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KeDiary: Using Mobile Phones to Assist Patients in Recovering from Drug Addiction Medical Device Sensing / You, Chuang-Wen / Lin, Ya-Fang / Li, Cheng-Yuan / Tsai, Yu-Lun / Huang, Ming-Chyi / Lee, Chao-Hui / Wang, Hao-Chuan / Chu, Hao-Hua Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5704-5709
ACM Digital Library Link
Summary: Ketamine is an addictive drug that has been shown to inflict considerable physical and mental damage on users. Due in part to its low cost, ketamine has become one of the most popular club drugs among young adults and teenagers in Southeast Asia. This paper proposes a phone-based support system (KeDiary) with Bluetooth-enabled device for the screening of saliva, as a means of assisting ketamine-dependent patients to self-monitor their ketamine use following acute withdrawal treatment. We also conducted a practical experiment to evaluate the feasibility of the proposed system, wherein three ketamine-dependent patients self-administered tests at least once per day over a period of three weeks. Follow-up interviews with the same users helped in the further refinement of the proposed self-monitoring system.

Spatio-Temporal Learning of Basketball Offensive Strategies Poster Session 2 / Chen, Ching-Hang / Liu, Tyng-Luh / Wang, Yu-Shuen / Chu, Hung-Kuo / Tang, Nick C. / Liao, Hong-Yuan Mark Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.1123-1126
ACM Digital Library Link
Summary: Video-based group behavior analysis is drawing attention to its rich applications in sports, military, surveillance and biological observations. The recent advances in tracking techniques, based on either computer vision methodology or hardware sensors, further provide the opportunity of better solving this challenging task. Focusing specifically on the analysis of basketball offensive strategies, we introduce a systematic approach to establishing unsupervised modeling of group behaviors. In view that a possible group behavior (offensive strategy) could be of different duration and represented by dynamic player trajectories, the crux of our method is to automatically divide training data into meaningful clusters and learn their respective spatio-temporal model, which is established upon Gaussian mixture regression to account for intra-class spatio-temporal variations. The resulting strategy representation turns out to be flexible that can be used to not only establish the discriminant functions but also improve learning the models. We demonstrate the usefulness of our approach by exploring its effectiveness in analyzing a set of given basketball video clips.

SoberDiary: A Phone-based Support System for Assisting Recovery from Alcohol Dependence Coping & Wellbeing Through HCI / You, Chuang-wen / Wang, Kuo-Cheng / Huang, Ming-Chyi / Chen, Yen-Chang / Lin, Cheng-Lin / Ho, Po-Shiun / Wang, Hao-Chuan / Huang, Polly / Chu, Hao-Hua Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3839-3848
ACM Digital Library Link
Summary: Alcohol dependence is a chronic disorder associated with severe harm in multiple areas, and relapsing is easy, despite treatment. This study proposes SoberDiary, a phone-based support system that enables alcohol-dependent patients to self-monitor and -manage their own alcohol behavior, and remain sober in their daily lives. We tested SoberDiary in a real-life 12-week user study involving 27 clinical patients. The quantitative and qualitative results revealed that SoberDiary helped patients self-monitor and -manage their alcohol-use behavior, and reduced their total alcohol consumption as well as the number of heavy drinking days. Compared with patients who received standard treatment alone, this study demonstrated SoberDiary successfully complemented current alcohol treatment in reducing patients' alcoholic cravings and dropout rate over 3-month study period. Follow-up interviews further revealed the sophisticated use practices and value of SoberDiary.

Persuasive technology to improve eating behavior using a sensor-embedded fork Health & children / Kadomura, Azusa / Li, Cheng-Yuan / Tsukada, Koji / Chu, Hao-Hua / Siio, Itiro Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.1 p.319-329
ACM Digital Library Link
Summary: This paper describes the design of a digital fork and a mobile interactive and persuasive game for a young child who is a picky eater and/or easily distracted during mealtime. The system employs Ubicomp technology to educate children on the importance of a balanced diet while motivating proper eating behavior. To sense a child's eating behavior, we have designed and prototyped a sensor-embedded digital fork, called the Sensing Fork. Furthermore, we have developed a story-book and persuasive game, called the Hungry Panda, on a smartphone. This capitalizes on the capabilities of the Sensing Fork to interact with and modify children's eating behavior during mealtime. We report the results of a real-life study that involves mother-child subjects and tested the effectiveness of the Sensing Fork and Hungry Panda game in addressing children's eating problems. Our findings exhibit positive effects for changing children's eating behavior.

BioScope: an extensible bandage system for facilitating data collection in nursing assessments Sensing the body / Li, Cheng-Yuan / Yen, Chi-Hsien / Wang, Kuo-Cheng / You, Chuang-Wen / Lau, Seng-Yong / Chen, Cheryl Chia-Hui / Huang, Polly / Chu, Hao-Hua Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.1 p.477-480
ACM Digital Library Link
Summary: To facilitate the collection of patient biosignals, designing extensible sensing devices in which sensor management is simplified is essential. This paper presents BioScope, an extensible sensing system that facilitates collecting data used in nursing assessments. We conducted experiments to demonstrate the potential of the system. The results obtained in this study can be applied in improving the design, thus enabling BioScope to facilitate data collection in numerous potential applications.

SoberDiary: a phone-based support system for assisting recovery from alcohol dependence Video presentations / Wang, Kuo-Cheng / Huang, Ming-Chyi / Hsieh, Yi-Hsuan / Lau, Seng-Yong / Yen, Chi-Hsien / Kao, Hsin-Liu (Cindy) / You, Chuang-Wen / Chu, Hao-Hua / Chen, Yen-Chang Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.311-314
ACM Digital Library Link
Summary: Alcohol dependence is a chronic disorder associated with severe harm in multiple areas, and relapsing is easy despite treatment. After alcohol-dependent patients complete alcohol withdrawal treatment and return to their regular lives, they face further challenges in order to maintain sobriety. This study proposes SoberDiary, a phone-based support system that enables alcohol-dependent patients to self-monitor and self-manage their own alcohol use behavior and remain sober in their daily lives. Results from a 4-week user study involving 11 clinical patients show that, using SoberDiary, patients can self-monitor and self-manage their alcohol use behavior, reducing their total alcohol consumption and the number of drinking or heavy drinking days that occur following intervention.

The Relations between Interface Design of Digital Game-Based Learning Systems and Flow Experience and Cognitive Load of Learners with Different Levels of Prior Knowledge Cross-Cultural Design for Knowledge Sharing and Learning / Shen, Chun-Yi / Chu, Hao-Ping CCD 2014: 6th International Conference on Cross-Cultural Design 2014-06-22 p.574-584
Keywords: case studies; game-based learning; usability; interface design; flow experience
Link to Digital Content at Springer
Summary: Many studies have indicated that game-based learning has become an effective teaching strategy and a teaching tool. In the past decades, empirical studies showed that digital game-based could enhance learners' cognitive, affective and skills as learning objectives. Many studies have shown that learning process in which the flow experience for learning has a significant impact. In addition, researches have also pointed out that the multimedia materials presentation and system interface design would affect the learning of learners carrying out their cognitive load. Researchers indicated that learner's prior knowledge and learning strategies would influence the flow experience, learning outcomes and cognitive load of the learners. According to previous studies, the interface design of learning system would affect learner's learning, motivation, satisfaction, learning efficiency, and quality of interaction and so on. There are many studies have shown the system visibility, cognitive support, efficiency, user control, joyfulness are the important aspects of learning system design. Therefore, the purpose of this study was to explore digital game-based learning systems' visibility, cognitive support, efficiency, user control, and joyfulness for different prior knowledge learners' flow experience and cognitive load. The results show that there are significant differences on flow experience and cognitive load between learners with different prior knowledge. The usability of game-based learning system has significant effect on flow experience but not on cognitive load except joyfulness. Discussion and conclusion are provided in this study.

Persuasive Web Design in e-Commerce B2B, B2C, C2C e-Commerce / Chu, Hsi-Liang / Deng, Yi-Shin / Chuang, Ming-Chuen HCIB 2014: 1st International Conference on HCI in Business 2014-06-22 p.482-491
Keywords: persuasive design; e-commerce; Web design
Link to Digital Content at Springer
Summary: This research is to investigate what persuasive tactics are utilized by current e-commerce Web sites, how consumers react to the persuasive triggers on e-commerce Web sites, and what about the relative importance of the salient persuasive factors that are salient to online consumers. A total of 15 persuasive tactics and 9 salient factors were identified from the data of Web site reviews and user interviews. The AHP analysis revealed that the persuasive factors appealing to a site's credibility and logic are more important than appealing to users' emotions.

Sensing fork and persuasive game for improving eating behavior Poster, demo, & video presentations / Kadomura, Azusa / Li, Cheng-Yuan / Chen, Yen-Chang / Chu, Hao-Hua / Tsukada, Koji / Siio, Itiro Adjunct Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.2 p.71-74
ACM Digital Library Link
Summary: We present a fork-type sensing device called the Sensing Fork that detects the eating behavior of children (food choice and eating actions), and a smartphone game to address children's eating problems based on their eating behavior. This paper describes the design and implementation of the Sensing Fork prototype and a play-based eating game called Hungry Panda 2, which works with the Sensing Fork. This game focuses on motivating children to eat all kinds of food on their table.

Sensor-embedded teeth for oral activity recognition Ins and outs / Li, Cheng-Yuan / Chen, Yen-Chang / Chen, Wei-Ju / Huang, Polly / Chu, Hao-hua Proceedings of the 2013 International Symposium on Wearable Computers 2013-09-08 p.41-44
ACM Digital Library Link
Summary: This paper presents the design and implementation of a wearable oral sensory system that recognizes human oral activities, such as chewing, drinking, speaking, and coughing. We conducted an evaluation of this oral sensory system in a laboratory experiment involving 8 participants. The results show 93.8% oral activity recognition accuracy when using a person-dependent classifier and 59.8% accuracy when using a person-independent classifier.

A phone-based support system to assist alcohol recovery Health / Wang, Kuo-Chen / Hong, Ming-Tung / Kao, Cindy Hsin-Liu / Lin, Allen C. / Wang, Chi-An / You, Chuang-Wen / Pan, Chun-Hung / Huang, Ming-Chyi / Liang, Chun-Mao / Chu, Hao-Hua Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.529-534
ACM Digital Library Link
Summary: This study explores the use of mobile phones as a normal life support system that connects alcohol addict patients to their addiction physiatrists after they leave a rehabilitation center. This paper presents the design and implementation of this phone-based support system that enables continuous patient monitoring and provides feedback support to the patients.

Sensing fork: eating behavior detection utensil and mobile persuasive game Tactile / Kadomura, Azusa / Li, Cheng-Yuan / Chen, Yen-Chang / Tsukada, Koji / Siio, Itiro / Chu, Hao-hua Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1551-1556
ACM Digital Library Link
Summary: We propose a fork-type sensing device, Sensing Fork, which detects children's eating behavior (eating actions and chosen food) and a smartphone game to address children's eating problems. This paper describes the design and implementation of the Sensing Fork prototype and the play-based eating game called Hungry Panda.

Listen-to-nose: a low-cost system to record nasal symptoms in daily life Posters / Chen, Nan-Chen / Wang, Kuo-Cheng / Chu, Hao-Hua Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.590-591
Summary: This paper proposes Listen-to-Nose, a phone-based system that detects and records when and where a person's nose-related symptoms, such as sneezing and runny nose, occur in everyday settings. It is hoped that this system can be used to collect reference data for doctors to diagnose the cause of these symptoms.

Phone-based gait analysis to detect alcohol usage Posters / Kao, Hsin-Liu (Cindy) / Ho, Bo-Jhang / Lin, Allan C. / Chu, Hao-Hua Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.661-662
Summary: This study proposes a phone-based system to detect the gait anomalies of a person waking under the influence of alcohol. This phone-based system can sense a person's alcohol usage and record the location/time context. This data can help identify problem drinking behaviors, such as drinking before work or before driving.

HeatProbe: a thermal-based power meter for accounting disaggregated electricity usage Novel ubiquitous technologies / Ho, Bo-Jhang / Kao, Hsin-Liu Cindy / Chen, Nan-Chen / You, Chuang-Wen / Chu, Hao-Hua / Chen, Ming-Syan Proceedings of the 2011 International Conference on Ubiquitous Computing 2011-09-17 p.55-64
ACM Digital Library Link
Summary: To promote energy-saving behavior, disaggregating electricity usage is critical for increasing consumer awareness of energy usage behavior. This study proposes HeatProbe, a thermal-based power meter system that uses thermal imaging to track disaggregated appliance usage. We have designed, prototyped, and tested the HeatProbe system. Results show that HeatProbe successfully senses individual appliance operating durations with an average error of 125.03 seconds, achieving 80.2% appliance power accounting accuracy in different appliance usage scenarios.

Preferred Setting of Keyboard and Mouse for Using a Supine Computer Workstation Part VI / Ergonomics and Human Modelling Issues / Wu, Hsin-Chieh / Chu, Ho-Rong HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part II 2011-07-09 v.6 p.374-378
Keywords: Universal design; EMG; typing posture; mouse operation
Link to Digital Content at Springer
Summary: The purpose of this study was to investigate the differences in performance and muscle effort between guideline and preferred setting of keyboard and mouse when using a computer in supine posture. The guideline setting is according to the rules of standard sitting posture; and the preferred setting is freely determined by the subjects. Ten healthy adults and ten people with disabilities of the lower extremities participated in this study. The experimental tasks included typing and mouse dragging tasks. The task performances and electromyography (EMG) were collected. The participants had significantly higher performances and lower muscle effort when using the mouse under preferred setting, as compared with the guideline setting. However, little difference in typing performance was found between the guideline and preferred settings. The results of this study are helpful to designing a supine computer workstation.

Convenience probe: a participatory sensing tool to collect large-scale consumer flow behaviors Posters / You, Chuang-Wen / Wei, Chih-Chiang / Chen, Yu-Han / Hu, Jya-Cheng / Wang, Wei-Fehng / Chu, Hao-Hua / Bei, Lien-Ti / Chen, Ming-Syan Proceedings of the 2010 International Conference on Ubiquitous Computing 2010-09-26 p.441-442
Keywords: consumer behavior monitoring, consumer flow, participatory sensing
ACM Digital Library Link
Summary: This paper proposes Convenience Probe, a participatory sensing tool to collect large-scale consumer flow behaviors from everyday mobile phones. We hope to use Convenience Probe to collect real consumer flow data that will help convenience store chains in store location assessment.

Playful bottle: a mobile social persuasion system to motivate healthy water intake Behavior change / Chiu, Meng-Chieh / Chang, Shih-Ping / Chang, Yu-Chen / Chu, Hao-Hua / Chen, Cheryl Chia-Hui / Hsiao, Fei-Hsiu / Ko, Ju-Chun Proceedings of the 2009 International Conference on Ubiquitous Computing 2009-09-30 p.185-194
Keywords: hydration behavior, mobile computing, persuasive technology, ubiquitous computing
ACM Digital Library Link
Summary: This study of mobile persuasion system explores the use of a mobile phone, when attached to an everyday object used by an everyday behavior, becomes a tool to sense and influence that behavior. This mobile persuasion system, called Playful Bottle system, makes use of a mobile phone attached to an everyday drinking mug and motivates office workers to drink healthy quantities of water. A camera and accelerometer sensors in the phone are used to build a vision/motion-based water intake tracker to detect the amount and regularity of water consumed by the user. Additionally, the phone includes hydration games in which natural drinking actions are used as game input. Two hydration games are developed: a single-user TreeGame with automated computer reminders and a multi-user ForestGame with computer-mediated social reminders from members of the group playing the game. Results from 7-week user study with 16 test subjects suggest that both hydration games are effective for encouraging adequate and regular water intake by users. Additionally, results of this study suggest that adding social reminders to the hydration game is more effective than system reminders alone.

SmartPlayer: user-centric video fast-forwarding Looking at videos / Cheng, Kai-Yin / Luo, Sheng-Jie / Chen, Bing-Yu / Chu, Hao-Hua Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.789-798
Keywords: adaptive fast-forward, predefined event detection, undefined event preserving, video playback
ACM Digital Library Link
Summary: In this paper we propose a new video interaction model called adaptive fast-forwarding to help people quickly browse videos with predefined semantic rules. This model is designed around the metaphor of scenic car driving, in which the driver slows down near areas of interest and speeds through unexciting areas. Results from a preliminary user study of our video player suggest the following: (1) the player should adaptively adjust the current playback speed based on the complexity of the present scene and predefined semantic events; (2) the player should learn user preferences about predefined event types as well as a suitable playback speed; (3) the player should fast-forward the video continuously with a playback rate acceptable to the user to avoid missing any undefined events or areas of interest. Furthermore, our user study results suggest that for certain types of video, our SmartPlayer yields better user experiences in browsing and fast-forwarding videos than existing video players' interaction models.

Double-side multi-touch input for mobile devices Spotlight on work in progress session 2 / Shen, Erh-li Early / Tsai, Sung-sheng Daniel / Chu, Hao-hua / Hsu, Yung-jen Jane / Chen, Chi-wen Euro Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.2 p.4339-4344
Keywords: double-side multi-touch, finger touch gesture, mobile interaction
ACM Digital Library Link
Summary: We present a new mobile interaction model, called double-side multi-touch, based on a mobile device that receives simultaneous multi-touch input from both the front and the back of the device. This new double-sided multi-touch mobile interaction model enables intuitive finger gestures for manipulating 3D objects and user interfaces on a 2D screen.

Game Bot Detection Based on Avatar Trajectory How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games / Chen, Kuan-Ta / Liao, Andrew / Pao, Hsing-Kuo Kenneth / Chu, Hao-Hua Proceedings of the 2008 International Conference on Entertainment Computing 2008-09-25 p.94-105
Keywords: Cheating Detection; Online Games; Quake; Security; Supervised Classification; User Behavior
Link to Digital Content at Springer
Summary: In recent years, online gaming has become one of the most popular Internet activities, but cheating activity, such as the use of game bots, has increased as a consequence. Generally, the gaming community disagrees with the use of game bots, as bot users obtain unreasonable rewards without corresponding efforts. However, bots are hard to detect because they are designed to simulate human game playing behavior and they follow game rules exactly. Existing detection approaches either interrupt the players' gaming experience, or they assume game bots are run as standalone clients or assigned a specific goal, such as aim bots in FPS games.
    In this paper, we propose a trajectory-based approach to detect game bots. It is a general technique that can be applied to any game in which the avatar's movement is controlled directly by the players. Through real-life data traces, we show that the trajectories of human players and those of game bots are very different. In addition, although game bots may endeavor to simulate players' decisions, certain human behavior patterns are difficult to mimic because they are AI-hard. Taking Quake 2 as a case study, we evaluate our scheme's performance based on real-life traces. The results show that the scheme can achieve a detection accuracy of 95% or higher given a trace of 200 seconds or longer.

Enabling Calorie-Aware Cooking in a Smart Kitchen Applications / Chi, Pei-Yu / Chen, Jen-hao / Chu, Hao-Hua / Lo, Jin-Ling Proceedings of the 2008 International Conference on Persuasive Technology 2008-06-04 p.116-127
Keywords: Ubiquitous Computing / Smart Environments; Home; Healthcare; Context-Aware Computing
Link to Digital Content at Springer
Summary: As a daily activity, home cooking is an act of care for family members. Most family cooks are willing to learn healthy cooking. However, learning healthy cooking knowledge and putting the learned knowledge into real cooking practice are often difficult, due to non-trivial nutritional calculation of multiple food ingredients in a cooked meal. This work presents a smart kitchen with UbiComp technology to improve home cooking by providing calorie awareness of food ingredients used in prepared meals during the cooking process. Our kitchen has sensors to track the number of calories in food ingredients, and then provides real-time feedback to users on these values through an awareness display. Our user study suggests that bringing calorie awareness can be an effective means in helping family cooks maintain the healthy level of calories in their prepared meals.

Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children Kid's Stuff / Chang, Yu-Chen / Lo, Jin-Ling / Huang, Chao-Ju / Hsu, Nan-Yi / Chu, Hao-Hua / Wang, Hsin-Yen / Chi, Pei-Yu / Hsieh, Ya-Lin Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.1 p.363-372
ACM Digital Library Link
Summary: This case study in UbiComp technology and design presents a "Playful Toothbrush" system for assisting parents and teachers to motivate kindergarten children to learn proper and thorough brushing skills. The system includes a vision-based motion tracker that recognizes different tooth brushing strokes and a tooth brushing game in which the child cleans a virtual, mirror picture of his/her dirty teeth by physically brushing his/her own teeth. The user study results suggest that Playful Toothbrush enhances the effectiveness of kindergarten children in brushing their teeth, as measured by number of brushing strokes, duration of brushing and thoroughness of teeth cleaning.

Chromirror: a real-time interactive mirror for chromatic and color-harmonic dressing Works in progress / Cheng, Chueh-Min / Chung, Meng-Fang / Yu, Ming-Yang / Ouhyoung, Ming / Chu, Hao-Hua / Chuang, Yung-Yu Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.2 p.2787-2792
ACM Digital Library Link
Summary: This study presents the "ChroMirror" system, a digital mirror imaging system which helps users select appropriate clothing color combinations. By digitally rendering a mirror image of the user wearing clothing in different color-harmonic combinations, this system enables users to easily and playfully explore a wide variety of chromatic and color-harmonic clothing combinations (i.e., without having to physically change clothing). A long-term goal of the ChroMirror system is to encourage users to experiment with colorful and color-harmonic clothes.

Playful Tray: Adopting Ubicomp and Persuasive Techniques into Play-Based Occupational Therapy for Reducing Poor Eating Behavior in Young Children Health / Lo, Jin-Ling / Lin, Tung-yun / Chu, Hao-hua / Chou, Hsi-Chin / Chen, Jen-hao / Hsu, Jane Yung-jen / Huang, Polly Proceedings of the 2007 International Conference on Ubiquitous Computing 2007-09-16 p.38-55
Link to Digital Content at Springer
Summary: This study has created the Playful Tray that adopts Ubicomp and persuasive techniques into play-based occupational therapy for reducing poor eating behavior in young children after they reached their self-feeding age. The design of the Playful Tray reinforces active participation of children in the activity of eating by integrating digital play with eating. Results of a pilot user study suggest that the Playful Tray may improve child meal completion time and reduce negative power play interactions between parents and children, resulting in an improved family mealtime experience.
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