School of Engineering and Digital Arts

I am Chee Siang Ang (also known as Jim Ang), Senior Lecturer in Multimedia and Digital Systems in the School of Engineering and Digital ArtsUniversity 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 social computing. Specific areas include:

  • Games and computer-mediated communication
  • Sensing and Internet of things

Due to the multidisciplinary nature of my work, I work with exciting people from a wide range of areas, including electronic engineering, computer science, medical science, psychology, sociology, and digital arts. See the research section for more details.

I am currently investigator of several research projects:

  • Digital Brain Switch. Funded by Engineering and Physical Sciences Research Council (EPSRC)
  • Supporting data-driven urban agriculture with “Internet of Plants” technology. Funded by EPSRC
  • Kinetic User Interfaces and Multiuser 3D Virtual Worlds for Older People. Funded by EPSRC
  • An interactive computer-based intervention to increase condom use: intervention development and pilot trial. Funded by National Institute of Health Research (NIHR)

Contact Information

Address

Room 1.17
Jennison Building
University of Kent
Canterbury
Kent
CT2 7NT

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My main research area is in Human Computer Interaction, with an emphasis on Social Computing. I am particularly interested in virtual worlds, computer games,  computer mediated communication and Internet of things technology.

Games and computer-mediated communication

Computers today not only mediate human communication, but also collaborative play and various social activities. My work in this area span across a number of key topics, including design issues, cognitive/interface studies and social interaction in virtual world environment. I am keen to explore how game technologies can be used in “serious” application domains such as healthcare and behaviour change. I have carried out research designing games for older people in care settings to improve life engagement, and investigating how game avatars can support mediated conflict resolutions among younger users. Together with colleagues in psychology, I have recently completed a study in the use of smart meters to motivate people to change their energy consumption pattern.

Sensing and Internet of things

I collaborate closely with researchers in electronic engineering to develop integrated hardware and software online systems with an aim to solve people’s and societal problems through smart technology. I have recently completed a project developing 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 am currently working on a project developing sensing device to detect plant’s well being for amateur urban farmers in collaboration with plant physiologist. I am also part of the Kent Speech and Swallowing Group, designing and developing low cost monitoring devices and 3D visualisation for biofeedback for Dysphagia therapy. A recent project involves collaboration with a Thai university designing low cost sensing devices for children for science education.

PhD project supervision

  • Completed: Panote Siriaraya, Investigation of Virtual Worlds as a Platform to Support Healthy Ageing
  • 2014 – present: Ben Nicholls, 3D biofeedback for Dysphagia therapy.
  • 2013 – present: Pruet Pjorn, Collaborative Mobile Learning using Crowd Sourced Intelligence
  • 2010 – present: Mike Green, Investigation into the use of Social Networks amongst Adolescents in regards to Peer Aggression and Cyberbullying
  • 2011 – present: Anthony Emeakaroha, Analysis of Energy Conservation through product-integrated persuasive feedback using a smart sensor in a University Campus.

I am interested in supervising PhD projects in all the above areas, specifically in: a) Study, design and evaluation of novel virtual world/gaming technology for positive social change; b) Detailed investigation of computer-mediated human-human interaction to give insights to this complex socio-technical system; c) Creative and innovative use of integrated online hardware-software systems in various domains, such as healthcare, learning, storytelling, etc

Publications

View a full list in the Kent Academic Repository

Article:
Bailey, Julia, Webster, Rosie, Hunter, Rachael, Griffin, Mark, Freemantle, Nicolas, Rait, Greta, Estcourt, Claudia, Michie, Susan, Andersan, Jane, Stephenson, Judith, Gerressue, Makeda, Ang, Chee Siang, Murray, Elizabeth. 2016, The Men's Safer Sex project: intervention development and feasibility randomised controlled trial of an interactive digital intervention to increase condom use in men. Health Technology Assessment
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OTTERBACHER, JAHNA, Ang, Chee Siang, LITVAK, MARINA, ATKINS, DAVID. 2016, Show Me You Care: Trait Empathy, Linguistic Style and Mimicry on Facebook. ACM Transactions on Internet Technology
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Farzin, Deravi, Chee Siang, Ang, M A, Hannan Bin Azhar, Areej, Al-Wabil, Malcolm, Philips, Mohamed, Sakel. 2015, Usability and Performance Measure of a Consumer-grade Brain Computer Interface System for Environmental Control by Neurological Patients. International Journal of Engineering and Technology Innovation
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Alelis, Genevieve, Bobrowicz, Ania, Ang, Chee Siang. 2015, Comparison of engagement and emotional responses of older and younger adults interacting with 3D cultural heritage artefacts on personal devices. Behaviour & Information Technology
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Bailey, J. V., Webster, R., Hunter, R., Freemantle, N., Rait, G., Michie, S., Estcourt, C., Anderson, J., Gerressu, M., Stephenson, J., Ang, Chee Siang, Hart, G., Dhanjal, S., Murray, E.. 2015, The Men's Safer Sex (MenSS) trial: protocol for a pilot randomised controlled trial of an interactive digital intervention to increase condom use in men. BMJ Open
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Green, Michael, Bobrowicz, Ania, Ang, Chee Siang. 2015, The lesbian, gay, bisexual and transgender community online: discussions of bullying and self-disclosure in YouTube videos. Behaviour & Information Technology
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Pruet, Putjorn, Ang, Chee Siang, Farzin, Deravi. 2014, Understanding tablet computer usage among primary school students in underdeveloped areas: Students' technology experience, learning styles and attitudes. Computers in Human Behavior
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Emeakaroha, Anthony, Ang, Chee Siang, Yan, Yong, Hopthrow, Tim. 2014, Integrating persuasive technology with energy delegates for energy conservation and carbon emission reduction in a university campus. Energy
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Emeakaroha, Anthony, Ang, Chee Siang, Yan, Yong, Hopthrow, Tim. 2014, A persuasive feedback support system for energy conservation and carbon emission reduction in campus residential buildings. Energy and Buildings
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Alelis, Genevieve, Bobrowicz, Ania, Ang, Chee Siang. 2013, Exhibiting Emotion: Capturing Visitors' Emotional Responses to Museum Artefacts. Design, User Experience, and Usability. User Experience in Novel Technological Environments
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Ang, Chee Siang, Bobrowicz, Ania, Schiano, Diane J., Nardi, Bonnie. 2013, Data in the wild: some reflections. Interactions
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Christou, Georgios, Lai-Chong Law, Effie, Zaphiris, Panayiotis, Ang, Chee Siang. 2013, Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games. Behaviour & Information Technology
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Emeakaroha, Anthony, Ang, Chee Siang, Yan, Yong. 2012, Challenges in Improving Energy Efficiency in a University Campus Through the Application of Persuasive Technology and Smart Sensors. Challenges
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Siriaraya, Panote, Ang, Chee Siang. 2012, Age Differences in the Perception of Social Presence in the Use of 3D Virtual World for Social Interaction. Interacting with Computers
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Siriaraya, Panote, Ang, Chee Siang. 2012, Characteristics and Usage Patterns of Older People in a 3D Online Multi-User Virtual Environment. Computers in Human Behavior
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Ang, Chee Siang. 2011, Interaction networks and patterns of guild community in massively multiplayer online games. Social Network Analysis and Mining
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Kisilevich, Slava, Ang, Chee Siang, Last, Mark. 2011, Large-Scale Analysis of Self-Disclosure Patterns among Online Social Networks Users: A Russian Context. Knowledge and Information Systems
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Ang, Chee Siang, Sakel, Mohamed, Pepper, Matthew G., Phillips, Malcolm P.. 2011, Use of Brain Computer Interfaces in Neurological Rehabilitation. British Journal of Neuroscience Nursing
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Siriaraya, Panote, Tang, Caleb, Ang, Chee Siang, Pfeil, Ulrike, Zaphiris, Panayiotis. 2011, A Comparison of Empathic Communication Pattern for Teenagers and Older People in Online Support Communities. Behaviour & Information Technology
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Lau, AYS, Siek, KA, Fernandez-Luque, L, Tange, H, Chhanabhai, P, Li, SYW, Elkin, PL, Arjabi, A, Walczowski, Les T., Ang, Chee Siang, Eysenbach, G. 2011, The Role of Social Media for Patients and Consumer Health. Yearbook of Medical Informatics
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Pfeil, Ulrike, Svangstu, Knut, Ang, Chee Siang, Zaphiris, Panayiotis. 2011, Social Roles in an Online Support Community for Older People. International Journal of Human-Computer Interaction
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Ang, Chee Siang, Zaphiris, Panayiotis. 2010, Social Roles of Players in MMORPG Guilds. Information, Communication & Society
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Ang, Chee Siang. 2010, Computer Games and Socio-Cultural Play: An Activity Theoretical Perspective. Games and Culture
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Ang, Chee Siang, Zaphiris, Panayiotis, Wilson, Stephanie. 2010, A Case Study Analysis of a Constructionist Knowledge Building Community with Activity Theory. Behaviour and Information Technology
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Pfeil, Ulrike, Ang, Chee Siang, Zaphiris, Panayiotis. 2009, Issues and Challenges of Teaching and Learning in 3D Virtual Worlds: Real Life Case Studies. Journal of Educational Media International
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Ang, Chee Siang, Rao, Radha Krishna. 2008, Computer Game Theories for Designing Motivating Educational Software: A Survey Study. International Journal on E-Learning
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Ang, Chee Siang, Zaphiris, Panayiotis. 2008, Social Learning in MMOG: An Activity Theoretical Perspective. Journal of Interactive Technology and Smart Education
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Ang, Chee Siang, Avni, Einav, Zaphiris, Panayiotis. 2008, Linking Pedagogical Theory of Computer Games to their Usability. International Journal on E-Learning
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Zaphiris, Panayiotis, Ang, Chee Siang, Law, D. 2007, Individualistic versus competitive game-based e-learning. Advanced Technology for Learning
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Ang, Chee Siang, Zaphiris, Panayiotis, Mahmood, Shumaila. 2007, A model of cognitive loads in massively multiplayer online role playing games. Interacting with Computers
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Zaphiris, Panayiotis, Ang, Chee Siang. 2007, HCI issues in computer games. Interacting with Computers
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Pfeil, Ulrike, Zaphiris, Panayiotis, Ang, Chee Siang. 2006, Cultural Differences in Collaborative Authoring of Wikipedia. Journal of Computer-Mediated Communication
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Ang, Chee Siang. 2006, Rules, gameplay, and narratives in video games. Simulation & Gaming
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Ang, Chee Siang. 2006, Computer, games and culture.. Interfaces
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Ang, Chee Siang, Rao, Radha Krishna. 2005, Designing Interactivity in Computer Games a UML Approach. International Journal of Intelligent Games and Simulation
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Conference item:
Putjorn, Pruet, Siriaraya, Panote, Ang, Chee Siang, Deravi, Farzin. 2017, Designing a ubiquitous sensor-based platform to facilitate learning for young children in Thailand. MobileHCI 2017, 19th International Conference on Human-Computer Interaction with Mobile Devices and Services
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Litvak, Marina, Otterbacher, Jahna, Ang, Chee Siang, Atkins, David. 2016, Social and Linguistic Behavior and its Correlation to Trait Empathy. PEOPLES 2016
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Walid, Norazlinawati, Noor, Nor Laila Md, Ibrahim, Emma Nuraihan Mior, Ang, Chee Siang. 2016, Potential Motivational Factors of Technology Usage for Indigenous People in Peninsular Malaysia. iUser Conference 2016
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Bai, Lu, Efstratiou, Christos, Ang, Chee Siang. 2016, weSport: Utilising Wrist-Band Sensing to Detect Player Activities in Basketball Games. WristSense 2016: Workshop on Sensing Systems and Applications Using Wrist Worn Smart Devices (co-located with IEEE PerCom 2016)
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Chong, Ming Ki, Whittle, Jon, Rashid, Umar, Ang, Chee Siang. 2015, Cue Now, Reflect Later: A Study of Delayed Reflection of Diary Events. 15th IFIP TC 13 International Conference on Human-Computer Interaction
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Chauhan, Sumita, Bobrowicz, Ania, Ang, Chee Siang. 2015, Perception of Digital and Physical Sculpture by People with Dementia. Tenth International Conference on the Arts in Society
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Walid, N, Ibrahim, ENM, Ang, Chee Siang, Noor, NM. 2015, Exploring Socioeconomic and Sociocultural Implications of ICT Use: An Ethnographic Study of Indigenous People in Malaysia. HCI International 2015
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Putjorn, Pruet, Ang, Chee Siang, Deravi, Farzin, Chaiwut, N.. 2015, Exploring the Internet of "Educational Things"(IoET) in rural underprivileged areas. 2015 12th International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON)
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Morgado, Leonel, Rodrigues, Rui, Coelho, Antonio, Magano, Olga, Calcada, Tania, Trigueiros Cunha, Paula, Echave, Cynthia, Kordas, Olga, Sama, Sara, Oliver, Jennifer V., Ang, Chee Siang, Deravi, Farzin, Bento, Ricardo, Ramos, Luis. 2015, Cities in citizens' hands. 6th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion (DSAI 2015)
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Putjorn, Pruet, Ang, Chee Siang, Deravi, Farzin. 2015, Learning IoT without the "I" - Educational Internet of Things in a Developing Context. MobiSys 2015 - The 13th International Conference on Mobile Systems, Applications, and Services
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Nicholls, Benjamin, Henderson, Martin, Marcelli, Gianluca, Ang, Chee Siang. 2015, 3D visualisation of the human anatomy for biofeedback therapy in swallowing disorder. Centre for Behaviour Change (CBC) Conference 2015, Harnessing Digital Technology for Health Behaviour Change
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Henderson, Martin, Nicholls, Ben, Ang, Chee Siang, Smithard, David, Marcelli, Gianluca. 2015, A Digital System to Quantify Eating Behaviour. Centre for Behaviour Change (CBC) Conference 2015, Harnessing Digital Technology for Health Behaviour Change
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Chong, Ming Ki, Rashid, Umar, Whittle, Jon, Ang, Chee Siang. 2014, SqueezeDiary: Using Squeeze Gesture as Triggers of Diary Events. MobileHCI 2014
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Chong, Ming Ki, Whittle, Jon, Rashid, Umar, Ang, Chee Siang. 2014, Squeeze the moment: denoting diary events by squeezing. ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp 2014)
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Siriaraya, Panote, Ang, Chee Siang. 2014, Recreating living experiences from past memories through virtual worlds for people with dementia. SIGCHI Conference on Human Factors in Computing Systems
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Emeakaroha, Anthony, Ang, Chee Siang, Yan, Yong. 2012, Energy efficiency improvement through the application of persuasive technology and smart sensors in a university campus. The Inaugural Pacific Rim Energy and Sustainability Congress
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Christou, Georgios, Zaphiris, Panayiotis, Ang, Chee Siang, Law, Effie Lai-Chong. 2011, Designing for the user experience of sociability in massively multiplayer online games. CHI EA '11 CHI '11 Extended Abstracts on Human Factors in Computing Systems
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Smith, M.A., Zaphiris, Panayiotis, Ang, Chee Siang, Hansen, D.. 2010, Introduction to Social Network Analysis. SIGCHI conference on Human factors in computing systems
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Zaphiris, Panayiotis, Ang, Chee Siang. 2009, Introduction to Social Network Analysis. Twelfth IFIP conference on Human-Computer Interaction (INTERACT 2009)
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Ang, Chee Siang, Zaphiris, Panayiotis. 2009, Social Interaction Networks Simulstion in Virtual Communities. Twelfth IFIP Conference on Human-Computer Interaction (INTERACT 2009)
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Ang, Chee Siang, Zaphiris, Panayiotis, Wilson, Stephanie. 2007, The social aspect of computer games: an activity theoretical model. HCI International Conference 2007
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Ang, Chee Siang, Zaphiris, Panayiotis, Mahmood, Shumaila. 2006, Cognitive Load Issues in MMORPGs. Fun and Game 2006 Conference.
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Ang, Chee Siang, Zaphiris, Panayiotis, Wilson, Stephanie. 2005, Social Interaction in Game Communities and Second Language Learning. The 19th British HCI Group Annual Conference.
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Ang, Chee Siang, Zaphiris, Panayiotis, Wilson, Stephanie. 2005, Wiki-mediated Collaborative/Distributed Narrative Construction of Game Communities. The First International Wikimedia Conference.
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Ang, Chee Siang, Zaphiris, Panayiotis, Wilson, Stephanie. 2005, Wiki-supported Collaborative Narrative Construction in Game Communities. The ECSCW'05 workshop on Computer Games & CSCW.
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Ang, Chee Siang, Rao, Radha Krishna. 2005, E-learning as Computer Games: Designing Immersive and Experiential Learning. 5th Pacific Rim Conference on Multimedia
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Ang, Chee Siang, Goh, W.W.. 2004, An E-learning Structure at the Workplace: A Narratological Approach. Seventh International Conference on Work With Computing Systems.
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Ang, Chee Siang, Rao, Radha Krishna. 2003, Theories of learning: a computer game perspective. Multimedia Software Engineering, 2003. Proceedings. Fifth International Symposium
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Other:
Ang, Chee Siang, Zaphiris, Panayiotis. 2008, Computer Games and Language Learning.
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Zaphiris, Panayiotis, Ang, Chee Siang, Laghos, A.. 2007, Online Communities.
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Ang, Chee Siang, Zaphiris, Panayiotis. 2006, Developing Enjoyable Second Language Learning Software Tools: a computing game paradigm.
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. 2009, Social Computing and Virtual Communities.
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. 2008, Cross-Disciplinaryu Advances in Human Computer Interaction: User Modeling, Social Computing.
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. 2008, Human Computer Interaction: Concepts, Methodologies, Tools and Applications.
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Siriaraya, Panote, Ang, Chee Siang, Bobrowicz, Ania. 2012, Exploring the potential of virtual worlds in engaging older people and supporting healthy ageing. Behaviour & Information Technology
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da Costa-Abreu, Marjory, Ang, Chee Siang, Fairhurst, Michael, Kelly, Stephen W.. 2011, Software Development to Facilitate Communications - An Evaluation Report to the Graham Care Group.
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da Costa-Abreu, Marjory, Ang, Chee Siang, Fairhurst, Michael, Kelly, Stephen W.. 2010, Has the Installation of Sensor Technology Enhanced the Case of our Residents? An Evaluation Report to The Priory (Pembury) Ltd (part of the Graham Care Group).
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Undergraduate and postgraduate Modules that I teach include

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.

Video game design

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 Javascript. Students will also learn about mobile game development and optimisation issues.

HCI for mobiles

This MSc module is concerned with designing mobile applications taking into account usability, accessibility and sociability. Students will evaluate current and future trends of interaction design and interface technologies in a mobile context. The module also encourages students to analyse critically human activities in order to identify innovative design solutions.   Topics include activity modelling, economic theories for HCI, Internet of things, graphic design, universal design, etc.

School of Engineering and Digital Arts, Jennison Building, University of Kent, Canterbury, Kent, CT2 7NT

Enquiries: contact us

Last Updated: 23/01/2017