Publications

Cybersickness Prediction using Machine Learning

Published in IEEE Games, Entertainment, Media Conference (GEM), 2018

This paper is about predicting cybersickness with a machine-learning approach.

Recommended citation: Jin, W., Fan, J., Gromala, D. & Pasquier, P. Automatic Prediction of Cybersickness for Virtual Reality Games. in 2018 IEEE Games, Entertainment, Media Conference (GEM) 1–9 (IEEE, 2018). doi:10.1109/GEM.2018.8516469

Visualization to Support Doctors’ Shared Decision-Making on Antibiotic Prescription

Published in 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing (CSCW), 2017

This paper is about the design of an asynchronous collaborative visualization to mimic the actual collaboration scenarios in clinical settings.

Recommended citation: Jin, W., Neustaedter, C., Gromala, D. & Tong, X. A Collaborative Visualization Tool to Support Doctors’ Shared Decision-Making on Antibiotic Prescription. in CSCW ’17 Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing 211–214 (ACM, 2017). doi:10.1145/3022198.3026311

AS IF, an Empathy Game for Chronic Pain

Published in CHI EA ’16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2015

This paper is about the design of a body-sensing game that fosters empathy for Chronic Pain sufferers.

Recommended citation: Jin, W., Ulas, S. & Tong, X. AS IF: A Game As an Empathy Tool for Experiencing the Activity Limitations of Chronic Pain Patients. in CHI EA ’16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems 172–175 (ACM, 2016). doi:10.1145/2851581.2890369

Serious game for serious disease: Diminishing stigma of depression via game experience

Published in 2015 IEEE Games Entertainment Media Conference (GEM), 2015

This paper is about the design of a 2D video game to fight against the stigma of depression.

Recommended citation: Jin, W., Gromala, D. & Tong, X. Serious game for serious disease: Diminishing stigma of depression via game experience. in 2015 IEEE Games Entertainment Media Conference (GEM) 1–2 (2015). doi:10.1109/GEM.2015.7377256