Lik Hang Lee

Dr. Lik Hang Lee


Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

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

Representative Publications

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6 November 2024 in Foundations and Trends® in Human-Computer Interaction
Verified
Journal Article
Open access
PDF file
LLLik Hang Lee
Lik Hang Lee
TBTristan Braud
Tristan Braud
PZPeng Yuan Zhou
Peng Yuan Zhou
LWLin Wang
Lin Wang
DXDianlei Xu
Dianlei Xu
PHPan Hui
Pan Hui
Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments, including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokémon Go), and Non-Fungible Token Games (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have brought us various degrees of digital transformation. The term “metaverse” has been coined to facilitate further digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent, and shared realm. While the metaverse may seem futuristic, catalyzed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the digital “big bang” of our cyberspace is not far away. This survey presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems and illustrates the possibility of the digital “big bang”. It is essential to highlight that the metaverse encompasses diverse technologies and ecosystems, calling it an interdisciplinary and emerging field. Its primary objective is to provide users with satisfactory and interactive experiences. First, technologies are the enablers that drive the transition from the current Internet to the metaverse. We thus examine eight enabling technologies rigorously – Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, IoT and Robotics, Edge and Cloud computing, and Future Mobile Networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. Therefore, we discuss six user-centric factors – Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy, and Trust and Accountability. Finally, we propose a concrete research agenda for developing the metaverse.

28 May 2018 in IEEE Access
Verified
Journal Article
Open access
LLLik Hang Lee
Lik Hang Lee
PHPan Hui
Pan Hui
Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human-computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. Finally, we discuss several key design challenges and the possibility of multi-modal input for smart glasses.

16 January 2023 in ACM Computing Surveys
Verified
Journal Article
Open access
JCJacky Cao
Jacky Cao
KLKit-Yung Lam
Kit-Yung Lam
LLLik Hang Lee
Lik Hang Lee
XLXiaoli Liu
Xiaoli Liu
PHPan Hui
Pan Hui
XSXiang Su
Xiang Su
Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discusses the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; (4) and underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.

21 November 2024
Verified
Book Chapter
Closed access
PDF file
HLHaoran Li
Haoran Li
HSHaolin Shi
Haolin Shi
WZWenli Zhang
Wenli Zhang
WWWenjun Wu
Wenjun Wu
YLYong LIAO
Yong LIAO
PZPengyuan Zhou
Pengyuan Zhou

3 April 2022 in Digital Creativity
Verified
Journal Article
Open access
ZGZhengya Gong
Zhengya Gong
LLLik Hang Lee
Lik Hang Lee
Sohail Ahmed SoomroSohail Ahmed Soomro
Sohail Ahmed Soomro
VNVijayakumar Nanjappan
Vijayakumar Nanjappan
Georgi V. GeorgievGeorgi V. Georgiev
Georgi V. Georgiev
This study explores virtual reality (VR) as an emerging tool integrated into brainstorming activities to enhance creativity, and systematically reviews existing studies to provide an advanced literature review on this subject. Moreover, we propose a framework for enhancing creativity in virtual brainstorming (VB) based on the 4Ps (person, process, product, and press) of creativity, which provides guidance on leveraging VB to enhance creativity. Furthermore, eight affordances of VB are identified to enhance creativity: anonymity, appraisal, avatars, immersion, multiple communication, recording, simulated objects, and tracing. The potential perspectives of VB to enhance creativity based on this study’s framework are also explored, which deserves further investigation.