Mr Zi Siang See

Mr Zi Siang See

Interaction Designer

School of Creative Industries

Career Summary

Biography

Zi Siang See's focus has been both in academic research and industrial work. This allows him to disseminate knowledge and to make contributions in the field of creative industry. Zi has developed numerous creative operations which focused on corporate communications and interactive multimedia specialization. These include collaborations with multinational corporations such as McDonald’s, Lafarge Cement, Servier, Leo Burnett, DDB and Saatchi & Saatchi Arachnid. His research includes innovation management related to virtual reality (VR) and augmented reality (AR). He specialized in conventional creative advertising and front-end interaction design. In fact, producing compelling user experience in creative technology is his main interest.

He has been part of various MOOC projects and been actively involved in scholarly research and international collaborations. Zi is near completion of his Ph.D. research (Design), his doctoral dissertation focuses on the contribution in human-computer interaction of virtual reality, and a method and apparatus solution for high fidelity VR360 has been developed.

On-going Research Projects and Collaborations:

  • AR VR Interactive Wall: Technical and UX Design
  • Sodeisha VR: Please Touch (in collaboration with Newcastle Art Gallery)
  • This Land AR: A Transmedia Multi Users Audible Experience
  • Inclusive Virtual Reality Museum Gallery (collaboration with the Center for Inclusive Design)
  • Smart Pole collaboration
  • Tomb of a Sultan: A VR Museum Experience
  • Park Bench Sojourn VR
  • Aerial VR360
  • Virtual Reality 360 Content Preservation for Disaster Relief
  • Electronic Cultural Atlas Initiative (ECAI): AR VR
  • Medical learning AR VR: Visualization and Simulation 

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Qualifications

  • Master of Science, Multimedia University, Malaysia
  • Bachelor of Multimedia, Multimedia University, Malaysia

Keywords

  • Augmented Reality
  • Computational Photography
  • Creative Advertising
  • Human Computer Interaction
  • Inclusive Design
  • Interaction Design
  • Multimedia
  • User Experience
  • Virtual Reality

Languages

  • English (Working)
  • Mandarin (Working)

Fields of Research

Code Description Percentage
190205 Interactive Media 30
080602 Computer-Human Interaction 20
080111 Virtual Reality and Related Simulation 50
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Publications

For publications that are currently unpublished or in-press, details are shown in italics.


Journal article (4 outputs)

Year Citation Altmetrics Link
2018 See ZS, Sunar MS, Kusnayat A, Aziz KA, 'Interactive panorama VR360 for corporate communications: An industrial scenario case study', International Journal of Integrated Engineering, 10 169-177 (2018)

© Penerbit UTHM. This case study explores interactive panorama implementation for corporate communications virtual reality 360 (VR360) application. Interactive panorama permits sp... [more]

© Penerbit UTHM. This case study explores interactive panorama implementation for corporate communications virtual reality 360 (VR360) application. Interactive panorama permits spherical panorama digital imagery being presented in three hundred sixty degrees visual experience instead of single angle limitation in conventional static image. The study proposes the use of interactive panorama as a corporate communications tool being considered from three experimental PEP aspects. The exploration of PEP framework seeks the suitability of implementing three key aspects of people, equipment and product for interactive panorama virtual reality 360 experience. With the developing advances of interactive panorama, it has been introduced by online social media providers as essential feature which allows individual and corporate users to post 360 content. This case study takes advantage on the actual on-going marketing experience and technical insight of a participating case company and several industrial scenario use cases. In this paper we describe interactive panorama content creation, PEP framework, a user study and directions for future work.

2018 Santano D, See ZS, Fong CH, Thwaites H, 'Up in the air with vr360', Virtual Creativity, 8 59-73 (2018) [C1]

© 2018 Intellect Ltd Article. Both drones and 360-degree video (VR 360) have been attractive topics for the past decade. 360-degree videos hit Internet fame as soon as YouTube and... [more]

© 2018 Intellect Ltd Article. Both drones and 360-degree video (VR 360) have been attractive topics for the past decade. 360-degree videos hit Internet fame as soon as YouTube and Facebook started to adopt them into their ecosystem, which made users familiar with and intrigued by these techniques. This definitely made the camera industry race to democratize 360-degree cameras, and now we are graced with affordable, out-of-the-box 360 cameras from Samsung, Ricoh, and Garmin, to Nikon. The company DJI has been the leading drone manufacturer since their first quadcopter captivated our imagination and love of playing with remote control toys in our young age. With this same adventurous and imaginative mindset, we embarked on combining the two technologies: 360-degree cameras and aerial drones. In this article we present the development of an approach to an aerial virtual reality 360 video capture technique. We retrofitted a drone with a 360 spherical panorama camera for acquiring source aerial visual content. Our case study, as described in this article, reproduces an experiment using a 360-fly-by video for the intended use of an event launching in which user perception was being observed in terms of practicality and suitability A user study was conducted to gauge the usability of comparing aerial VR360 being experienced on hand-held multimedia tablets and head-mount-devices (HMD). We also describe the proposed configuration and workflow of aerial 360-video and identify its potential capabilities and limitations, a user evaluation study and directions for future work. In the discussion section, we share how this setup can affect the decisions of the producer, director or the director photography in achieving the creative shot that they aim to produce.

DOI 10.1386/vcr.8.1.59_1
2015 See ZS, Cheok AD, 'Virtual reality 360 interactive panorama reproduction obstacles and issues', VIRTUAL REALITY, 19 71-81 (2015)
DOI 10.1007/s10055-014-0258-9
Citations Scopus - 3Web of Science - 2
2012 See ZS, Khairul H, Harold T, Xia Sheng L, Wooi Har O, 'Retrieving Extended High Dynamic Range From Digital Negative Image - An Experiment On Architectural Photo Imaging', World Academy of Science, Engineering and Technology, 6 (2012)
Show 1 more journal article

Conference (16 outputs)

Year Citation Altmetrics Link
2018 Santano D, See ZS, Fong CH, Thwaites H, 'Aerial virtual reality 360 research-creation', Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017 (2018)

© 2017 IEEE. This paper presents a development of an aerial virtual reality 360 video capture approach. A drone was converted and retrofitted with a 360 spherical panorama camera ... [more]

© 2017 IEEE. This paper presents a development of an aerial virtual reality 360 video capture approach. A drone was converted and retrofitted with a 360 spherical panorama camera for acquiring source aerial visual content. In this case study, an experiment of a 360-fly-by video was reproduced for the intended use of an event launching where user perception was being observed in terms of practicality and suitability. Utilizing a consumer 360 camera the Samsung Gear 360 and the DJI Inspire 1, it allowed the researcher to capture aerial 360-degree video. The paper documented the process of retrofitting the 360-camera onto the drone. Research findings on why certain drones are suitable for the 360-degree camera will be presented. A user study was conducted to gauge the usability for comparing aerial VR360 being experienced on hand-held multimedia tablets and head-mount-devices (HMD). In this paper we describe the proposed configuration and workflow of aerial 360-video and identifying its potential capabilities and limitation, a user evaluation study and directions for future work.

DOI 10.1109/VSMM.2017.8346262
2018 See ZS, Xia Sheng L, Brimo A, Thwaites H, Goodman L, 'MOOC for AR VR Training', 2018 IEEE Games, Entertainment, Media Conference (GEM), Ireland (2018)
DOI 10.1109/GEM.2018.8516514
2018 See Z, Santano D, Fong CH, Thwaites H, 'Tomb of a Sultan: A VR Digital Heritage Approach', Digital Heritage 2018 3rd International Congress & Expo, San Francisco (2018)
2017 See ZS, Sunar MS, Billinghurst M, Dey A, Santano D, Esmaeili H, Thwaites H, 'Demo: Exhibition Approach Using an AR and VR Pillar', SA'17: SIGGRAPH ASIA 2017 MOBILE GRAPHICS & INTERACTIVE APPLICATIONS, Los Angeles, CA (2017)
DOI 10.1145/3132787.3132810
2017 See Z, Billinghurst M, Dey A, Santano D, Esmaeili H, Thwaites H, 'An Augmented Reality and Virtual Reality Pillar for Exhibitions: A Subjective Exploration', https://diglib.eg.org/handle/10.2312/2631902, Adelaide (2017)
DOI 10.2312/egve.20171342
2017 See ZS, Blundell D, Thwaites H, 'Virtual reality 360 content preservation for disaster relief', Proceedings of the 2017 Pacific Neighborhood Consortium Annual Conference and Joint Meetings: Data Informed Society, PNC 2017 (2017)

© 2017 Pacific Neighborhood Consortium (PNC). In this project, we are interested in providing and customizing a distributable workflow of virtual reality 360 (VR360) suitable for ... [more]

© 2017 Pacific Neighborhood Consortium (PNC). In this project, we are interested in providing and customizing a distributable workflow of virtual reality 360 (VR360) suitable for compassion relief operation. Recruiting volunteers for disaster operation can face a number of obstacles and issues, these include physically and mentally challenges for volunteers. Disaster workers are usually volunteers from across the country and across the world. Most operations involves logistics in terms of financial support, transportation, emergency response vehicles and provide the victims and communities shelter, food, clothing, relief supplies and even comfort to those in need. In an ideal situation, we are looking at setting up a manageable workflow which can be operated by workers of compassion relief organization in terms of simplified method and apparatus for acquiring and generating 360 virtual content. The content should be operated and produced by multiple small teams of minimum-trained taskforces which have the capability to obtain and processing these 360 content in digital media.

DOI 10.23919/PNC.2017.8203540
2016 See ZS, Rengganaten V, Billinghurst M, Soo S, 'Demo: Mobile audible AR experience for medical learning murmurs simulation', SA 2016 - SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications (2016)

This demonstration presents the development of a mobile augmented reality (AR) murmur simulator that can be used for clinical teaching for medical trainees. Medical training often... [more]

This demonstration presents the development of a mobile augmented reality (AR) murmur simulator that can be used for clinical teaching for medical trainees. Medical training often requires educators and trainees to work with vast amount of experience-based knowledge, hearing and recognizing murmurs is part of the fundamental training for medical students. In this study, we propose a wearable clothing system that is developed to work with mobile audible AR that provides heart murmurs simulation for facilitating medical learning experience.

DOI 10.1145/2999508.2999513
Citations Scopus - 2
2016 See ZS, Rengganaten V, Billinghurst M, Soo S, 'Medical learning murmurs simulation with mobile audible augmented reality', SA 2016 - SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications (2016)

© 2016 ACM. This paper presents the development of a mobile Augmented Reality (AR) heart rate murmur simulator that can be used for clinical teaching for medical trainees. Traditi... [more]

© 2016 ACM. This paper presents the development of a mobile Augmented Reality (AR) heart rate murmur simulator that can be used for clinical teaching for medical trainees. Traditional medical training often requires the trainees to have hands on experience with real patients. However, it is not often possible to find certain types of heart murmurs with patients available for training. To overcome this limitation, we have developed a wearable clothing system using mobile audible AR that provides heart murmur simulation for facilitating medical learning experience. In this paper we describe the proposed system, a user evaluation study and directions for future work.

DOI 10.1145/2999508.2999527
Citations Scopus - 1
2016 Lee XS, Khamidi MF, See ZS, Lees TJ, Chai C, 'Augmented reality for ndimensional building information modelling: Contextualization, Customization and Curation', Proceedings of the 2016 International Conference on Virtual Systems and Multimedia, VSMM 2016 (2016)

© 2016 IEEE. This paper presents an experimental method and apparatus of augmented reality (AR) for nDimensional (nD) building information modeling (BIM). BIM allows nD informatio... [more]

© 2016 IEEE. This paper presents an experimental method and apparatus of augmented reality (AR) for nDimensional (nD) building information modeling (BIM). BIM allows nD information to be visualized simultaneously by architects, engineers and constructors to gain a synchronized understanding viewing from different perspectives. However, BIM is conventionally being operated on a desktop-based computer which makes collaboration less flexible, and it also creates an isolation gap between the model and reality. This isolation gap does not severely affect experienced and skilled professionals, as they can bridge the isolation gap with their intuition developed over the years. Nevertheless, users who are lack of such experience will feel the isolation gap between the digital realm and practicable reality, which could be the hurdle in project participation and decision making. AR allows virtual content to be mixed with real environment for user experience. In the context of our study, AR is functional to present the nD information of BIM, at the same time retaining users' connection with the reality. It is not just being utilized solely for presentation, but also to maximize the potential for communication, interaction and experience. This pilot study investigates effective technological approach of using AR as an effective collaboration technology combining with BIM through proposed key aspects of contextualization, customization and curation. Contextualization is significant to enable users to understand the AR content by making the presented information meaningful to the target audience, implemented thru the means of 2D annotations, animations and options comparison. This study compares both AR BIM with and without contextualization. Customization can generate unique virtual environment and content for different level of users tailored to their needs and preference to create intuitive interaction with AR BIM. Curation is crucial to provide users with a reliable experience, and to formulate a continually improving AR BIM thru log data and users' feedback. All in all, this paper explores the major aspects of contextualization, customization and curation, to distinguish effective approach in the currently 'free for all' AR BIM development. Finally, an implication is provided for future study in terms of balance in information sufficiency and complexity for AR BIM.

DOI 10.1109/VSMM.2016.7863152
Citations Scopus - 2
2016 Fong CH, Billinghurst M, See ZS, Esmaeili H, 'PepperGram with interactive control', Proceedings of the 2016 International Conference on Virtual Systems and Multimedia, VSMM 2016 (2016)

© 2016 IEEE. A peppergram allows a user to experience a visual image floating in the air. This paper explores how to add interactive controls to a peppergram. An investigation was... [more]

© 2016 IEEE. A peppergram allows a user to experience a visual image floating in the air. This paper explores how to add interactive controls to a peppergram. An investigation was conducted to explore the suitability of two different integrative methods for navigating a peppergram as a multimedia presentation tool; a Myo armband, and touch screen input. These methods were used with prototype 3D visual images experienced on a high-resolution mobile tablet device. A pilot study was conducted to evaluate the user experience. We found that using freehand gesture input with the Myo could be one way to provide interaction with peppergram virtual content without requiring any touch input. These results could be used as the basis for further development of interactive peppergram displays.

DOI 10.1109/VSMM.2016.7863172
2016 Lee XS, Yan CP, See ZS, 'Irregular Shaped Building Design Optimization with Building Information Modelling', 4TH INTERNATIONAL BUILDING CONTROL CONFERENCE 2016 (IBCC 2016), Kuala Lumpur, MALAYSIA (2016)
DOI 10.1051/matecconf/20166600027
Citations Scopus - 2Web of Science - 2
2015 See ZS, Billinghurst M, Cheok AD, 'Augmented reality using high fidelity spherical panorama with HDRI-demonstration', SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015 (2015)

This demonstration presents an experimental method and apparatus configuration for producing spherical panoramas with high dynamic range imaging (HDRI). Our method is optimized fo... [more]

This demonstration presents an experimental method and apparatus configuration for producing spherical panoramas with high dynamic range imaging (HDRI). Our method is optimized for providing high fidelity augmented reality (AR) image-based environment recognition for mobile devices. We developed HDRI method that requires single acquisition which extends dynamic range from digital negative, this approach is to be used for multiple angles necessary for reconstructing accurately reproduced spherical panorama with sufficient luminance.

DOI 10.1145/2818427.2819696
Citations Scopus - 2
2015 See ZS, Billinghurst M, Cheok AD, 'Augmented reality using high fidelity spherical panorama with HDRI', SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015 (2015)

This paper presents an experimental method and apparatus for producing spherical panoramas with high dynamic range imaging (HDRI). Our method is optimized for providing high fidel... [more]

This paper presents an experimental method and apparatus for producing spherical panoramas with high dynamic range imaging (HDRI). Our method is optimized for providing high fidelity augmented reality (AR) image-based environment recognition for mobile devices. Previous studies have shown that a pre-produced panorama image can be used to make AR tracking possible for mobile AR applications. However, there has been little research on determining the qualities of the source panorama image necessary for creating high fidelity AR experiences. Panorama image production can have various challenges that can result in inaccurate reproduction of images that do not allow correct virtual graphics to be registered in the AR scene. These challenges include using multiple angle photograph images that contain parallax error, nadir angle difficulty and limited dynamic range. For mobile AR, we developed a HDRI method that requires a single acquisition that extends the dynamic range from a digital negative. This approach that needs least acquisition time is to be used for multiple angles necessary for reconstructing accurately reproduced spherical panorama with sufficient luminance.

DOI 10.1145/2818427.2818445
2014 Xia Sheng L, Ching Hua L, Shyn Yi C, Zi Siang S, See Z, 'Architectural Transformation of a Night Market Stall', https://www.researchgate.net/profile/Lee_Sheng2/publication/282570841_Architectural_Transformation_of_a_Night_Market_Stall/links/56123b4308ae4833751bda18.pdf, Universiti Teknologi Mara (2014)
2011 See Z, 'Non-bias Scientific Imaging Archive for Urban Morphology Research', Universiti Teknologi Malaysia (2011)
2011 See ZS, Sheng LX, 'Non-bias architectural image archive using High Dynamic Range approach', 2011 International Conference on Research and Innovation in Information Systems, ICRIIS'11 (2011)

The paper examines the imagery information and the qualitative characteristic of archiving non-bias architectural image using High Dynamic Range (HDR) imaging approach. Photograph... [more]

The paper examines the imagery information and the qualitative characteristic of archiving non-bias architectural image using High Dynamic Range (HDR) imaging approach. Photography imaging became possible in the period of 19 century, it was a combination of several different scientific discoveries. Architectural photo imaging began with monochrome recording limitation, and the dynamic range recorded was inadequate even with analog color film. Often it was arguable if the photography image would provide reliable imagery information, either for aesthetic visualization purpose or to record accurate imagery information. The paper aims to analyze the limitations and issues that affect visual accuracy of HDR imaging digital workflow, including the environmental technical obstacles. Due to the situations of very contrast lighting condition, the extended dynamic range may be needed for archiving the real-world scene of architectural subject. The paper also explores the possibility of HDR imaging as an improved approach for non-bias architectural imaging archive. © 2011 IEEE.

DOI 10.1109/ICRIIS.2011.6125720
Show 13 more conferences

Creative Work (11 outputs)

Year Citation Altmetrics Link
2018 See Z, Thwaites H, Sultan Hussin Shah Tomb: A VR Museum Experience, Digital Heritage 2018 3rd International Congress & Expo, San Francisco (2018)
2017 Matthew S, See Z, Park Bench Sojourn VR, Sunway University (2017)
2017 See Z, Delas S, Aerial 360, iLabs, Kuala Lumpur (2017)
2017 Harold T, See Z, Makam Sultan Hussin Shah (2017)
2017 See Z, Delas S, Human E, Harold T, Virtual Reality Museum, Sunway University, Kuala Lumpur (2017)
2016 See Z, Delas S, Human E, Harold T, AR and VR Pillar: Pangkorboat Builders, International Conference on Visual Systems & Multimedia (VSMM2016) (2016)
2014 See Z, The Beauty of Horizon, Exhibition, Kuala Lumpur (2014)
2013 See Z, Lay Geng L, Zi Ping S, Sri KDU Virtual Reality 360 Digital Tour (2013)
2013 See Z, Lay Geng L, Zi Ping S, Puei Keng O, INTI Virtual Reality 360 (2013)
2003 See Z, Japan International Photo Panel Exhibition, Kuala Lumpur (2003)
2003 See Z, Motion of the Sun - Bon Odori, Japan Foundation, Kuala Lumpur (2003)
Show 8 more creative works
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Grants and Funding

Summary

Number of grants 2
Total funding $12,000

Click on a grant title below to expand the full details for that specific grant.


20182 grants / $12,000

Rapid 2018$10,000

Please Touch: a virtual engagement with Sodeisha sculptural ceramics

An industrial-academic collaboration with School of Creative Industries and Newcastle Art Gallery

Funding body: School of Creative Industries

Funding body School of Creative Industries
Project Team

Sarah Johnson, Una Rey, Faye Neilson, Zi Siang See, Donovan Jones, Michael Cuneo, Luke O'Donnell, Alexander Barnes-Keoghan

Scheme Rapid 2018
Role Investigator
Funding Start 2018
Funding Finish 2019
GNo
Type Of Funding Internal
Category INTE
UON N

IEEE Games Entertainment and Media Conference, Ireland, 15 - 17 August 2018$2,000

Funding body: Faculty of Education and Arts, University of Newcastle

Funding body Faculty of Education and Arts, University of Newcastle
Scheme FEDUA Conference Travel Grant
Role Lead
Funding Start 2018
Funding Finish 2018
GNo
Type Of Funding Internal
Category INTE
UON N
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Mr Zi Siang See

Position

Interaction Designer
School of Creative Industries
Faculty of Education and Arts

Contact Details

Email zisiang.see@newcastle.edu.au
Mobile 0406940386
Links Personal webpage
Facebook

Office

Location Level 4, NeW Space

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