Christos Mousas

Dr. Christos Mousas

Purdue University
orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

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

Representative Publications

View All Publications
30 April 2021 in Frontiers in Virtual Reality
Verified
Journal Article
Open access
PDF file
BXBiao Xie
Biao Xie
HLHuimin Liu
Huimin Liu
RARawan Alghofaili
Rawan Alghofaili
YZYongqi Zhang
Yongqi Zhang
YJYeling Jiang
Yeling Jiang
LYLap-Fai Yu
Lap-Fai Yu
This study aimed to discuss the research efforts in developing virtual reality (VR) technology for different training applications. To begin with, we describe how VR training experiences are typically created and delivered using the current software and hardware. We then discuss the challenges and solutions of applying VR training to different application domains, such as first responder training, medical training, military training, workforce training, and education. Furthermore, we discuss the common assessment tests and evaluation methods used to validate VR training effectiveness. We conclude the article by discussing possible future directions to leverage VR technology advances for developing novel training experiences.

1 September 2018 in Computers in Human Behavior
Verified
Journal Article
Closed access
Christos MousasChristos Mousas
Christos Mousas
DADimitris Anastasiou
Dimitris Anastasiou
OSOurania Spantidi
Ourania Spantidi

22 May 2019 in Computer Animation and Virtual Worlds
Verified
Journal Article
Closed access
PDF file
CKClaudia Krogmeier
Claudia Krogmeier
Christos MousasChristos Mousas
Christos Mousas
DWDavid Whittinghill
David Whittinghill

1 November 2020
Verified
Conference Paper
Closed access
HLHuimin Liu
Huimin Liu
ZWZhiquan Wang
Zhiquan Wang
Christos MousasChristos Mousas
Christos Mousas
DKDominic Kao
Dominic Kao
We have developed a modular virtual reality gaming application that can be used to synthesize exercise drills for racket sports. By defining cost terms that are related to the gameplay and the mechanics of the game, as well as by allowing a user to control the parameters of the cost terms, users can easily adjust the objectives and the intensity levels of the exercise drills. Based on the user-defined exercise objectives, a Markov chain Monte Carlo optimization method called “simulated annealing” was used to optimize the exercise drill. The effectiveness of the developed virtual reality gaming application was measured in two studies by using virtual reality table tennis as the evaluation tool. The first study investigated the potential usefulness of the developed virtual reality gaming application as an exercise tool by comparing its workout effectiveness at three intensity levels (low, medium, and high) through the collection of heart rate readings. The second study explored the potential utility of the virtual reality gaming application as a training tool by exploring whether there was any improvement in participants’ performance across the three conditions (no training, virtual reality training, and real-world training). The results indicate that a virtual reality gaming application, such as the examined virtual reality table tennis exergame, could indeed be used effectively as both an exercise and a training tool. Limitations and future research directions are discussed further below.

5 October 2021 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
DKDominic Kao
Dominic Kao
AMAlejandra J. Magana
Alejandra J. Magana
Christos MousasChristos Mousas
Christos Mousas
Virtual reality (VR) has disrupted the gaming market and is rapidly becoming ubiquitous. Yet differences between VR and traditional mediums, such as controllers that are visible in the virtual world, enable entirely new approaches to instruction. In this paper, we present four studies, each using a different VR game. Within each study, we compared three different modalities of tutorials: Text (text-only), Text+Diagram (text with controller diagrams), and Text+Spatial (text with controller tooltips appearing on top of the player's virtual controllers). Data from our studies show that the importance of tutorial modality depends greatly on game type. In a third-person shooter, Text+Spatial led to significantly higher controls learnability than Text and Text+Diagram, and also led to significantly higher performance, player experience, and intrinsic motivation than Text. In a puzzle game, Text+Spatial led to significantly higher controls learnability and performance than Text. Additionally, Text+Diagram led to significantly higher controls learnability than Text. However, in a wave shooter and a rhythm game, differences between conditions were negligible on all measures. Our studies show that game type is an important factor to consider when designing tutorial modality.

5 May 2025 in IEEE Access
Verified
Journal Article
Open access
FYFu-Chia Yang
Fu-Chia Yang
PRPedro David Acevedo Rodriguez
Pedro David Acevedo Rodriguez
SGSiqi Guo
Siqi Guo
MCMinsoo Choi
Minsoo Choi
Christos MousasChristos Mousas
Christos Mousas
Embodied conversational agents (ECAs) that can interact with users in a human-like manner have demonstrated promising potential in various endeavors. With the ongoing advancement in extended reality (XR) and artificial intelligence (AI), ECAs are becoming increasingly sophisticated. Although previous reviews predominantly focused on ECAs for non-XR applications, there is a growing number of research exploring the capabilities of ECAs utilizing XR technologies. Our work identified the gap between the existing reviews and the current trends in XR ECAs. We began with 1717 related papers from 01/2014 to 06/2024. We narrowed them down to 23 papers through the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework with an iterative screening procedure and criteria defined by our research team. The resulting papers were analyzed and discussed with respect to the features of the ECA application, design and implementation, and use cases. This systematic review aimed to provide trending insights that would benefit the research community in the future development of XR ECAs.