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3D Printing and Camera Mapping -- Artwork: Digital Buddha Art Exhibition / Luo, He-Lin / Chen, I-Chun / Hung, Yi-Ping Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3867-3870
ACM Digital Library Link
Summary: The new media artwork Digital Buddha combines 3D Printing and camera mapping. The creative plan for Digital Buddha applies industrial design concepts and methods that utilize multiple complex digital tools in order to achieve effects of precision sculpting computations. In this work, a pre-constructed abstract sculpture is decoded and transformed into a figurative statue of Buddha when it is drawn by a motor into the image. The work takes concepts of "coding" and "decoding", allowing a sculpture in reality to apply a self-defined coding method to create an abstract sculpture in which certain messages have been hidden in reality. Through computations and decoding by the camera and by computer programs, the Buddha is restored to its figurative form in the virtual world. this piece of work pays homage to the work TV Buddha produced by video art master Nam June Paik.

3D Printing and Camera Mapping: Dialectic of Virtual and Reality Art Exhibit / Luo, He-Lin / Chen, I-Chun / Hung, Yi-Ping Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.721-722
ACM Digital Library Link
Summary: Projection Mapping, the superimposing of virtual images upon actual objects, is already extensively used in performance arts. Applications of it are already quite mature, therefore, here we wish to achieve the opposite, or specifically speaking, the superimposing of actual objects into virtual images. This method of reverse superimposition is called "camera mapping." Through cameras, camera mapping captures actual objects, and introduces them into a virtual world. Then using superimposition, this allows for actual objects to be rendered as virtual objects. However, the actual objects here must have refined shapes so that they may be superimposed back into the camera. Through the proliferation of 3D printing, virtual 3D models in computers can be created in reality, thereby providing a framework for the limits and demands of "camera mapping." The new media artwork Digital Buddha combines 3D Printing and camera mapping. This work was created by 3-D deformable modeling through a computer, then transforming the model into a sculpture using 3D printing, and then remapping the materially produced sculpture back into the camera. Finally, it uses the already known algorithm to convert the model back into that of the original non-deformed sculpture. From this creation project, in the real world, audiences will see a deformed, abstract sculpture; and in the virtual world, through camera mapping, they will see a concrete sculpture (Buddha). In its representation, this piece of work pays homage to the work TV Buddha produced by video art master Nam June Paik. Using the influence television possesses over people, this work extends into the most important concepts of the digital era, "coding" and "decoding," simultaneously addressing the shock and insecurity people in the digital era feel toward images.

"Welcome!": social and psychological predictors of volunteer socializers in online communities Wikipedia supported cooperative work / Hsieh, Gary / Hou, Youyang / Chen, Ian / Truong, Khai N. Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.1 p.827-838
ACM Digital Library Link
Summary: Volunteer socializers are members of a community who voluntarily help newcomers become familiar with the popular practices and attitudes of the community. In this paper, we explore the social and psychological predictors of volunteer socializers on Reddit, an online social news-sharing community. Through a survey of over 1000 Reddit users, we found that social identity, prosocial-orientation and generalized reciprocity are all predictors of socializers in the community. Interestingly, a user's tenure with the online community has a quadratic effect on volunteer socialization behaviors -- new and long-time members are both more likely to help newcomers than those in between. We conclude with design implications for motivating users to help newcomers.

Discussion of Design and Experiential Marketing in Ming-Show Pottery Cultural Creative Product Cultural and Cross-Cultural Design / Chen, I.-Yu / Chen, Chi-Hsiung / Chen, Cheng-Hsui IDGD 2011: 4th International Conference on Internationalization, Design and Global Development 2011-07-09 p.17-26
Keywords: Ming-Show Pottery; Lazurite; Cultural Creation; Marketing Strategy; SWOT
Link to Digital Content at Springer
Summary: In the present day, the government of Taiwan is tiring to promote the policy of Cultural Creative Industries (TCCI), as well as to industrialize the cultural products with creation; thus, marketing is the major factor in industrial operation; furthermore, the exterior environment, competition between the same industries, promotion and sales of the distribution and the interior creative ability become the important points for the industry. This study was focused on the case study which discussed about the interior and exterior marketing strategy analysis of Ming-Show Pottery. The relevant information was obtained from domestic and foreign literatures, which also included interviews to understand the actual operating situation deeper for the industry by interview; meanwhile the SWOT analysis was also adopted in this study to understand the poisoning, external opportunities and threats and the internal advantages and disadvantages of target markets. The study results are obtained as follow (1) The model of Experiential Strategy consists of five factors: Sense, Emotions, Thoughts, Action and Connection; so that the customer will interest in the product and culture by stimulating those five factors; (2) The applied strategies in the future which including brand marketing, selling spots expansion, experiential marketing ways and different industrial collaboration were made via SWOT analysis as the foundational references to the industry; and (3) Establishing the model of experiential marketing strategy applications can improve the competitive ability of marketing promotion for the industry in terms of interactional marketing.

Integrating Route and Survey Learning in Complex Virtual Environments: Using a 3D Map VIRTUAL ENVIRONMENTS: VE2 -- Learning in Virtual Environments / Luo, Zhiqiang / Wickens, Christopher D. / Duh, Henry Been-Lirn / Chen, I-Ming Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.2393-2397
Link to HFES Digital Content
Summary: This study aimed to explore how a three-dimensional (3D) map affects the acquisition of survey knowledge in complex virtual environments (VEs). Subject navigated in virtual and real subway stations, where the virtual station was augmented with either a 3D floor map, a 3D building map, or neither. After subject's navigation in the station, they made the judgment of spatial relative directions between objects. The analyses of response time showed that participants responded faster when they were assisted by the 3D floor or building map than without a map aid in virtual stations. There was no significant difference between survey knowledge acquired in the virtual station augmented with the 3D floor or building map and in the real station. Participants with the 3D floor map performed best in spatial judgments. Implications of these findings to a 3D map design were discussed.

Spatial learning in a virtual multilevel building: Evaluating three exocentric view aids / Luo, Zhiqiang / Luo, Wenshu / Wickens, Christopher D. / Chen, I-Ming International Journal of Human-Computer Studies 2010 v.68 n.10 p.746-759
DOI: 10.1016/j.ijhcs.2010.06.004
Keywords: Virtual environment / Navigation aid / Spatial learning / Exocentric view
Link to Article at sciencedirect
Summary: The present study explores how the design of the exocentric view aid affects the acquisition of survey knowledge in virtual environments. The exocentric view was provided by either a 3D floor map, a 3D building map or the elevation of viewpoint in air. Participants navigated a virtual multilevel building and their survey knowledge was measured by the judgment of spatial relative direction. The results showed that (1) the accuracy of spatial judgment along the horizontal direction and response time were improved for participants with the exocentric view aid; (2) the accuracy of spatial judgment along the vertical direction was worst in the condition with a 3D floor map; (3) in general participants with a 3D building map performed best. The data suggested that the large scale of an exocentric view aid and the increased number of exocentric perspective through which the spatial layout is observed can facilitate the acquisition of survey knowledge in a virtual building. Potential applications of the findings include the design of a 3D map for navigation in both real and virtual buildings.

Spatial Representation of a Virtual Room Space: Perspective and Vertical Movement / Luo, Zhiqiang / Luo, Wenshu / Chen, I-Ming / Jiao, Roger Jianxin / Duh, Henry Been-Lirn International Journal of Human-Computer Interaction 2010 v.26 n.7 p.661-674
Link to Article at informaworld
Summary: Evidence from prior research has demonstrated that exocentric views of the environment can facilitate the acquisition of survey knowledge in a virtual environment. The present study examined the effect of different exocentric views on judging the relative direction of objects. During the participants' vertical movement in a virtual room, participants learned the spatial layout in one of three conditions: two-perspective, attentive-elevation, and normal-elevation conditions, where the number of the exocentric perspectives from which the spatial layout was observed was different. After spatial learning, they made the judgment of the relative direction of objects. The analysis of spatial judgment showed that as the number of exocentric perspectives increased, the accuracy improved in the mental representation of spatial vertical information and spatial information in novel directions. Results indicated that the increased number of exocentric perspectives during the vertical movement facilitated the flexible acquisition of survey knowledge. Applications of this study included the design of effective navigation aids in virtual multilevel buildings.

Developing a Usable Mobile Flight Case Learning System in Air Traffic Control Miscommunications Advanced Applications / Su, Kuo-Wei / Lee, Keh-Yeu / Huang, Po-Hsin / Chen, I-Tsun HCI International 2009: 13th International Conference on Human-Computer Interaction, Part IV: Interacting in Various Application Domains 2009-07-19 v.4 p.770-777
Keywords: ATC communications aviation regulation; ontology; HCI (Human Computer Interaction)
Link to Digital Content at Springer
Summary: Aviation's highest priority is safety. The primary risk to safety derives not from automated systems but from human factors, most notably pilots and air traffic control. We present results from development of a flight case learning system designed and aviation regulation retrieve system to operate on mobile phones used by pilots and air traffic controllers. Our system takes advantage of key ontology concepts, human-centered design strategies, and appropriate small-screen interface design protocols. A questionnaire to assess user interaction satisfaction (QUIS) was deployed for subsequent usability testing and to verify acceptance of, and satisfaction with the system. Twelve students participated in the questionnaire-based evaluation of subjective satisfaction. In addition, two flight experts served on a review panel for domain knowledge verification and acceptance of the interface design. Our results confirm that MFCLS is a suitably designed mobile learning system that can accelerate self-learning for both pilots and controllers.

Spatial Navigation in a Virtual Multilevel Building: The Role of Exocentric View in Acquiring Survey Knowledge Interaction and Navigation in Virtual and Mixed Environments / Luo, Zhiqiang / Duh, Henry Been-Lirn / Chen, I-Ming / Luo, Wenshu VMR 2009: 3rd International Conference on Virtual and Mixed Reality 2009-07-19 p.60-69
Link to Digital Content at Springer
Summary: The present study aimed to test the function of the exocentric view on the acquisition of survey knowledge during spatial navigation in a virtual multilevel building. Subjects navigated a virtual three-level building in three conditions. In the first condition, subjects navigated the building without any aid. In the second condition, subjects navigated the building with the aid of a three-dimensional (3D) floor map which illustrated the spatial layout on each level from one exocentric perspective. In the third condition, subjects could watch the spatial layout on each level from the exocentric perspective when traveling to another level by an elevator. After navigation, all subjects made the judgment of spatial relative direction. The analyses of the accuracy of spatial judgments showed that the accuracy of judgment of spatial horizontal direction was significantly improved when subjects observed the exocentric views of levels in the last two conditions; the judgment of spatial vertical direction was significantly worse in the 3D floor map condition than in other two conditions. Furthermore, the accuracy of judgment of both spatial horizontal and vertical directions was best in the direction faced by subjects when they first enter each level. The results suggested that the content of exocentric view should be carefully designed to improve the acquisition of survey knowledge. The application of the findings included the design of 3D map for the navigation in the virtual multilevel building.

Information retrieval on bug locations by learning co-located bug report clusters Posters group 3: multimedia and domain specific IR / Chen, Ing-Xiang / Jaygarl, Hojun / Yang, Cheng-Zen / Wu, Ping-Jung Proceedings of the 31st Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2008-07-20 p.801-802
ACM Digital Library Link
Summary: Bug locating usually involves intensive search activities and incurs unpredictable cost of labor and time. An issue of information retrieval on bug locations is particularly addressed to facilitate identifying bugs from software code. In this paper, a novel bug retrieval approach with co-location shrinkage (CS) is proposed. The proposed approach has been implemented in open-source software projects collected from real-world repositories, and consistently improves the retrieval accuracy of a state-of-the-art Support Vector Machine (SVM) model.

A social network-based system for supporting interactive collaboration in knowledge sharing over peer-to-peer network / Yang, Stephen J. H. / Chen, Irene Y. L. International Journal of Human-Computer Studies 2008 v.20 n.1 p.36-50
Keywords: Social network / Interactive collaboration / Knowledge sharing / Peer-to-peer / Instant messenger
Link to Article at ScienceDirect
Link to Article at sciencedirect
Summary: Knowledge sharing enables people in virtual communities to access relevant knowledge (explicit or tacit) from broader scope of resources. The performance in such environments is fundamentally based on how effectively the explicit and tacit knowledge can be shared across people, and how efficiently the created knowledge can be organized and disseminated to enrich digital content. This study will address how to apply social network-based system to support interactive collaboration in knowledge sharing over peer-to-peer networks. Results of this study demonstrate that applying such social network-based collaboration support to knowledge sharing helps people find relevant content and knowledgeable collaborators who are willing to share their knowledge.

On hierarchical web catalog integration with conceptual relationships in thesaurus Posters / Chen, Ing-Xiang / Ho, Jui-Chi / Yang, Cheng-Zen Proceedings of the 29th Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2006-08-06 p.635-636
ACM Digital Library Link
Summary: Web catalog integration is an interesting problem in current digital content management. Past studies have shown that using a flattened structure with auxiliary information extracted from the source catalog can improve the integration results. However, the nature of a flattened structure ignores the hierarchical relationships, and thus the performance improvement of catalog integration may be reduced. In this paper, we propose an enhanced hierarchical catalog integration (EHCI) approach with conceptual thesauri extracted from the source catalog. The results show that our enhanced hierarchical integration approach effectively boosts the accuracy of hierarchical catalog integration.

Gesture-based control of highly articulated biomechatronic systems Short papers / Luo, Zhiqiang / Chen, I-Ming / Xing, Shusong / Duh, Henry Been-Lirn Proceedings of the 1st ACM SIGCHI/SIGART Conference on Human-Robot Interaction 2006-03-02 p.323-324
Keywords: biomechatronic system, human-robot interface, multilayered motion synthesis, robotic puppet
ACM Digital Library Link
Summary: A robotic puppet is developed for studying motion generation and control of highly articulated biomimic mechatronic systems with anatomical motion data of human in real time. The system is controlled by a pair of data gloves tracking human fingers' actions. With the primitives designed in a multilayered motion synthesis structure, the puppet can realize some complex human-like actions. Continuous full body movements are produced on the robotic puppet by combining and sequencing the actions on different body parts using temporal and spatial information provided by the data gloves. Human is involved in the interactive design of the coordination and timing of the body movements of the robotic puppet in a natural and intuitive manner. The methods of motion generation exhibited on the robotic puppet may be applied to the interactive media, entertainment and biomedical engineering.

Trunk Muscle Activations while Resisting Asymmetric Loads in a Laterally Bent Trunk Posture INDUSTRIAL ERGONOMICS: Spine Loading and Postural Stability / Lavender, Steven A. / Chen, Ing-Ho / Trafimow, Jordan / Andersson, Gunnar B. J. Proceedings of the Human Factors and Ergonomics Society 37th Annual Meeting 1993-10-11 v.2 p.688-692
Summary: Asymmetric material handling frequently results in lateral bending of the torso. Each of these factors have been linked via epidemiological investigations to the incidence of low back disorders (LBD). Very little literature is available which describes the response of the trunk muscles in situations which would be analogous to handling materials while bent to the side. Such activities are observed frequently in industrial settings, especially during the initial and final portions of a lift. The objective of the current study was to describe the internal response of the trunk muscles as asymmetric loads were applied to the laterally bent torso. Specifically, this investigation quantified the electromyographic activities (EMG) of 8 trunk muscles under conditions where the trunk was isometrically loaded while the trunk was maintained in a 20 degree laterally bent posture. Moments with a magnitudes of 20 and 40 Nm were applied to fifteen subjects. The direction of the external moments was varied in 30 degree increments completely around the subjects. The EMG data indicates that the muscles showed the greatest activity when they were in opposition to the load's sagittal and frontal plane moment. The muscle showing the largest response was the External Oblique. Significant activity was also observed under conditions in which muscles were creating an antagonistic moment in either the sagittal plane, the frontal plane, or in both planes.