Jeffrey C. F. Ho
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Jeffrey C. F. Ho has a total of 51 co-authors. Here are the top co-authors by number of shared publications:
- Baba C. Vemuri
Department of CISE University of Florida Gainesville FL USA
7 shared publications - T. H. Tse
University of Hong Kong, Hong Kong
3 shared publications - Wing Kwong Chan
City University of Hong Kong, Hong Kong
3 shared publications - Yuchen Xie
Department of Computer and Information Science and Engineering (CISE), University of Florida, Gainesville, FL 32611, USA
3 shared publications - Aria C. H. Yang
School of Design, The Hong Kong Polytechnic University
2 shared publications - Daniel Abdón Varela Muñoz
Interactive Media, School of Communication, Hong Kong Baptist University, Hong Kong SAR, China
2 shared publications
Latest Publications
- Open Access
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1040-1051
Analyzing Change in VR: A Temporal–Rules–Cues Framework for Storyworld Dynamics and Authorial Intent
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1040-1051
Open AccessAnalyzing Change in VR: A Temporal–Rules–Cues Framework for Storyworld Dynamics and Authorial Intent
- Open Access
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1541-1546
From Knowledge to Design: Materializing Social-Science Concepts into Virtual-Reality Scenarios through Designerly Descent Down the Ladder of Abstraction
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1541-1546
Open AccessFrom Knowledge to Design: Materializing Social-Science Concepts into Virtual-Reality Scenarios through Designerly Descent Down the Ladder of Abstraction
- Open Access
- 23 April 2026
- Published by Elsevier in International Journal of Human-Computer Studies
- Vol. 212
Self-avatar-supported observational learning: Designing and evaluating VR-based physical exercise tutorial systems for older adults
- 23 April 2026
- Published by Elsevier in International Journal of Human-Computer Studies
- Vol. 212
Open AccessSelf-avatar-supported observational learning: Designing and evaluating VR-based physical exercise tutorial systems for older adults
- Open Access
- 31 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3626-3635
User-Articulated Associations in VR: A Co-Occurrence Network Map of Presence, Realism, Agency, and Time
Research on VR often isolates constructs on separate scales, obscuring how users themselves link presence, agency, realism, fictionality, temporal structure, and embodiment during play. We address this gap with a qualitative, participant-level mapping of user-articulated associations across nine constructs defined a priori from theory and standardized for analysis: presence (PI; feeling “there”), visual realism, physical realism, fictionality, agency, temporal structure, narrative comprehension, attentional guidance, and embodiment. Fifty-seven design-trained participants played two commercial VR games (A Fisherman's Tale; Moss on Quest 2/3) and answered open-ended prompts. Using codebook thematic analysis, we binarized construct mentions per participant and computed normalized co-occurrences (Jaccard) with bootstrap 95% CIs and permutation baselines; metrics are descriptive, valenceagnostic, and non-causal. Findings: Presence co-occurred most with layered attentional guidance and embodiment, exceeding its association with visual fidelity. A “design-side” cluster linked visual and physical realism with temporal pacing and guidance; visual realism clustered more with fictionality and narrative discourse than with presence. These patterns refine theory toward coherence, guidance, and embodiment-centered pathways to sustaining place illusion and engagement, consistent with claims that internal consistency and sensorimotor contingencies outweigh photorealism. Methodologically, the participant-level, normalized map makes qualitative associations inspectable and comparable via effect sizes with uncertainty, complementing solo-construct scales and supporting reuse on other construct sets. Practically, the results recommend prioritizing consistent world rules and physically plausible interactions, scaffolding agency with multimodal diegetic cues, and providing robust, synchronous self-representation.
- 31 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3626-3635
Open AccessUser-Articulated Associations in VR: A Co-Occurrence Network Map of Presence, Realism, Agency, and Time
Research on VR often isolates constructs on separate scales, obscuring how users themselves link presence, agency, realism, fictionality, temporal structure, and embodiment during play. We address this gap with a qualitative, participant-level mapping of user-articulated associations across nine constructs defined a priori from theory and standardized for analysis: presence (PI; feeling “there”), visual realism, physical realism, fictionality, agency, temporal structure, narrative comprehension, attentional guidance, and embodiment. Fifty-seven design-trained participants played two commercial VR games (A Fisherman's Tale; Moss on Quest 2/3) and answered open-ended prompts. Using codebook thematic analysis, we binarized construct mentions per participant and computed normalized co-occurrences (Jaccard) with bootstrap 95% CIs and permutation baselines; metrics are descriptive, valenceagnostic, and non-causal. Findings: Presence co-occurred most with layered attentional guidance and embodiment, exceeding its association with visual fidelity. A “design-side” cluster linked visual and physical realism with temporal pacing and guidance; visual realism clustered more with fictionality and narrative discourse than with presence. These patterns refine theory toward coherence, guidance, and embodiment-centered pathways to sustaining place illusion and engagement, consistent with claims that internal consistency and sensorimotor contingencies outweigh photorealism. Methodologically, the participant-level, normalized map makes qualitative associations inspectable and comparable via effect sizes with uncertainty, complementing solo-construct scales and supporting reuse on other construct sets. Practically, the results recommend prioritizing consistent world rules and physically plausible interactions, scaffolding agency with multimodal diegetic cues, and providing robust, synchronous self-representation.
- Open Access
- 21 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Integrating Narrative, Emotional, and Social Connection: Designing a Human-Centered VR Reminiscence Therapy Framework for Enhancing Active Aging
- 21 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Open AccessIntegrating Narrative, Emotional, and Social Connection: Designing a Human-Centered VR Reminiscence Therapy Framework for Enhancing Active Aging
- Open Access
- 9 October 2023
- Published by Design Research Society
Learning technology with beginner-friendly software: design students' on attitude towards software alternatives
When teachers introduce a new type of technology, they often choose a beginner-friendly software option. The aim of the current study was to investigate whether and how design students' perception towards a beginner-friendly software influences their perception, attitude, and intention to learn other more advanced software. Based on the Technology Acceptance Model, we proposed and tested correlations between students' perception towards beginner-friendly software and their perceptions of other software in the same category. To introduce computational tools for conducting big-data research, we developed a beginner-friendly software called Onion, which allows design students to use computational tools such as data retrieval from social media and artificial-intelligence-based object recognition through a graphical user interface. We conducted two introductory workshops, and captured students' perception towards Onion and their perception and intention to learn more advanced computational tools with a questionnaire. The results indicated that learners' perceived usefulness of the beginner-friendly software has strong and positive correlations with their perceived usefulness and learning intention of other software alternatives. This suggests that introducing new technologies with beginner-friendly software can influence learners' perception towards and intention to learn other similar but less beginner-friendly software packages. Theoretical and practical implications are discussed.
- 9 October 2023
- Published by Design Research Society
Open AccessLearning technology with beginner-friendly software: design students' on attitude towards software alternatives
When teachers introduce a new type of technology, they often choose a beginner-friendly software option. The aim of the current study was to investigate whether and how design students' perception towards a beginner-friendly software influences their perception, attitude, and intention to learn other more advanced software. Based on the Technology Acceptance Model, we proposed and tested correlations between students' perception towards beginner-friendly software and their perceptions of other software in the same category. To introduce computational tools for conducting big-data research, we developed a beginner-friendly software called Onion, which allows design students to use computational tools such as data retrieval from social media and artificial-intelligence-based object recognition through a graphical user interface. We conducted two introductory workshops, and captured students' perception towards Onion and their perception and intention to learn more advanced computational tools with a questionnaire. The results indicated that learners' perceived usefulness of the beginner-friendly software has strong and positive correlations with their perceived usefulness and learning intention of other software alternatives. This suggests that introducing new technologies with beginner-friendly software can influence learners' perception towards and intention to learn other similar but less beginner-friendly software packages. Theoretical and practical implications are discussed.
- Open Access
- 13 April 2023
- Published by MDPI AG in International Journal of Environmental Research and Public Health
- Vol. 20 (8) , 5494
Measuring the Impact of Bedroom Privacy on Social Networks in a Long-Term Care Facility for Hong Kong Older Adults: A Spatio-Social Network Analysis Approach
This study aims to measure the impact of bedroom privacy on residents’ social networks in a long-term care (LTC) facility for older adults. Little is known about how the architectural design of bedrooms affects residents’ social networks in compact LTC facilities. Five design factors affecting privacy were examined: bedroom occupancy, visual privacy, visibility, bedroom adjacency, and transitional space. We present a spatio-social network analysis approach to analyse the social network structures of 48 residents. Results show that residents with the highest bedroom privacy had comparatively smaller yet stronger groups of network partners in their own bedrooms. Further, residents who lived along short corridors interacted frequently with non-roommates in one another’s bedrooms. In contrast, residents who had the least privacy had relatively diverse network partners, however, with weak social ties. Clustering analyses also identified five distinct social clusters among residents of different bedrooms, ranging from diverse to restricted. Multiple regressions showed that these architectural factors are significantly associated with residents’ network structures. The findings have methodological implications for the study of physical environment and social networks which are useful for LTC service providers. We argue that our findings could inform current policies to develop LTC facilities aimed at improving residents’ well-being.
- 13 April 2023
- Published by MDPI AG in International Journal of Environmental Research and Public Health
- Vol. 20 (8) , 5494
Open AccessMeasuring the Impact of Bedroom Privacy on Social Networks in a Long-Term Care Facility for Hong Kong Older Adults: A Spatio-Social Network Analysis Approach
This study aims to measure the impact of bedroom privacy on residents’ social networks in a long-term care (LTC) facility for older adults. Little is known about how the architectural design of bedrooms affects residents’ social networks in compact LTC facilities. Five design factors affecting privacy were examined: bedroom occupancy, visual privacy, visibility, bedroom adjacency, and transitional space. We present a spatio-social network analysis approach to analyse the social network structures of 48 residents. Results show that residents with the highest bedroom privacy had comparatively smaller yet stronger groups of network partners in their own bedrooms. Further, residents who lived along short corridors interacted frequently with non-roommates in one another’s bedrooms. In contrast, residents who had the least privacy had relatively diverse network partners, however, with weak social ties. Clustering analyses also identified five distinct social clusters among residents of different bedrooms, ranging from diverse to restricted. Multiple regressions showed that these architectural factors are significantly associated with residents’ network structures. The findings have methodological implications for the study of physical environment and social networks which are useful for LTC service providers. We argue that our findings could inform current policies to develop LTC facilities aimed at improving residents’ well-being.
- 2 April 2023
- Published by Springer Nature
- p. 253-268
VR Diet Museum: A Virtual Experience Designed for Better Learning and Reflection on Eating Habits and Its Effects
- 2 April 2023
- Published by Springer Nature
- p. 253-268
VR Diet Museum: A Virtual Experience Designed for Better Learning and Reflection on Eating Habits and Its Effects
- 6 November 2022
- Published by Springer Nature
- p. 357-364
Design to Divide Attention: An Exploration of Designing Virtual Reality Simulations of Accidents
- 6 November 2022
- Published by Springer Nature
- p. 357-364
Design to Divide Attention: An Exploration of Designing Virtual Reality Simulations of Accidents
- Open Access
- 3 December 2021
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 5 (12) , 78
Dimension-Based Interactions with Virtual Assistants: A Co-Design Project with Design Fictions
This study presents a co-design project that invites participants with little or no background in artificial intelligence (AI) and machine learning (ML) to design their ideal virtual assistants (VAs) for everyday (/daily) use. VAs are differently designed and function when integrated into people’s daily lives (e.g., voice-controlled VAs are designed to blend in based on their natural qualities). To further understand users’ ideas of their ideal VA designs, participants were invited to generate designs of personal VAs. However, end users may have unrealistic expectations of future technologies. Therefore, design fiction was adopted as a method of guiding the participants’ image of the future and carefully managing their realistic, as well as unrealistic, expectations of future technologies. The result suggests the need for a human–AI relationship based on controls with various dimensions (e.g., vocalness degree and autonomy level) instead of specific features. The design insights are discussed in detail. Additionally, the co-design process offers insights into how users can participate in AI/ML designs.
- 3 December 2021
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 5 (12) , 78
Open AccessDimension-Based Interactions with Virtual Assistants: A Co-Design Project with Design Fictions
This study presents a co-design project that invites participants with little or no background in artificial intelligence (AI) and machine learning (ML) to design their ideal virtual assistants (VAs) for everyday (/daily) use. VAs are differently designed and function when integrated into people’s daily lives (e.g., voice-controlled VAs are designed to blend in based on their natural qualities). To further understand users’ ideas of their ideal VA designs, participants were invited to generate designs of personal VAs. However, end users may have unrealistic expectations of future technologies. Therefore, design fiction was adopted as a method of guiding the participants’ image of the future and carefully managing their realistic, as well as unrealistic, expectations of future technologies. The result suggests the need for a human–AI relationship based on controls with various dimensions (e.g., vocalness degree and autonomy level) instead of specific features. The design insights are discussed in detail. Additionally, the co-design process offers insights into how users can participate in AI/ML designs.