Current Projects

Fostering empathy for older adults among young Singaporeans using virtual reality: Employing embodied perspective taking via construal level theory

– Social Science and Humanities Research Fellowship S$877,552 (PI)

Fostering more positive attitudes towards seniors among young people is essential in promoting a more inclusive society. VR may be a plausible way to reduce perceived outgroup threat and foster positive attitudes towards seniors among the young. In this project I propose and test a theoretical model of fostering more positive outgroup attitudes based on construal level theory and augmented by social identity perspectives.

Information fatigue among online information seekers: Defining it and exploring its impact

– MOE AcRF Tier 1 Grant S$86,670 (PI)

While greater amounts of information can aid in staying updated and help to reduce uncertainty, there have been increasing concerns of a phenomenon known as information fatigue (IF), where individuals find themselves in a state of weariness from persistent and excessive exposure to information. This project seeks to understand the conceptual dimensions of IF, the factors that lead to it, and the extent and impact of IF on online information seekers.

Strengthening the social fabric of Singapore through the use of VR technologies

– DSO National Laboratories TL Grant S$321,310 (PI)

This project aims to examine the societal faultlines in Singapore and test theory-based virtual reality interventions to help address potential negative consequences. In doing so, the proposed research aims to contribute to strengthening the social fabric of Singapore by guarding against societal divides. A VR-based intervention that promotes empathy and understanding towards outgroup others is being developed and tested.

Understanding videoconference fatigue among students

– MOE AcRF Tier 1 Grant S$88,838 (PI)

While videoconferencing has allowed for learning to continue in a virtual space without the need for face-to-face interaction, there have been increasing reports of individuals affected by a phenomenon known as videoconference fatigue (VF). This project seeks to understand what VF is, the extent to which students are affected, and to explore potential solutions. To achieve the aims, the project will tap on the strengths of both qualitative and quantitative approaches through a series of interviews, surveys and experiments.

Using VR to promote plastic recycling attitudes and behaviours

– NTU 5th Ace Grant S$120,000 (Co-PI)

This project explores the potential of VR technologies to bring about positive attitudes and behaviors among secondary school students towards plastic use and recycling. The primary objective is to gain an empirical understanding of how we can create awareness and encourage plastic waste recycling behaviour among youths in Singapore by exploring the impact of an interactive, gamified VR experience on plastic recycling behaviour. An immersive virtual environment is being developed where students interact with objects in VR, make decisions to save the Earth, and learn more about the benefits of recycling.

Vaccine communication and messaging: Addressing COVID-19 vaccine hesitancy

– National Medical Research Council S$987,000 (Co-PI)

The fundamental facet of vaccine communication is to ensure that health messaging educates and engages with the public to understand the (low) risks and benefits of vaccination. This not only requires strategic deployment of health communication but also the containment of negative (mis)information surrounding the COVID-19 vaccines. To this end, this research programme aims to answer four sets of interrelated questions to better understand public perception about vaccination.