I am Chee Siang Ang (also known informally as Jim Ang), Senior Lecturer (equivalent to the North American Associate Professor) in Multimedia and Digital Systems in the School of Computing, University of Kent. Before joining Kent, I was a research fellow at the Centre for Human Computer Interaction Design , City University London, where I completed my PhD in the area of social gaming. I hold a Master’s degree (Information Technology) from Multimedia University Malaysia and I obtained my BSc. (computing) from the Technology University of Malaysia.
My main research interest lies in the general area of HCI (human-computer interaction) with an emphasis on digital health. Specific areas include:
Due to the multidisciplinary nature of my work, I work with exciting people from a wide range of areas, including electronic and mechanical engineering, medical science, psychology, sociology, and digital arts.
I am an investigator of several research projects:
I am a member of the following research groups:
My main research area is in digital health, where I investigate, design and develop new technologies which can provide treatment and (self-) management of health conditions, through effective prevention, early intervention, personalised treatment and continuous monitoring of the conditions. I am particularly interested in immersive media technologies (virtual or augmented reality), computer games, and sensing technologies.
Computers applications today are not restricted to conventional 2D displays, but can be in forms of 3D immersive visualisation and augmented information embedded in the physical world. Traditionally, this new form of computing has mostly been found in entertainment applications such as games but is increasingly making an impact in other more “serious” application domains such as training and healthcare. I work with psychologists and psychiatrists looking into how virtual reality (VR) and gaming technologies can be used in assessment and interventions in mental health. Recently, we have developed VR applications for anxiety disorder training, eating disorder therapy, pain management and emotion detection with VR eye-tracking.
I collaborate closely with researchers in electronic and mechanical engineering to develop integrated hardware and software online systems with an aim to solve people’s and societal problems through smart technology. For instance, I have developed a tangible interface using RFID tag on day-to-day objects that allows people with dementia to immerse in a 3D virtual world for reminiscence. I have also worked on projects designing and developing low-cost monitoring devices using skin-like sensors and 3D visualisation for biofeedback for Dysphagia therapy. A recent project involves the use of skin-like EMG and EEG sensors for eating behaviour tracking and real-time wheelchair control.
EL542 INTERACTIVE AND TANGIBLE MEDIA
This undergraduate module introduces the practical techniques for creating interactive visual display using Processing, a Java-based IDE. We will also develop interesting tangible interfaces using Arduino IDE, with a range of sensors and actuators. Students will learn to manipulate images, create realistic motions, use motion sensing and speech recognition, in a series of lectures and exciting workshops.
EL645 VIDEO GAME DEVELOPMENT
This undergraduate module covers a range of topics in video game design and development, including game physics, AI, level design, player behaviour, game rules and mechanics, as well as user interfaces. This module introduces students to game development using Unity3D and C#. Students will also learn about mobile game development and optimisation issues.
EL884 IMAGE ANALYSIS WITH SECURITY APPLICATION
This MSc module covers topics in computer visions, focusing on image analysis techniques and pattern recognition. I teach the section on pattern recognition/machine learning, covering topics including kNN, Bayes rules, linear and logistic regressions.
I am currently interested in supervising PhD projects in all the above areas, specifically in a) Study, design and evaluation of novel virtual reality/augmented reality/gaming technology for health and well being; b) Creative and innovative use of integrated hardware-software systems in various domains, with a focus on healthcare.