Woan Ning Lim

Dr. Woan Ning Lim

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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9 August 2021 in IEEE Access
Verified
Journal Article
Open access
CWChyanna Wee
Chyanna Wee
KYKIAN MENG YAP
KIAN MENG YAP
WLWoan Ning Lim
Woan Ning Lim
The sense of touch (haptics) has been applied in several areas such as tele-haptics, tele-medicine, training, education, and entertainment. As of today, haptics is used and explored by researchers in many more multi-disciplinary and inter-disciplinary areas. The utilization of haptics is also enhanced with other forms of media such as audio, video, and even sense of smell. For example, the use of haptics is prevalent in virtual reality environments to increase the immersive experience for users. However, while there has been significant progress within haptic interfaces throughout the years, there are still many challenges that limit their development. This review highlights haptic interfaces for virtual reality ranging from wearables, handhelds, encountered-type devices, and props, to mid-air approaches. We discuss and summarize these approaches, along with interaction domains such as skin receptors, object properties, and force. This is in order to arrive at design challenges for each interface, along with existing research gaps.

30 November 2021 in IEEE Access
Verified
Journal Article
Open access
WLWoan Ning Lim
Woan Ning Lim
KYKIAN MENG YAP
KIAN MENG YAP
YLYun Li Lee
Yun Li Lee
CWChyanna Wee
Chyanna Wee
Ching Chiuan YenChing Chiuan Yen
Ching Chiuan Yen
Weight is perceived through the combination of multiple sensory systems, and a wide range of factors – including touch, visual, and force senses – can influence the perception of heaviness. There have been remarkable advancements in the development of haptic interfaces throughout the years. However, a number of challenges limit the progression to enable humans to sense the weight in virtual reality (VR). This article presents an overview of the factors that influence how weight is perceived and the phenomenon that contributes to various types of weight illusions. A systematic review has been undertaken to assess the development of weight perception in VR, underlying haptic technology that renders the mass of a virtual object, and the creation of weight perception through pseudo-haptic. We summarize the approaches from the perspective of haptic and pseudo-haptic cues that exhibit the sense of weight such as force, skin deformation, vibration, inertia, control–display ratio, velocity, body gestures, and audio–visual representation. The design challenges are underlined, and research gaps are discussed, including accuracy and precision, weight discrimination, heavyweight rendering, and absolute weight simulation. This article is anticipated to aid in the development of more realistic weight perception in VR and stimulated new research interest in this topic.

5 September 2022 in IEEE Access
Verified
Journal Article
Open access
CWChyanna Wee
Chyanna Wee
KYKIAN MENG YAP
KIAN MENG YAP
WLWoan Ning Lim
Woan Ning Lim
Currently, there are a plethora of solutions developed to help students learn the basics of programming. However, there is a relative paucity of solutions that cater to problems students face when learning programming that is mainly caused by the abstract nature of programming, misconceptions of programming concepts, and lack of motivation. Hence, in this study, a framework to address the abstract nature of programming and common programming misconceptions is developed. The framework consists of three modules that correspond to each issue, powered by a simulation engine. The first module is developed to address the abstract nature of programming by representing programming concepts with concrete objects in the virtual environment. The second module employs simulation techniques such as interactions and player perspectives to address common programming misconceptions. Lastly, the third module employs elements in the virtual environment to engage students when learning through the system. To evaluate the system, 60 participants were randomly divided into the control group (N = 30) and the experimental group (N = 30). Participants in the control group were taught using a video lecture while participants in the experimental group were taught using the developed VR intervention. Evaluation results gathered quantitatively indicated that the VR intervention was able to significantly increase programming concepts comprehension and address programming misconceptions. Participants also rated the developed VR intervention to be significantly more engaging than the video lecture.

1 October 2019
Verified
Conference Paper
Open access
WLWoan Ning Lim
Woan Ning Lim
YLYun Li Lee
Yun Li Lee
IAIvan Anggoro
Ivan Anggoro


7 November 2024 in arXiv
Verified
Preprint
Open access
PDF file
WLWoan Ning Lim
Woan Ning Lim
ELEdric Yi Junn Leong
Edric Yi Junn Leong
YLYun Li Lee
Yun Li Lee
KYKian Meng Yap
Kian Meng Yap
This paper presents an innovative pseudo-haptic model for weight simulation in virtual reality (VR) environments. By integrating visual feedback with voluntary exerted force through a passive haptic glove, the model creates haptic illusions of weight perception. Two VR cube games were developed to evaluate the model's effectiveness. The first game assesses participants' ability to discriminate relative weights, while the second evaluates their capability to estimate absolute weights. Twelve participants, aged 18 to 59, tested the games. Results suggest that the pseudo-haptic model is effective for relative weight discrimination tasks and holds potential for various VR applications. Further research with a larger participant group and more complex scenarios is recommended to refine and validate the model.