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Vuthea Chheang

Publications and source records attributed to Vuthea Chheang.

11 recordsLinked to original sources

Towards Extended Reality Intelligence for Monitoring and Predicting Patient Readmission Risks

Hospital readmissions remain a challenge for healthcare systems, especially among patients with chronic conditions such as diabetes. Unplanned readmissions within 30 days are costly, strain hospital resources, and can indicate poor care coordination or discharge planning. In this work, we explore the use of machine learning to predict readmission risk for diabetic inpatients and propose a mixed reality (MR) to provide effective visualization and insights. We trained an XGBoost classifier after data cleaning, encoding, and feature engineering. The model achieved an Area Under the Receiver Operating characteristic Curve (AUROC) of 0.72 and an Area Under the Precision-Recall Curve (AUPRC) of 0.11. Key predictive factors included prior inpatient visits, discharge disposition, and glycemic control indicators such as A1C (blood sugar test) results and medication adjustments. Additionally, we developed an MR prototype that visualize patient records and predictions containing risk level, major contributing factors, and a concise summary of care. Together, the predictive model and the MR interface aim to improve clinician awareness and communication around readmission risk in real-time clinical settings.

cs.HC

Nevis Digital Twin: Photogrammetry and Immersive Visualization of Historical Sites

In this work, we present a multimodal data acquisition workflow for the digital preservation and virtual reconstruction of at-risk historical sites in the island of Nevis. Facing threats from coastal erosion, rising sea levels, and aggressive vegetation, the archaeological heritage of Nevis requires documentation strategies that bridge the gap between high-cost professional surveying and consumer accessibility. Experimental test compared acquisition variables, specifically camera height (1m vs. 3m) and operator trajectory against high-resolution control data. Moreover, we explore the virtual reconstruction between mesh reconstruction and 3D gaussian splatting to serve as different modalities for documentation. The resulting data is fused into immersive virtual reality (VR) environments, offering a scalable, non-proprietary model for democratizing digital heritage in the Caribbean.

cs.HC

Exploring Bichronous Collaboration in Virtual Environments

Virtual environments (VEs) empower geographically distributed teams to collaborate on a shared project regardless of time. Existing research has separately investigated collaborations within these VEs at the same time (i.e., synchronous) or different times (i.e., asynchronous). In this work, we highlight the often-overlooked concept of bichronous collaboration and define it as the seamless integration of archived information during a real-time collaborative session. We revisit the time-space matrix of computer-supported cooperative work (CSCW) and reclassify the time dimension as a continuum. We describe a system that empowers collaboration across the temporal states of the time continuum within a VE during remote work. We conducted a user study using the system to discover how the bichronous temporal state impacts the user experience during a collaborative inspection. Findings indicate that the bichronous temporal state is beneficial to collaborative activities for information processing, but has drawbacks such as changed interaction and positioning behaviors in the VE.

cs.HC

Investigating the Influence of Playback Interactivity during Guided Tours for Asynchronous Collaboration in Virtual Reality

Collaborative virtual environments allow workers to contribute to team projects across space and time. While much research has closely examined the problem of working in different spaces at the same time, few have investigated the best practices for collaborating in those spaces at different times aside from textual and auditory annotations. We designed a system that allows experts to record a tour inside a virtual inspection space, preserving knowledge and providing later observers with insights through a 3D playback of the expert's inspection. We also created several interactions to ensure that observers are tracking the tour and remaining engaged. We conducted a user study to evaluate the influence of these interactions on an observing user's information recall and user experience. Findings indicate that independent viewpoint control during a tour enhances the user experience compared to fully passive playback and that additional interactivity can improve auditory and spatial recall of key information conveyed during the tour.

cs.HC

Enabling Additive Manufacturing Part Inspection of Digital Twins via Collaborative Virtual Reality

Digital twins (DTs) are an emerging capability in additive manufacturing (AM), set to revolutionize design optimization, inspection, in situ monitoring, and root cause analysis. AM DTs typically incorporate multimodal data streams, ranging from machine toolpaths and in-process imaging to X-ray CT scans and performance metrics. Despite the evolution of DT platforms, challenges remain in effectively inspecting them for actionable insights, either individually or in a multidisciplinary team setting. Quality assurance, manufacturing departments, pilot labs, and plant operations must collaborate closely to reliably produce parts at scale. This is particularly crucial in AM where complex structures require a collaborative and multidisciplinary approach. Additionally, the large-scale data originating from different modalities and their inherent 3D nature pose significant hurdles for traditional 2D desktop-based inspection methods. To address these challenges and increase the value proposition of DTs, we introduce a novel virtual reality (VR) framework to facilitate collaborative and real-time inspection of DTs in AM. This framework includes advanced features for intuitive alignment and visualization of multimodal data, visual occlusion management, streaming large-scale volumetric data, and collaborative tools, substantially improving the inspection of AM components and processes to fully exploit the potential of DTs in AM.

cs.HC

A Virtual Environment for Collaborative Inspection in Additive Manufacturing

Additive manufacturing (AM) techniques have been used to enhance the design and fabrication of complex components for various applications in the medical, aerospace, energy, and consumer products industries. A defining feature for many AM parts is the complex internal geometry enabled by the printing process. However, inspecting these internal structures requires volumetric imaging, i.e., X-ray CT, leading to the well-known challenge of visualizing complex 3D geometries using 2D desktop interfaces. Furthermore, existing tools are limited to single-user systems making it difficult to jointly discuss or share findings with a larger team, i.e., the designers, manufacturing experts, and evaluation team. In this work, we present a collaborative virtual reality (VR) for the exploration and inspection of AM parts. Geographically separated experts can virtually inspect and jointly discuss data. It also supports VR and non-VR users, who can be spectators in the VR environment. Various features for data exploration and inspection are developed and enhanced via real-time synchronization. We followed usability and interface verification guidelines using Nielsen's heuristics approach. Furthermore, we conducted exploratory and semi-structured interviews with domain experts to collect qualitative feedback. Results reveal potential benefits, applicability, and current limitations. The proposed collaborative VR environment provides a new basis and opens new research directions for virtual inspection and team collaboration in AM settings.

cs.HC

Towards Anatomy Education with Generative AI-based Virtual Assistants in Immersive Virtual Reality Environments

Virtual reality (VR) and interactive 3D visualization systems have enhanced educational experiences and environments, particularly in complicated subjects such as anatomy education. VR-based systems surpass the potential limitations of traditional training approaches in facilitating interactive engagement among students. However, research on embodied virtual assistants that leverage generative artificial intelligence (AI) and verbal communication in the anatomy education context is underrepresented. In this work, we introduce a VR environment with a generative AI-embodied virtual assistant to support participants in responding to varying cognitive complexity anatomy questions and enable verbal communication. We assessed the technical efficacy and usability of the proposed environment in a pilot user study with 16 participants. We conducted a within-subject design for virtual assistant configuration (avatar- and screen-based), with two levels of cognitive complexity (knowledge- and analysis-based). The results reveal a significant difference in the scores obtained from knowledge- and analysis-based questions in relation to avatar configuration. Moreover, results provide insights into usability, cognitive task load, and the sense of presence in the proposed virtual assistant configurations. Our environment and results of the pilot study offer potential benefits and future research directions beyond medical education, using generative AI and embodied virtual agents as customized virtual conversational assistants.

cs.HC

MMASD: A Multimodal Dataset for Autism Intervention Analysis

Autism spectrum disorder (ASD) is a developmental disorder characterized by significant social communication impairments and difficulties perceiving and presenting communication cues. Machine learning techniques have been broadly adopted to facilitate autism studies and assessments. However, computational models are primarily concentrated on specific analysis and validated on private datasets in the autism community, which limits comparisons across models due to privacy-preserving data sharing complications. This work presents a novel privacy-preserving open-source dataset, MMASD as a MultiModal ASD benchmark dataset, collected from play therapy interventions of children with Autism. MMASD includes data from 32 children with ASD, and 1,315 data samples segmented from over 100 hours of intervention recordings. To promote public access, each data sample consists of four privacy-preserving modalities of data; some of which are derived from original videos: (1) optical flow, (2) 2D skeleton, (3) 3D skeleton, and (4) clinician ASD evaluation scores of children, e.g., ADOS scores. MMASD aims to assist researchers and therapists in understanding children's cognitive status, monitoring their progress during therapy, and customizing the treatment plan accordingly. It also has inspiration for downstream tasks such as action quality assessment and interpersonal synchrony estimation. MMASD dataset can be easily accessed at https://github.com/Li-Jicheng/MMASD-A-Multimodal-Dataset-for-Autism-Intervention-Analysis.

cs.CV

Immersive Virtual Reality and Robotics for Upper Extremity Rehabilitation

Stroke patients often experience upper limb impairments that restrict their mobility and daily activities. Physical therapy (PT) is the most effective method to improve impairments, but low patient adherence and participation in PT exercises pose significant challenges. To overcome these barriers, a combination of virtual reality (VR) and robotics in PT is promising. However, few systems effectively integrate VR with robotics, especially for upper limb rehabilitation. This work introduces a new virtual rehabilitation solution that combines VR with robotics and a wearable sensor to analyze elbow joint movements. The framework also enhances the capabilities of a traditional robotic device (KinArm) used for motor dysfunction assessment and rehabilitation. A pilot user study (n = 16) was conducted to evaluate the effectiveness and usability of the proposed VR framework. We used a two-way repeated measures experimental design where participants performed two tasks (Circle and Diamond) with two conditions (VR and VR KinArm). We observed no significant differences in the main effect of conditions for task completion time. However, there were significant differences in both the normalized number of mistakes and recorded elbow joint angles (captured as resistance change values from the wearable sleeve sensor) between the Circle and Diamond tasks. Additionally, we report the system usability, task load, and presence in the proposed VR framework. This system demonstrates the potential advantages of an immersive, multi-sensory approach and provides future avenues for research in developing more cost-effective, tailored, and personalized upper limb solutions for home therapy applications.

cs.HC

Social Visual Behavior Analytics for Autism Therapy of Children Based on Automated Mutual Gaze Detection

Social visual behavior, as a type of non-verbal communication, plays a central role in studying social cognitive processes in interactive and complex settings of autism therapy interventions. However, for social visual behavior analytics in children with autism, it is challenging to collect gaze data manually and evaluate them because it costs a lot of time and effort for human coders. In this paper, we introduce a social visual behavior analytics approach by quantifying the mutual gaze performance of children receiving play-based autism interventions using an automated mutual gaze detection framework. Our analysis is based on a video dataset that captures and records social interactions between children with autism and their therapy trainers (N=28 observations, 84 video clips, 21 Hrs duration). The effectiveness of our framework was evaluated by comparing the mutual gaze ratio derived from the mutual gaze detection framework with the human-coded ratio values. We analyzed the mutual gaze frequency and duration across different therapy settings, activities, and sessions. We created mutual gaze-related measures for social visual behavior score prediction using multiple machine learning-based regression models. The results show that our method provides mutual gaze measures that reliably represent (or even replace) the human coders' hand-coded social gaze measures and effectively evaluates and predicts ASD children's social visual performance during the intervention. Our findings have implications for social interaction analysis in small-group behavior assessments in numerous co-located settings in (special) education and in the workplace.

cs.HC

Virtual Therapy Exergame for Upper Extremity Rehabilitation Using Smart Wearable Sensors

Virtual Reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully capture the individual movement of the joints. In this paper, we propose a creative VR therapy exergame for upper extremity rehabilitation using multi-dimensional reaching tasks while simultaneously capturing hand movement from the VR controllers and elbow joint movement from a flexible carbon nanotube sleeve. We conducted a preliminary study with non-clinical participants (n = 12, 7 F). In a 2x2 within-subjects study (orientation (vertical, horizontal) x configuration (flat, curved)), we evaluated the effectiveness and enjoyment of the exergame in different study conditions. The results show that there was a statistically significant difference in terms of task completion time between the two orientations. However, no significant differences were found in the number of mistakes in both orientation and configuration of the virtual exergame. This can lead to customizing therapy while maintaining the same level of intensity. That is, if a patient has restricted lower limb mobility and requires to be seated, they can use the orientations interchangeably. The results of resistance change generated from the carbon nanotube sleeve revealed that the flat configuration in the vertical orientation induced more elbow stretches than the other conditions. Finally, we reported the subjective measures based on questionnaires for usability and user experience in different study conditions. In conclusion, the proposed VR exergame has the potential as a multimodal sensory tool for personalized upper extremity home-based therapy and telerehabilitation.

cs.HC