ASIA 2016, Macao, December 5-8, 2016, 2016

Understanding players' map exploration styles.
Proceedings of the Australasian Computer Science Week Multiconference, 2016

2015
JoggAR: a mixed-modality AR approach for technology-augmented jogging.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

Towards Personalized Interfaces for Mobile Applications Using a Natural Text-Based Interaction.
Proceedings of the HCI International 2015 - Posters' Extended Abstracts, 2015

Tool Design Jam: Designing tools for Games User Research.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Exploring Gameplay Experiences on the Oculus Rift.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Speech invaders & yak-man: retrogames for speech therapy.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

Retrogaming as visual feedback for speech therapy.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

Assessing the Kinect's Capabilities to Perform a Time-Based Clinical Test for Fall Risk Assessment in Older People.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Inferring Player Experiences Using Facial Expressions Analysis.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

A Scouting Strategy for Real-Time Strategy Games.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

A game to crowdsource data for affective computing.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Initial perceptions of a casual game to crowdsource facial expressions in the wild.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Automated terrain analysis in real-time strategy games.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

BeFaced: a casual game to crowdsource facial expressions in the wild.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Combining think-aloud and physiological data to understand video game experiences.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

CopyMe: a portable real-time feedback expression recognition game for children.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

CopyMe: an emotional development game for children.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Step kinnection: a hybrid clinical test for fall risk assessment in older adults.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Towards Personalised Gaming via Facial Expression Recognition.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

The Role of Emotions in Art Evaluation.
Proceedings of the Interactive Experience in the Digital Age, Evaluating New Art Practice, 2014

2013
BeFaced: a game for crowdsourcing facial expressions.
Proceedings of the SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications, 2013

Crowdsourcing facial expressions using popular gameplay.
Proceedings of the SIGGRAPH Asia 2013, 2013

Can you CopyMe?: an expression mimicking serious game.
Proceedings of the SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications, 2013

sPeAK-MAN: towards popular gameplay for speech therapy.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Towards a MOOC game.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

2012
Towards an expression recognition game to assist the emotional development of children with autism spectrum disorders.
Proceedings of the Workshop at SIGGRAPH Asia, 2012

A feasibility study in using facial expressions analysis to evaluate player experiences.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Personalised gaming: a motivation and overview of literature.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Visual feedback of acoustic data for speech therapy: model and design parameters.
Proceedings of the Audio Mostly 2012, 2012

2011
Tactical Agent Personality.
Int. J. Comput. Games Technol., 2011

Towards a Non-Disruptive, Practical and Objective Automated Playtesting Process.
Proceedings of the Artificial Intelligence in the Game Design Process, 2011

2010
An Automated Model-Based Adaptive Architecture in Modern Games.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
A combined tactical and strategic hierarchical learning framework in multi-agent games.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
Personality-based Adaptation for Teamwork in Game Agents.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007


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