I am a Lecturer in the Co-innovation group of UQ’s School of ITEE, primarily focusing on Extended Reality, Empathic Computing, and Human-Computer Interaction. I am a proponent of “for good” research with these technologies and aiming to create positive societal impact with my research. I believe in designing solutions for users and accordingly put users ahead of the technology. Most of my work involves user research and statistics.
Before joining the University of Queensland in August 2018, I was a Research Fellow at the Empathic Computing Laboratory (UniSA) working with one of the world-leaders of Augmented Reality Prof. Mark Billinghurst between 2015 and 2018. Earlier, I held postdoctoral positions at the University of Tasmania, Worcester Polytechnic Institute (USA), and James Cook University. Earlier I completed my Ph.D. under the supervision of Prof. Christian Sandor and Prof. Bruce Thomas at the University of South Australia with a thesis titled Perceptual characteristics of visualizations for occluded objects in handheld augmented reality. During this time I did a research internship at the TU Munich under the supervision of Prof. Gudrun Klinker. I regularly serve as an organizer and a peer-reviewer of multiple international conferences and journals related to my research interests.
Originally, I was born in Kolkata, India (and lived there for 25 years) and now live in Brisbane, Australia with my wife and daughter! When not working, I enjoy spending time with my family and playing Cricket in the summer.
Please visit my webpage on UQ Researchers.
Virtual reality (VR) interfaces is an influential medium to trigger emotional changes in humans. However, there is little research on making users of VR interfaces aware of their own and in collaborative interfaces, one another's emotional state. In this project, through a series of system development and user evaluations, we are investigating how physiological data such as heart rate, galvanic skin response, pupil dilation, and EEG can be used as a medium to communicate emotional states either to self (single user interfaces) or the collaborator (collaborative interfaces). The overarching goal is to make VR environments more empathetic and collaborators more aware of each other's emotional state.
Storytelling is an important domain in virtual reality, be it for creating awarenesses or simply for entertainment. However, experiences in virtual reality are subjective and based on the user's interaction with the environment. An important question is: how to ensure that the user experiences the story in the same way the storyteller wants to tell the story? This project investigates how different components of a virtual environment can be manipulated to align the experience of the user with the intention of the storyteller.
Virtual Reality is a technology that commonly requires handheld controllers and physical movements to properly interact with the environments. However, there are alternative interaction methods that can enable disabled users to interact with and experience VR such as brain-computer interaction, voice commands, and facial expression. This project explores these alternative interaction methods for different tasks in VR.
Learning a second language is a useful exercise in many ways. However, the process of learning is not straightforward. This project explores novel methods of learning languages using augmented reality and tangible user interfaces.
This project explores the possibilities of making virtual reality interfaces more effective by making them adaptive to the users' emotional and cognitive needs.
Dey A, Billinghurst M, Lindeman RW and Swan JE II (2018) A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014. Front. Robot. AI 5:37. doi: 10.3389/frobt.2018.00037
James Wen, Amanda Stewart, Mark Billinghurst, Arindam Dey, Chad Tossell, and Victor Finomore. 2018. He who hesitates is lost (...in thoughts over a robot). In Proceedings of the Technology, Mind, and Society (TechMindSociety '18). ACM, New York, NY, USA, Article 43, 6 pages. DOI: https://doi.org/10.1145/3183654.3183703
Piumsomboon, T., Dey, A., Ens, B., Lee, G. and Billinghurst, M., 2019. The Effects of Sharing Awareness Cues in Collaborative Mixed Reality. Frontiers in Robotics and AI, 6, p.5.
Dey, A., Chen, H., Billinghurst, M. and Lindeman, R.W., 2018, October. Effects of Manipulating Physiological Feedback in Immersive Virtual Environments. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (pp. 101-111). ACM.
Dey, A., Chen, H., Zhuang, C., Billinghurst, M. and Lindeman, R.W., 2018, October. Effects of Sharing Real-Time Multi-Sensory Heart Rate Feedback in Different Immersive Collaborative Virtual Environments. In 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 165-173). IEEE.
A. Dey, A. Chatburn and M. Billinghurst, "Exploration of an EEG-Based Cognitively Adaptive Training System in Virtual Reality," 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 2019, pp. 220-226.