2 citations · 4 across the 5 of their papers we have counts for
6 papers
It Depends: Re_Authoring Play Through Clinical Reasoning in Wearable AR Rehab Games
Binyan Xu, Wei Wu, Soonhyeon Kweon +2
Augmented reality games hold promise for rehabilitation, yet most remain confined to laboratory studies with limited clinical uptake. Recent advances in spatial computing, especial…
Reimagining Wearable AR Gesture Design: Physical Therapy Reasoning in Everyday Contexts
Wei Wu, Binyan Xu, Soonhyeon Kweon +3
Lightweight augmented reality (AR) glasses are increasingly entering everyday use, extending interaction design beyond short, isolated sessions. However, most existing gesture voca…
Integrating Artificial Intelligence as Assistive Technology for Older Adult Gamers: A Pilot Study
Yichi Zhang, Brandon Lyman, Celia Pearce +4
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, a…
Supporting Aging Well through Accessible Digital Games: The Supplemental Role of AI in Game Design for Older Adults
Brandon Lyman, Yichi Zhang, Celia Pearce +4
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-b…
Designing VR Simulation System for Clinical Communication Training with LLMs-Based Embodied Conversational Agents
Xiuqi Tommy Zhu, Heidi Cheerman, Minxin Cheng +3
VR simulation in Health Professions (HP) education demonstrates huge potential, but fixed learning content with little customization limits its application beyond lab environments.…
Exploring Eye Tracking to Detect Cognitive Load in Complex Virtual Reality Training
Mahsa Nasri, Mehmet Kosa, Leanne Chukoskie +2
Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such…