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Biography
Rongkai Guo is an assistant professor in Department of Software Engineering and Computer Game Design & Development at Kennesaw State. Guo's research interests are in serious gaming, computer/mobile gaming, Virtual Reality (VR), and has been doing research on the VR for rehabilitation project for more than six years.
Guo conducted the first research study that formally investigated how VR impacts individuals with mobility impairments. Since 2010, Guo discovered that individuals with mobility impairments have different reactions to a virtual environment than healthy people, and he has begun to derive generalized guidelines for accessible virtual environment design, which has been published in peer-reviewed scholarly journals.
Industry Expertise (4)
Education/Learning
Research
Computer Gaming
Computer Software
Areas of Expertise (7)
Computer Gaming
Computer Programming
Virtual Reality (VR)
VR and Rehabilitation
VR and Mobility Impairments
serious gaming
Mobile Gaming
Accomplishments (1)
Graduate Student Professional Development Award (professional)
2013-01-01
Awarded by the University of Texas at San Antonio.
Education (3)
The University of Texas at San Antonio: Ph.D., Computer Science 2014
The University of Texas - Pan American: M.S., Computer Science 2008
Nanjing University: B.S., Computer Science 2006
Links (1)
Media Appearances (2)
Making the Grade: College course shows lucrative side of gaming
Atlanta Journal Constitution
2016-05-24
"'When we talk about our program, it’s not only gaming,' said Rongkai Guo, assistant professor of gaming who joined the Computing and Software department last year. 'We teach kids how to develop and design, but it’s really about acquiring computer science knowledge. These kids are also very good programmers who also know how to computer graphics work and can write a game story. And that’s a plus.'..."
Quarles and Guo Radio Interview on VR for Disabled Persons
KRVL 94.3
2013-04-11
Dr. John Quarles, assistant professor of computer science, and Rongkai Guo, Ph.D.student, will be interviewed on the radio about their research on virtual reality for persons with disabilities.
Event Appearances (5)
Get off the Couch: A Generalizable Approach to Convert Sedentary Commercial Games to Exergames
The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play London, England
2015-01-01
The Effects of Avatars on Presence in Virtual Environments for Persons with Mobility Impairments
The 24th International Conference on Artificial Reality and Telexistence (ICAT 2014) and the 19th Eurographics Symposium on Virtual Environments Bremen, Germany
2014-01-01
Game Cane: An Assistive 3DUI for Rehabilitation Games
IEEE 9th Symposium on 3D User Interfaces Minneapolis, MN
2014-01-01
Towards Understanding and Improving Motivation for Rehabilitation in Virtual Environments
IEEE VR 2014 Doctoral Consortium Minneapolis, MN
2014-01-01
The Effects of VEs on Mobility Impaired Users: Presence, Gait, and Physiological Response
19th ACM Symposium on Virtual Reality Software and Technology Nanyang Technological University, Singapore
2013-01-01
Research Grants (1)
CRII: CHS: Towards Understanding the Capability of Spatial Audio Feedback in Virtual Environments for people with Visual Impairments
National Science Foundation (NSF) $169,497.00
2016-05-27
Virtual Reality (VR) applications have been developed for physical rehabilitation, education, healthcare and other domains; the beneficiaries of VR technology include children, the elderly, and persons with physical and mobility impairments. Platforms for the safe training of personnel in diverse occupations such as aircraft pilots or operators of conveyer belts in mines are an area where the contributions of the technology are especially important. Unfortunately, however, the majority of VR research to date has been based on visual feedback, thereby excluding persons with visual impairments from enjoying the potential benefits of the technology. The PI's goal in this project is to establish a research program that will ultimately overcome this shortcoming by developing techniques that allow persons with visual impairments to use 3D audio for perception and movement in VR, and by providing designers with inclusive guidelines for future systems.
Recent Papers (3)
Latency and Avatars in Virtual Environments and the Effects on Gait for Persons with Mobility Impairments
IEEE Transactions on Visualization and Computer Graphics
2016 Latency and avatars in Virtual Environments have been extensively studied over the years. However, there has been minimal research conducted on the effects of latency and avatars for mobility impaired users. To address this, we have conducted a study involving both healthy and mobility impaired participants with the simple task of walking across a simulated room under various latency and avatar conditions. We investigated the impact of latency and avatars on perceived latency and gait parameters (i.e., walking patterns).
Mobility Impaired Users Respond Differently than Healthy Users in Virtual Environments
Wiley: Computer Animation and Virtual Worlds
2014 Virtual environments (VEs) have been shown to be beneficial in physical rehabilitation, increasing motivation and the range of exercises that can be safely performed. However, little is known about how disabilities may impact a user's responses to a VE, which could affect rehabilitation motivation. Thus, the primary objective of this research is to understand how VEs affect users with mobility impairments (MI). Specifically, we investigate the influence of full body avatars that have canes.
Visual Simulation for Learning in Kinesiology: Developing the Volleyball Smash Feet Tracks Visualization System
International Journal of Sports Science and Engineering
2012 The purpose of this presentation is to report the design and revision performed on the volleyball smash feet visualization system to deliver effective feedback to learners, and to provide feedback for learners to effectively enhance their learning process.