Yun Suen Pai

According to our database1, Yun Suen Pai authored at least 68 papers between 2016 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
RadarHand: A Wrist-Worn Radar for On-Skin Touch-Based Proprioceptive Gestures.
ACM Trans. Comput. Hum. Interact., April, 2024

2023
The Empathic Metaverse: An Assistive Bioresponsive Platform For Emotional Experience Sharing.
CoRR, 2023

VRdoGraphy: An Empathic VR Photography Experience.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

OwnDiffusion: A Design Pipeline Using Design Generative AI to preserve Sense Of Ownership.
Proceedings of the SIGGRAPH Asia 2023 Posters, 2023

asmVR: Enhancing ASMR Tingles with Multimodal Triggers Based on Virtual Reality.
Proceedings of the SIGGRAPH Asia 2023 XR, 2023

asmVR: VR-Based ASMR Experience with Multimodal Triggers for Mental Well-Being.
Proceedings of the SIGGRAPH Asia 2023 Posters, 2023

FoodMorph: Changing Food Appearance Towards Less Unhealthy Food Intake.
Proceedings of the SIGGRAPH Asia 2023 Posters, 2023

Heightened Empathy: A Multi-user Interactive Experience in a Bioresponsive Virtual Reality.
Proceedings of the ACM SIGGRAPH 2023 Immersive Pavilion, 2023

Project Corvus: A Virtual Reality Horror Tool for Improving Self-Efficacy.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2023

Virtual Journalist: Measuring and Inducing Cultural Empathy by Visualizing Empathic Perspectives in VR.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2023

Dementia Eyes: Co-Design and Evaluation of a Dementia Education Augmented Reality Experience for Medical Workers.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
NapWell: An EOG-based Sleep Assistant Exploring the Effects of Virtual Reality on Sleep Onset.
Virtual Real., 2022

Frisson Waves: Exploring Automatic Detection, Triggering and Sharing of Aesthetic Chills in Music Performances.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2022

Total VREcall: Using Biosignals to Recognize Emotional Autobiographical Memory in Virtual Reality.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2022

Seeing our Blind Spots: Smart Glasses-based Simulation to Increase Design Students' Awareness of Visual Impairment.
Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022

SpiceWare: Simulating Spice Using Thermally Adjustable Dinnerware to Bridge Cultural Gaps.
Proceedings of the Adjunct Publication of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022

Inner self drawing machine.
Proceedings of the SIGGRAPH Asia 2022 Art Gallery, 2022

It's Me: VR-based Journaling for Improved Cognitive Self-Regulation.
Proceedings of the SIGGRAPH Asia 2022 Posters, 2022

Transcendental Avatar: Experiencing Bioresponsive Avatar of the Self for Improved Cognition.
Proceedings of the SIGGRAPH Asia 2022 XR, Daegu, Republic of Korea, December 6-9, 2022, 2022

GazeSync: Eye Movement Transfer Using an Optical Eye Tracker and Monochrome Liquid Crystal Displays.
Proceedings of the IUI 2022: 27th International Conference on Intelligent User Interfaces, Helsinki, Finland, March 22 - 25, 2022, 2022

PSCVR: Physiological Sensing in Collaborative Virtual Reality.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

Investigating the Relation Between Gender Expression of Mixed Reality Avatars and Sexuality of Male Users.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

Furekit: Wearable Tactile Music Toolkit for Children with ASD.
Proceedings of the Haptics: Science, Technology, Applications, 2022

PhysioSense Controller: Self-Actuating Button Based on Player Physiology for Improved Avatar Control.
Proceedings of the ICAT-EGVE 2022 - Posters and Demos, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30, 2022

asmVR: Light Triggers in Virtual Reality to Induce ASMR.
Proceedings of the ICAT-EGVE 2022 - Posters and Demos, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30, 2022

HumanCopter: Wearable Drone System for Remote Multi-Directional Teleoperation.
Proceedings of the ICAT-EGVE 2022 - Posters and Demos, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30, 2022

RaITIn: Radar-Based Identification for Tangible Interactions.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
KinVoices: Using Voices of Friends and Family in Voice Interfaces.
Proc. ACM Hum. Comput. Interact., 2021

Dementia Eyes: Perceiving Dementia with Augmented Reality.
Proceedings of the SA '21: SIGGRAPH Asia 2021 Extended Reality Program, Tokyo, Japan, December 14, 2021

ARMixer: Live Stage Monitor Mixing through Gestural Interaction in Augmented Reality.
Proceedings of the SIGGRAPH Asia 2021 Posters, Tokyo, Japan, December 14-17, 2021., 2021

Frisson Waves: Sharing Frisson to Create Collective Empathetic Experiences for Music Performances.
Proceedings of the SA '21: SIGGRAPH Asia 2021 Emerging Technologies, Tokyo, Japan, December 14, 2021

VRTwitch: Enabling Micro-motions in VR with Radar Sensing.
Proceedings of the SIGGRAPH Asia 2021 Posters, Tokyo, Japan, December 14-17, 2021., 2021

WizardOfVR: An Emotion-Adaptive Virtual Wizard Experience.
Proceedings of the SA '21: SIGGRAPH Asia 2021 Extended Reality Program, Tokyo, Japan, December 14, 2021

VR-Wizard: Towards an Emotion-Adaptive Experience in VR.
Proceedings of the SIGGRAPH Asia 2021 Posters, Tokyo, Japan, December 14-17, 2021., 2021

BridgedReality: A Toolkit Connecting Physical and Virtual Spaces through Live Holographic Point Cloud Interaction.
Proceedings of the SIGGRAPH Asia 2021 Posters, Tokyo, Japan, December 14-17, 2021., 2021

Towards Understanding Physiological Responses to Emotional Autobiographical Memory Recall in Mobile VR Scenarios.
Proceedings of the MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction, Extented Abstracts, Toulouse & Virtual Event, France, 27 September 2021, 2021

Jammify: Interactive Multi-sensory System for Digital Art Jamming.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Comado: Communication System for Ambient Connection between Distance Locations.
Proceedings of the IEEE World Haptics Conference, 2021

Tactile Music Toolkit: Supporting Communication for Autistic Children with Audio Feedback.
Proceedings of the IEEE World Haptics Conference, 2021

Frisson Waves: Sharing Frisson to Create Collective Empathetic Experiences for Music Performances.
Proceedings of the IEEE World Haptics Conference, 2021

Adapting Fitts' Law and N-Back to Assess Hand Proprioception.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
AffectivelyVR: Towards VR Personalized Emotion Recognition.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

Multiplex Vision: Understanding Information Transfer and F-Formation With Extended 2-Way FOV.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

NeuralDrum: Perceiving Brain Synchronicity in XR Drumming.
Proceedings of the SA '20: SIGGRAPH Asia 2020 Technical Communications, 2020

FingerFlex: Shape Memory Alloy-based Actuation on Fingers for Kinesthetic Haptic Feedback.
Proceedings of the MUM 2020: 19th International Conference on Mobile and Ubiquitous Multimedia, 2020

MazeRunVR: An Open Benchmark for VR Locomotion Performance, Preference and Sickness in the Wild.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

OmniView: An Exploratory Study of 360 Degree Vision using Dynamic Distortion based on Direction of Interest.
Proceedings of the Augmented Humans International Conference, 2020

2019
Assessing hands-free interactions for VR using eye gaze and electromyography.
Virtual Real., 2019

PanoFlex: Adaptive Panoramic Vision to Accommodate 360° Field-of-View for Humans.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

In AI We Trust: Investigating the Relationship between Biosignals, Trust and Cognitive Load in VR.
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019

HyperDrum: Interactive Synchronous Drumming in Virtual Reality using Everyday Objects.
Proceedings of the SIGGRAPH Asia 2019 Extended Reality Program, 2019

ShareHaptics: a modular haptic feedback system using shape memory alloy for mixed reality shared space applications.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Private Reader: Using Eye Tracking to Improve Reading Privacy in Public Spaces.
Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services, 2019

2018
Virtual gaze: exploring use of gaze as rich interaction method with virtual agent in interactive virtual reality content.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

Make-a-face: a hands-free, non-intrusive device for tongue/mouth/cheek input using EMG.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Pinchmove: improved accuracy of user mobility for near-field navigation in virtual environments.
Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2018

UbiTrain: Leveraging the Physical and Virtual Environment for Ubiquitous Sports Training.
Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers, 2018

Anyorbit: orbital navigation in virtual environments with eye-tracking.
Proceedings of the 2018 ACM Symposium on Eye Tracking Research & Applications, 2018

2017
CleaVR: collaborative layout evaluation and assessment in virtual reality.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

GazeSphere: navigating 360-degree-video environments in VR using head rotation and eye gaze.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Armswing: using arm swings for accessible and immersive navigation in AR/VR spaces.
Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, 2017

face2faceVR: using AR to assist VR in ubiquitous environment usage.
Proceedings of the Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 2017

IN360: A 360-Degree-Video Platform to Change Students Preconceived Notions on Their Career.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Transparent Reality: Using Eye Gaze Focus Depth as Interaction Modality.
Proceedings of the 29th Annual Symposium on User Interface Software and Technology, 2016

Physiological Signal-Driven Virtual Reality in Social Spaces.
Proceedings of the 29th Annual Symposium on User Interface Software and Technology, 2016

AnyOrbit: Fluid 6DOF Spatial Navigation of Virtual Environments using Orbital Motion.
Proceedings of the 2016 Symposium on Spatial User Interaction, 2016

GazeSim: simulating foveated rendering using depth in eye gaze for VR.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016


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