Name
Affiliation
Papers
CHEE SIANG ANG
School of Engineering and Digital Arts, University of Kent at Canterbury, United Kingdom
53
Collaborators
Citations 
PageRank 
119
281
30.47
Referers 
Referees 
References 
810
1068
424
Search Limit
1001000
Title
Citations
PageRank
Year
Keep the VRhythm going: A musician-centred study investigating how Virtual Reality can support creative musical practice00.342022
Investigation of a Web-Based Explainable AI Screening for Prolonged Grief Disorder00.342022
"Now i can see me" designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns00.342022
An EMG-based Eating Behaviour Monitoring system with haptic feedback to promote mindful eating00.342022
A Crowdsourcing Semi-Automatic Image Segmentation Platform For Cell Biology00.342021
Living Memory Home: Understanding Continuing Bond in the Digital Age through Backstage Grieving00.342021
Snapappy: A Positive Psychology Intervention Using Smartphone Photography To Improve Emotional Well-Being00.342021
VREED: Virtual Reality Emotion Recognition Dataset Using Eye Tracking & Physiological Measures.00.342021
A Reflection On Virtual Reality Design For Psychological, Cognitive And Behavioral Interventions: Design Needs, Opportunities And Challenges00.342021
VR Rehearse & Perform - A platform for rehearsing in Virtual Reality00.342021
An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence00.342020
Bring the Outside In - Providing Accessible Experiences Through VR for People with Dementia in Locked Psychiatric Hospitals.00.342019
Exploring the Touch and Motion Features in Game-Based Cognitive Assessments20.452019
Fully Portable And Wireless Universal Brain-Machine Interfaces Enabled By Flexible Scalp Electronics And Deep Learning Algorithm00.342019
Deep learning analysis of mobile physiological, environmental and location sensor data for emotion detection.90.502019
A Channel Selection Approach Based on Convolutional Neural Network for Multi-channel EEG Motor Imagery Decoding10.352019
A Scoping Review Exploring the Feasibility of Virtual Reality Technology Use with Individuals Living with Dementia.00.342018
Can the crowd tell how I feel? Trait empathy and ethnic background in a visual pain judgment task.00.342018
Efficient Channel Selection Approach for Motor Imaginary Classification based on Convolutional Neural Network00.342018
Swallowing Detection For Game Control: Using Skin-Like Electronics To Support People With Dysphagia00.342017
Designing A Ubiquitous Sensor-Based Platform To Facilitate Learning For Young Children In Thailand00.342017
How Real Is Unreal? Virtual Reality And The Impact Of Visual Imagery On The Experience Of Exercise-Induced Pain00.342017
NotiMind: Utilizing Responses to Smart Phone Notifications as Affective sensors.40.452017
Show Me You Care: Trait Empathy, Linguistic Style, and Mimicry on Facebook.20.382017
Understanding tablet computer usage among primary school students in underdeveloped areas: Students' technology experience, learning styles and attitudes.20.432016
Social and linguistic behavior and its correlation to trait empathy.00.342016
Cue Now, Reflect Later: A Study Of Delayed Reflection Of Diary Events00.342015
Learning IoT without the \"I\"- Educational Internet of Things in a Developing Context20.402015
Exploring Socioeconomic And Sociocultural Implications Of Ict Use: An Ethnographic Study Of Indigenous People In Malaysia00.342015
Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices30.402015
Recreating living experiences from past memories through virtual worlds for people with dementia120.792014
Exploring the potential of virtual worlds in engaging older people and supporting healthy aging80.642014
Squeeze the moment: denoting diary events by squeezing30.392014
Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games.60.502013
Data in the wild: some reflections30.412013
Effects of gesture-based avatar-mediated communication on brainstorming and negotiation tasks among younger users20.542013
Exhibiting Emotion: Capturing Visitors' Emotional Responses to Museum Artefacts.20.412013
Large-scale analysis of self-disclosure patterns among online social networks users: a Russian context120.592012
Characteristics and usage patterns of older people in a 3D online multi-user virtual environment40.402012
Age differences in the perception of social presence in the use of 3D virtual world for social interaction100.582012
A case study analysis of a constructionist knowledge building community with activity theory20.402011
Designing for the user experience of sociability in massively multiplayer online games20.432011
Social Roles In An Online Support Community For Older People120.552011
Interaction networks and patterns of guild community in massively multiplayer online games.100.642011
A comparison of empathic communication pattern for teenagers and older people in online support communities50.712011
Computer Games And Sociocultural Play: An Activity Theoretical Perspective50.562010
Simulating Social Networks of Online Communities: Simulation as a Method for Sociability Design30.412009
Social Learning In Mmog: An Activity Theoretical Perspective40.532008
HCI issues in computer games61.172007
A model of cognitive loads in massively multiplayer online role playing games412.212007
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