Vinh Nguyen

Dr. Vinh Nguyen

Texas Tech University
+1
orcid

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

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

Representative Publications

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Verified
Journal Article
Open access
PDF file
Kwanghee JungKwanghee Jung
Kwanghee Jung
Vinh NguyenVinh Nguyen
Vinh Nguyen
DPDiana Piscarac
Diana Piscarac
SYSeung-Chul Yoo
Seung-Chul Yoo
Jeju Island comes second to only Seoul as Korea’s most visited destination, yet most visitors do not have the chance to go beyond brief visits and immerse themselves in the island’s history and cultural heritage. This project introduces the cultural heritage of Jeju Island to visitors through virtual reality/augmented reality (VR/AR) model visualization technology, namely JejuView, which provides an intuitive way to experience cultural heritage sites on the island. The proposed VR/AR application is designed to introduce a series of heritage spots on Jeju Island through (i) a printed Jeju map with embedded QR code markers that enable viewers to experience the locations without being present at the site, (ii) a mobile device with WebGL supported browser which allows 3D content to be rendered, and (iii) an AR library (A-Frame.io) that enables enthusiasts to recreate similar work. To test the effectiveness of the proposed VR/AR application, the authors conducted an experiment with 251 participants to test the research model based on the technology acceptance model (TAM) and employed generalized structured component analysis (GSCA) for the analysis. Results show that when using sensory new media such as VR/AR, consumers are more focused on the hedonic value than on the utilitarian value of the information. In conclusion, the proposed VR/AR application is complementary to existing studies and provides significant support to researchers, engineers, and designers developing VR/AR technologies for use in cultural education and tourism marketing.

30 March 2022 in Education and Information Technologies
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Journal Article
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Vinh NguyenVinh Nguyen
Vinh Nguyen

1 October 2017
Verified
Conference Paper
Closed access
Vinh NguyenVinh Nguyen
Vinh Nguyen
TDTommy Dang
Tommy Dang
We propose a framework and a setup for presenting complex models for curriculum contents in both augmented reality and virtual reality environment. After constructing some three-dimensional models representing real world objects such as trees, stones, rivers, dams, and buildings, our workflow uses the Unity engine in combination with Virtual Reality headset devices to create interactive applications for both Virtual Reality and Augmented Reality environments to support students understanding the curriculum contents through their surrounding. Typical challenges are addressed when creating 3D curriculum contents, integrating these models into Unity and solutions are proposed where possible. The overall structure of the project is described with some functionalities added to Unity for visualization and interaction with the models.

29 October 2021 in Visual Computing for Industry, Biomedicine, and Art
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Journal Article
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Vinh NguyenVinh Nguyen
Vinh Nguyen
Kwanghee JungKwanghee Jung
Kwanghee Jung
VGVibhuti Gupta
Vibhuti Gupta
Data visualization blends art and science to convey stories from data via graphical representations. Considering different problems, applications, requirements, and design goals, it is challenging to combine these two components at their full force. While the art component involves creating visually appealing and easily interpreted graphics for users, the science component requires accurate representations of a large amount of input data. With a lack of the science component, visualization cannot serve its role of creating correct representations of the actual data, thus leading to wrong perception, interpretation, and decision. It might be even worse if incorrect visual representations were intentionally produced to deceive the viewers. To address common pitfalls in graphical representations, this paper focuses on identifying and understanding the root causes of misinformation in graphical representations. We reviewed the misleading data visualization examples in the scientific publications collected from indexing databases and then projected them onto the fundamental units of visual communication such as color, shape, size, and spatial orientation. Moreover, a text mining technique was applied to extract practical insights from common visualization pitfalls. Cochran’s Q test and McNemar’s test were conducted to examine if there is any difference in the proportions of common errors among color, shape, size, and spatial orientation. The findings showed that the pie chart is the most misused graphical representation, and size is the most critical issue. It was also observed that there were statistically significant differences in the proportion of errors among color, shape, size, and spatial orientation.

25 January 2021 in Applied Sciences
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Journal Article
Open access
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Kwanghee JungKwanghee Jung
Kwanghee Jung
Vinh NguyenVinh Nguyen
Vinh Nguyen
JLJaehoon Lee
Jaehoon Lee
Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The contextual design was generated from real-world map data retrieved from Mapbox GL. ThreeJS was used for setting up, rendering 3D environments, and controlling animations. A block-based programming approach was adapted to let users design their own story. The capability of BlocklyXR was illustrated with a use case where users were able to replicate the existing PalmitoAR utilizing the block-based authoring toolkit with fewer efforts in programming. The technology acceptance model was used to evaluate the adoption and use of the interactive extended reality toolkit. The findings showed that visual design and task technology fit had significantly positive effects on user motivation factors (perceived ease of use and perceived usefulness). In turn, perceived usefulness had statistically significant and positive effects on intention to use, while there was no significant impact of perceived ease of use on intention to use. Study implications and future research directions are discussed.

30 September 2019 in International Journal of Semantic Computing
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Journal Article
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Vinh NguyenVinh Nguyen
Vinh Nguyen
RHRebecca Hite
Rebecca Hite
TDTommy Dang
Tommy Dang