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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2013 ACM
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
Copyright © 2011 Springer-Verlag
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
© Copyright 2010 HFES
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
© Copyright 2010 Elsevier B.V.
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
© Copyright 2010 Taylor and Francis
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)
Copyright © 2009 Springer-Verlag
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
Copyright © 2009 Springer-Verlag
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
© Copyright 2008 ACM
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
© Copyright 2008 Elsevier Ltd.
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
© Copyright 2006 ACM
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
© Copyright 2006 ACM
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
© Copyright 1993 Human Factors and Ergonomics Society
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.