The Role of ICT in Office Work Breaks
Workplace Social Performance
/
Skatova, Anya
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Bedwell, Ben
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Shipp, Victoria
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Huang, Yitong
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Young, Alexandra
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Rodden, Tom
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Bertenshaw, Emma
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3049-3060
© Copyright 2016 ACM
Summary: Break activities -- deliberate and unexpected -- are common throughout the
working day, playing an important role in the wellbeing of workers. This paper
investigates the role of increasingly pervasive ICT in creating new
opportunities for breaks at work, what impact the technology has on management
of boundaries at work, and the effects these changes have on personal
wellbeing. We present a study of the routines of office-workers, where we used
images from participants' work-days to prompt and contextualize interviews with
them. Analysis of coded photographs and interview data makes three
contributions: an account of ubiquitous ICT creating new forms of micro-breaks,
including the opportunity to employ previously wasted time; a description of
the ways in which staff increasingly bring "home to work"; and a discussion of
the emergence of "screen guilt". We evaluate our findings in relation to
previous studies, and leave three research implications and questions for
future work in this domain.
Examining American and Chinese Internet Users' Contextual Privacy
Preferences of Behavioral Advertising
Internatonal Insights
/
Wang, Yang
/
Xia, Huichuan
/
Huang, Yun
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.539-552
© Copyright 2016 ACM
Summary: Online Behavioral Advertising (OBA), which involves tracking people's online
behaviors, raises serious privacy concerns. We present results from a
scenario-based online survey study on American and Chinese Internet users'
privacy preferences of OBA. Since privacy is context-dependent, we investigated
the effects of country (US vs. China), activity (e.g., online shopping vs.
online banking), and platform (desktop/laptop vs. mobile app) on people's
willingness to share their information for OBA. We found that American
respondents were significantly less willing to share their data and had more
specific concerns than their Chinese counterparts. We situate these differences
in the broader historical, legal, and social scenes of these countries. We also
found that respondents' OBA preferences varied significantly across different
online activities, suggesting the potential of context-aware privacy tools for
OBA. However, we did not find a significant effect of platform on people's OBA
preferences. Lastly, we discuss design implications for privacy tools.
Developing a Research Agenda for Human-Centered Data Science
Workshops
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Aragon, Cecilia
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Hutto, Clayton
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Echenique, Andy
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Fiore-Gartland, Brittany
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Huang, Yun
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Kim, Jinyoung
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Neff, Gina
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Xing, Wanli
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Bayer, Joseph
Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported
Cooperative Work and Social Computing
2016-02-27
v.2
p.529-535
© Copyright 2016 ACM
Summary: The study and analysis of large and complex data sets offer a wealth of
insights in a variety of applications. Computational approaches provide
researchers access to broad assemblages of data, but the insights extracted may
lack the rich detail that qualitative approaches have brought to the
understanding of sociotechnical phenomena. How do we preserve the richness
associated with traditional qualitative methods while utilizing the power of
large data sets? How do we uncover social nuances or consider ethics and values
in data use? These and other questions are explored by human-centered data
science, an emerging field at the intersection of human-computer interaction
(HCI), computer-supported cooperative work (CSCW), human computation, and the
statistical and computational techniques of data science. This workshop, the
first of its kind at CSCW, seeks to bring together researchers interested in
human-centered approaches to data science to collaborate, define a research
agenda, and form a community.
AR-Arm: Augmented Visualization for Guiding Arm Movement in the First-Person
Perspective
/
Han, Ping-Hsuan
/
Chen, Kuan-Wen
/
Hsieh, Chen-Hsin
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Huang, Yu-Jie
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Hung, Yi-Ping
Proceedings of the 2016 Augmented Human International Conference
2016-02-25
p.31
© Copyright 2016 Authors
Summary: In many activities, such as martial arts, physical exercise, and
physiotherapy, the users are asked to perform a sequence of body movements with
highly accurate arm positions. Sometimes, the movements are too complicated for
users to learn, even by imitating the action of the coach directly. This paper
presents a fully immersive augmented reality (AR) system, which provides
egocentric hints to guide the arm movement of the user via a video see-through
head-mounted display (HMD). By using this system, the user can perform the
exactitude of arm movement simply by moving his arms to follow and match the
virtual arms, rendered from coach's movement of database, in the first-person
view. To ensure the rendered virtual arms correctly aligned with the user's
real shoulders, a calibration method is proposed to estimate the length of the
user's arms and the positions of his head and shoulders in advance. In
addition, we apply the system to Tai-Chi-Chuan practicing, our preliminary
study has shown that the proposed egocentric hints can provide intuitive
guidance for users to follow the arm movement of the coach with exactitude.
BackHand: Sensing Hand Gestures via Back of the Hand
Session 8A: Hands and Fingers
/
Lin, Jhe-Wei
/
Wang, Chiuan
/
Huang, Yi Yao
/
Chou, Kuan-Ting
/
Chen, Hsuan-Yu
/
Tseng, Wei-Luan
/
Chen, Mike Y.
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.557-564
© Copyright 2015 ACM
Summary: In this paper, we explore using the back of hands for sensing hand gestures,
which interferes less than glove-based approaches and provides better
recognition than sensing at wrists and forearms. Our prototype, BackHand, uses
an array of strain gauge sensors affixed to the back of hands, and applies
machine learning techniques to recognize a variety of hand gestures. We
conducted a user study with 10 participants to better understand gesture
recognition accuracy and the effects of sensing locations. Results showed that
sensor reading patterns differ significantly across users, but are consistent
for the same user. The leave-one-user-out accuracy is low at an average of
27.4%, but reaches 95.8% average accuracy for 16 popular hand gestures when
personalized for each participant. The most promising location spans the
1/8~1/4 area between the metacarpophalangeal joints (MCP, the knuckles between
the hand and fingers) and the head of ulna (tip of the wrist).
"Clustering of Dancelets": Towards Video Recommendation Based on Dance
Styles
Poster Session 1
/
Han, Tingting
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Yao, Hongxun
/
Sun, Xiaoshuai
/
Zhang, Yanhao
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Zhao, Sicheng
/
Lu, Xiusheng
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Huang, Yinghao
/
Xie, Wenlong
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.915-918
© Copyright 2015 ACM
Summary: Dance is a special and important type of action, composed of abundant and
various action elements. However, the recommendation of dance videos on the web
are still not well studied. It is hard to realize it in the way of traditional
methods using associated texts or static features of video content. In this
paper, we study the problem focusing on extraction and representation of action
information in dances. We propose to recommend dance videos based on the
automatically discovered "Dance Styles", which play a significant role in
characterizing different types of dances. To bridge the semantic gap of video
content and mid-level concept, style, we take advantage of a mid-level action
representation method, and extract representative patches as "Dancelets", a
sort of intermediation between videos and the concepts. Furthermore, we propose
to employ Motion Boundaries as saliency priors and sparsely extract patches
containing more representative information to generate a set of dancelet
candidates. Dancelets are then discovered by Normalized-cut method, which is
superior in grouping visually similar patterns into the same clusters. For the
fast and effective recommendation, a random forest-based index is built, and
the ranking results are derived according to the matching results in all the
leaf notes. Extensive experiments validated on the web dance videos demonstrate
the effectiveness of the proposed methods for dance style discovery and video
recommendation based on styles.
3D Background Modeling in Multi-view RGB-D Video
Poster Session 1
/
Huang, Yung-Lin
/
Wei, Ku-Chu
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Chien, Shao-Yi
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.1051-1054
© Copyright 2015 ACM
Summary: In this paper, we proposed a 3D background modeling system for multi-view 3D
video. We first reconstructed a 3D model, and we updated the subsequent frames
into it using our proposed updating strategy. The results show that dynamic
objects in the model can be excluded, leaving behind a compact 3D background
model.
Social Spammer and Spam Message Co-Detection in Microblogging with Social
Context Regularization
Session 8C: Social Media 2
/
Wu, Fangzhao
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Shu, Jinyun
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Huang, Yongfeng
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Yuan, Zhigang
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.1601-1610
© Copyright 2015 ACM
Summary: The popularity of microblogging platforms, such as Twitter, makes them
important for information dissemination and sharing. However, they are also
recognized as ideal places by spammers to conduct social spamming. Massive
social spammers and spam messages heavily hurt the user experience and hinder
the healthy development of microblogging systems. Thus, effectively detecting
the social spammers and spam messages in microblogging is of great value.
Existing studies mainly regard social spammer detection and spam message
detection as two separate tasks. However, social spammers and spam messages
have strong connections, since social spammers tend to post more spam messages
and spam messages have high probabilities to be posted by social spammers.
Combining social spammer detection with spam message detection has the
potential to boost the performance of each task. In this paper, we propose a
unified framework for social spammer and spam message co-detection in
microblogging. Our framework utilizes the posting relations between users and
messages to combine social spammer detection with spam message detection. In
addition, we extract the social relations between users as well as the
connections between messages, and incorporate them into our framework as
regularization terms over the prediction results. Besides, we introduce an
efficient optimization method to solve our framework. Extensive experiments on
a real-world microblog dataset demonstrate that our framework can significantly
and consistently improve the performance of both social spammer detection and
spam message detection.
Modeling Parameter Interactions in Ranking SVM
Short Papers: Information Retrieval
/
Zhang, Yaogong
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Xu, Jun
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Lan, Yanyan
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Guo, Jiafeng
/
Xie, Maoqiang
/
Huang, Yalou
/
Cheng, Xueqi
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.1799-1802
© Copyright 2015 ACM
Summary: Ranking SVM, which formalizes the problem of learning a ranking model as
that of learning a binary SVM on preference pairs of documents, is a
state-of-the-art ranking model in information retrieval. The dual form solution
of Ranking SVM model can be written as a linear combination of the preference
pairs, i.e., w = Σ(i,j) αij (xi -- xj), where αij denotes the
Lagrange parameters associated with each pair (i,j). It is obvious that there
exist significant interactions over the document pairs because two preference
pairs could share a same document as their items. Thus it is natural to ask if
there also exist interactions over the model parameters αij, which we may
leverage to propose better ranking model. This paper aims to answer the
question. Firstly, we found that there exists a low-rank structure over the
Ranking SVM model parameters αij, which indicates that the interactions
do exist. Then, based on the discovery, we made a modification on the original
Ranking SVM model by explicitly applying a low-rank constraint to the
parameters. Specifically, each parameter αij is decomposed as a product
of two low-dimensional vectors, i.e., αij = vi, vj, where vectors vi and
vj correspond to document i and j, respectively. The learning process, thus,
becomes to optimize the modified dual form objective function with respect to
the low-dimensional vectors. Experimental results on three LETOR datasets show
that our method, referred to as Factorized Ranking SVM, can outperform
state-of-the-art baselines including the conventional Ranking SVM.
Integrating Motion-Capture Augmented Reality Technology as an Interactive
Program for Children
Universal Access to Education
/
Lin, Chien-Yu
/
Chen, Chien-Jung
/
Liu, Yu-Hung
/
Chai, Hua-Chen
/
Lin, Cheng-Wei
/
Huang, Yu-Mei
/
Chen, Ching-Wen
/
Lin, Chien-Chi
UAHCI 2015: 9th International Conference on Universal Access in
Human-Computer Interaction, Part III: Access to Learning, Health and Well-Being
2015-08-02
v.3
p.149-156
Keywords: Physical activity; Scratch 2.0; Augmented-reality; Webcam; Motion capture
© Copyright 2015 Springer International Publishing Switzerland
Summary: The purpose of this study is to investigate the effects of free interactive
games invention program on jumping performance. This study design interactive
games using motion capture technology that enable participant to interact using
body motion in augmented environment. Scratch 2.0, using an augmented-reality
function via webcam, creates real world and virtual reality merge at the same
screen. Scratch-based motion capture system which uses physical activities as
the input stimulate. This study uses a webcam integration that tracks movements
and allows participants to interact physically with the project, to enhance the
motivation of children in elementary. Participants are 7 children in elementary
school; the independent variable was some interactive games arranged by the
authors, the dependent variable was the immediate effect by the intervention
program on jumping performance. The experimental location was in a classroom of
elementary school. The results show the Scratch-base free support system could
be allowed the participants some clues, so they could have the motivation to do
physical activities by themselves. The participants have a significant
achievement via free Scratch-base augmented reality instead of traditional
activities.
An Adaptive Particle Filtering for Solving Occlusion Problems of Video
Tracking
Image and Video Processing for HCI
/
Dung, Lan-Rong
/
Huang, Yu-Chi
/
Huang, Ren-Yu
/
Wu, Yin-Yi
HCI International 2015: 17th International Conference on HCI: Posters'
Extended Abstracts, Part I
2015-08-02
v.4
p.677-682
Keywords: Object tracking; Particle filter; Occlusion problem
© Copyright 2015 Springer International Publishing Switzerland
Summary: In recent years, the visual object tracking has drawn increasing interests.
There are many applications, e.g., video surveillance in airports, schools,
hospitals and traffic. The object surveillance may provide crucial information
about the behavior, interaction, and relationship between objects of interest.
This paper addresses issues in object tracking where videos contain complex
scenarios. We propose an adaptive particle filters tracking scheme with
exquisite resampling (AERPF), which improves prediction, importance sampling
and resampling. In prediction step, an adaptive strategy for search region and
particle number is addressed for object disappearing or obstacle disturbance,
which can obtain results more effectively. In addition, in importance sampling,
we use optical flow to refine the particle weights using the dynamical object
motion information, which results the better accuracy of object location
updating. Moreover, exquisite resampling (ER) algorithm can be applied for
reflecting more the posterior probability density function of true state. The
proposed method can be applied for object tracking both on fixed and active
camera, handling partial occlusion and full occlusion problem properly. As a
result, it outperforms other existing methods.
Towards Classification of Engagement in Human Interaction with Talking
Robots
Dialogue Systems
/
Huang, Yuyun
/
Elias, Christy
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Cabral, João P.
/
Nautiyal, Atul
/
Saam, Christian
/
Campbell, Nick
HCI International 2015: 17th International Conference on HCI: Posters'
Extended Abstracts, Part I
2015-08-02
v.4
p.741-746
Keywords: Robot interaction; Engagement detection; Voice quality; Visual analysis
© Copyright 2015 Springer International Publishing Switzerland
Summary: In this paper we describe ongoing work to develop an engagement classifier
for human-computer interaction systems. We have successfully classified group
and individual engagement in a corpus of a conversation among four people
called TableTalk, by using a classifier trained with the Support Vector Machine
method and audio-visual features. The goal in this paper is to extend that work
for the classification of engagement in videos of interaction between an human
and a talking robot. For that purpose we are using a corpus of dialogues
between participants and a Lego robot named Herme, which was collected during
an exhibition. We describe the techniques to improve the engagement detection
by taking into account the differences between the characteristics of the
videos between the two datasets. Currently we are also conducting an experiment
to manually annotate the Herme videos with engagement labels. These annotations
will be used for evaluation and further improvements to engagement detection.
Heartbeat Jenga: A Biofeedback Board Game to Improve Coordination and
Emotional Control
Designing the Playing Experience
/
Huang, Yu-Chun
/
Luk, Chung-Hay
DUXU 2015: Fourth International Conference on Design, User Experience, and
Usability, Part III: Interactive Experience Design
2015-08-02
v.3
p.263-270
Keywords: Biofeedback; Board game; Heart rate monitoring; Tangible interfaces; Soft
circuits
© Copyright 2015 Springer International Publishing Switzerland
Summary: In most biofeedback interfaces, the user learns his/her biometric reading,
but does not need it to guide consequent motor control. Here we demonstrate a
game that requires the user to actively adjust his/her play in response to
his/her heartbeat. The game is based on Jenga, where players take turns
removing a wooden block from a tower of blocks and putting it on the top
without causing the tower to collapse. Heartbeat Jenga's added biofeedback
component changes the difficulty of the game based on real time monitoring of
the player's heart rate during the player's turn. If heart rate increases
(indicating that the player is not calm), the platform holding the blocks
shakes and the room lights dim, making the game harder to play. Through such
manipulation, the player actively prompts him/herself to calm down, while
improving coordination.
CAN: composable accessibility infrastructure via data-driven crowdsourcing
Human computation
/
Huang, Yun
/
Dobreski, Brian
/
Deo, Bijay Bhaskar
/
Xin, Jiahang
/
Barbosa, Natã Miccael
/
Wang, Yang
/
Bigham, Jeffrey P.
Proceedings of the 2015 International Cross-Disciplinary Conference on Web
Accessibility (W4A)
2015-05-18
p.2
© Copyright 2015 ACM
Summary: Despite persistent effort, many web pages are still not accessible to
everyone. Fixing web accessibility problems can be complicated. Developers need
to have extensive knowledge not only of possible accessibility problems but
also of approaches for fixing them. This paper is about using the large number
of accessibility issues on real websites and crowd-sourced fixes for them as a
unique source of learning materials for web developers to learn how to build
accessible components in a cost-efficient manner. In this paper, we present the
design, development and study of CAN (Composable Accessibility Infrastructure),
a crowdsourcing infrastructure that collects web accessibility issues and their
fixes, dynamically composes solutions on-the-fly, and delivers the
crowd-sourced content as teaching materials. Our unique CAN user interaction
and system design enables end users with disabilities to both benefit from and
contribute to the system without additional effort in their daily web browsing,
and allows web developers to experience real accessibility issues and initiate
a learning process with first-hand materials. CAN also provides an opportunity
for data-driven discovery of the common implementation practices that cause
accessibility issues. We show how CAN addresses a set of accessibility issues
on the top 100 popular websites. We also present our user study results where
web developers who had varying knowledge of web accessibility all found our
system an effective and interesting platform to learning web accessibility.
GoodGuide: Reconnecting the Homeless and Others
Student Design Competition
/
Wu, Chien-Chun
/
Hong, Shih-Min
/
Huang, Yu-Han
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.55-60
© Copyright 2015 ACM
Summary: We developed a service, GoodGuide, to reconnect the homeless to the society.
Through our human-centered research process, we have identified the homeless
desire to communicate and interact with others. With the GoodGuide service
design, the homeless can help guiding the passengers who usually lose their
directions in the Taipei Railroad Station. Our design features three stages
service activities also a feedback mechanism for the passengers. Through this
service the homeless and the passengers might interact, communicate and have a
new relationship. We believe it will be a chain effect of improved impression
toward the homeless, if the homeless aids more passengers in the station. We
also anticipate the staffs and other people will be friendlier to the homeless
because of the improved impression from surrounding passengers.
Designing a Micro-Volunteering Platform for Situated Crowdsourcing
Doctoral Consortium
/
Huang, Yi-Ching
Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported
Cooperative Work and Social Computing
2015-03-14
v.2
p.73-76
© Copyright 2015 ACM
Summary: Situated crowdsourcing has emerged to overcome the limitations of online and
mobile crowdsourcing to allow people to perform a task by embedding an
interface in a physical space. However, crowdsourcing for non-profits is a
challenge in situated crowdsourcing platform. My dissertation investigates
whether micro-volunteering can be applied successfully to a situated
crowdsourcing platform for contributing problem-solving efforts with
high-quality results.
Emotion Map: A Location-based Mobile Social System for Improving Emotion
Awareness and Regulation
Mood and Emotion
/
Huang, Yun
/
Tang, Ying
/
Wang, Yang
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.130-142
© Copyright 2015 ACM
Summary: Effective emotion regulation can benefit many aspects of our lives such as
mental health and work performance. Informed by emotion regulation theories and
in consultation with our university counseling center, we designed a novel
location-based mobile social app, Emotion Map, to help improve people's
awareness and regulations of their emotions. The app allows users to log their
emotions with the associated time, location, and activity information. Users
can keep these logged emotions to themselves or share them with others publicly
or anonymously. We conducted a 4-week field trial of the app with 14 university
students. Combining usage logs and in-person interviews, our analysis shows
promising results of the app. Specifically, we found that the app improved some
participants' self-knowledge of their emotions, supported their various emotion
regulations, and enabled better awareness of the emotion statuses of their
friends and communities.
Connected Through Crisis: Emotional Proximity and the Spread of
Misinformation Online
Collaborating Around Crisis
/
Huang, Y. Linlin
/
Starbird, Kate
/
Orand, Mania
/
Stanek, Stephanie A.
/
Pedersen, Heather T.
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.969-980
© Copyright 2015 ACM
Summary: During crises, the ability to access relevant information is extremely
important for those affected. Previous research shows that social media have
become popular for rapid information exchange between members of the online
community after crisis events. This study focuses on the effects of proximity
to a crisis on information sharing behaviors. Using constructivist grounded
theory to guide our inquiry, we conducted interviews with eleven people who
used social media in the aftermath of the 2013 Boston Marathon Bombings.
Salient themes emerging from this study suggest that both physical and
emotional proximity to a crisis influence online information seeking and
sharing behaviors. Additionally, speed of information sharing and information
access renders social media especially useful during crisis and particularly
susceptible to the spread of misinformation. We view the latter as a
consequence of the inevitable sensemaking process that occurs as individuals
attempt to make sense of incomplete information.
Research of a Kinect-Based Dhm to Capture and Simulate the Human Behavior
Human Performance Modeling: HP7 -- Sensors, Biometrics, and Behavior
/
Zhang, Xiaomin
/
Li, Zhelin
/
Huang, Yurun
/
Jiang, Lijun
Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting
2014-10-27
p.929-933
doi 10.1177/1541931214581195
© Copyright 2014 HFES
Summary: In order to conduct ergonomic assessments of product using real-time data of
human behavior in the digital virtual systems, this study developed a real-time
acquisition and simulation of human behavior system based on Kinect. This paper
studied joint point matching, digital human data structure and motion data
calculation. Combining with Open Inventor graphics engine, the research used
human behavior data to conduct the dynamic simulation in DHM. The accuracy
between the data processing method of Kinect and manual measurement also was
analyzed. The results show that the method can achieve accurate real-time
acquisition of human behavior. This method has been integrated into the human
factors analysis software SAMMIE conducted case studies and achieved good
result.
Building keyboard accessible drag and drop
Demonstration abstracts
/
Somani, Rucha
/
Xin, Jiahang
/
Deo, Bijay Bhaskar
/
Huang, Yun
Sixteenth International ACM SIGACCESS Conference on Computers and
Accessibility
2014-10-20
p.289-290
© Copyright 2014 ACM
Summary: Drag and Drop (DnD) web design has been widely used by E-learning systems.
However, it may take a lot of effort for web developers who have limited
knowledge of web accessibility to build complex keyboard accessible DnD
components. In this demo, we present our conceptual design of keyboard
accessible DnD, and explain how web developers can leverage the design to
implement their own pages. We further discuss how to extend this design to
enable different DnD scenarios.
HIDDEN LION: a location based app game of sword lion searching
Student games competitions
/
Chang, Kuo Ping
/
Huang, Yu Wei
/
Hsueh, Shu Yin
/
Chen, Yuh Tyng
/
Huang, Shun Nung
/
Chen, Chien-Hsu
/
Chien, Sheng-Fen
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.323-326
© Copyright 2014 ACM
Summary: In this paper we introduce Hidden Lion, a Location Based Service (LBS) APP
game which is related to sword lion culture in Anping, Taiwan. Sword Lion
symbolizes the protector god in Anping. Many local people built sword lions in
front their houses because they believed that these stone plated statues will
keep evil spirits away. Nowadays these statues decay with time and weather and
leave a few in Anping. Recently, with the promotion of Government, many
travelers are attracted to come here and find out remaining sword lions and
experience local cultural stories. However, sword lion searching has some
problems: (1) Sword lions are hard to be found. (2) Sword lion searching may
disturb local people. (3) Visitors do not truly realize the cultural story of
sword lions. Therefore, we develop Hidden Lion which has a storyline and theme
that has a connection with sword lion. In the game, visitors can follow the
maps and the precise positions of sword lions to find them easily. What's more,
Hidden Lion includes interactive mission games for visitors to play. These
games are related to the background story of sword lions. While playing the
interactive games at each sword lion site with this APP, visitors can find
sword lions and experience the background story of each sword lion.
Furthermore, Hidden Lion creates a service system in Anping. From the support
from Anping district office, more and more visitors can come here and play the
Hidden Lion. After completing all the interactive games, the visitors will
receive a coupon of sword lion model coloring from Sword Lion School as a
reward, which gradually forms a business cycle and culture connection. These
visitors may be encouraged to come to Anping again and again, enhancing
cultural and commercial development in Anping.
Designing a mobile system for public safety using open crime data and
crowdsourcing
Posters
/
Huang, Yun
/
Wang, Yang
/
White, Corey
Adjunct Proceedings of the 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.67-70
© Copyright 2014 ACM
Summary: With more cities opening up crime data and the proliferation of
participatory sensing, we explore ways to improve public safety of a local
community by using open crime data and crowdsourcing. We first conducted an
online survey to better understand the public safety needs of the Syracuse
University (SU) community. Inspired by the survey results, we developed and
deployed an Android mobile app in collaboration with the Department of Public
Safety (DPS) at SU; the app integrates published safety incidents on a Google
Map and SU campus alerts. We present our experience of co-designing this system
with the DPS, challenges and experience of our initial app release. To design
effective crowdsourcing of public safety information, we conducted a lab
experiment to investigate what factors affect people's sharing decisions. The
results suggest that both time of day and type of location significantly affect
people's sharing decisions. These insights inform a re-design of our system to
"nudge" people to report safety related information timely.
Making Music Meaningful with Adaptive Immediate Feedback Drill for Teaching
Children with Cognitive Impairment: A Dual Coding Strategy to Aural Skills
People with Cognitive Disabilities: AT, ICT and AAC
/
Huang, Yu Ting
/
Chu, Chi Nung
ICCHP'14: International Conference on Computers Helping People with Special
Needs, Part 1
2014-07-09
v.1
p.459-462
Keywords: Aural Skills; Intellectual Disabilities; Adaptive Immediate Feedback Drill
© Copyright 2014 Springer International Publishing
Summary: Seventeen fifth graders of elementary school in Taipei were administered a
web-based AIFD learning system where they practiced aural skills in response to
musical intervals, pitch identifications, and rhythms then tested on their
recall of these aural skills while using adaptive immediate feedback drill as
cues. The pre and post-tests resulted in a significant increase in scores from
the pre-test to post-test (t (16) = 2.759, p = .014). Advanced analysis showed
significant differences were observed between the pre and post-tests only for
the interval recognition (t (16) = 2.634, p = .018). The result of the
interviews showed that the teachers and the parents hold positive views on this
AIFD learning system. They were satisfied with the progress of the students'
aural skills, participation during the class, and preference on music.
Doing More with Less: Student Modeling and Performance Prediction with
Reduced Content Models
Short Presentations
/
Huang, Yun
/
Xu, Yanbo
/
Brusilovsky, Peter
Proceedings of the 2014 Conference on User Modeling, Adaptation and
Personalization
2014-07-07
p.338-349
Keywords: adaptive educational systems; student modeling; performance prediction;
Knowledge Tracing; Performance Factor Analysis
© Copyright 2014 Springer International Publishing
Summary: When modeling student knowledge and predicting student performance, adaptive
educational systems frequently rely on content models that connect learning
content (i.e., problems) with its underlying domain knowledge (i.e., knowledge
components, KCs) required to complete it. In some domains, such as programming,
the number of KCs associated with advanced learning contents is quite large. It
complicates modeling due to increasing noise and decreases efficiency. We argue
that the efficiency of modeling and prediction in such domains could be
improved without the loss of quality by reducing problems content models to a
subset of most important KCs. To prove this hypothesis, we evaluate several KC
reduction methods varying reduction size by assessing the prediction
performance of Knowledge Tracing and Performance Factor Analysis. The results
show that the predictive performance using reduced content models can be
significantly better than using original one, with extra benefits of reducing
time and space.
Empowering Classroom Observation with an E-Book Reading Behavior Monitoring
System Using Sensing Technologies
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Huang, Yueh-Min
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Hsu, Chia-Cheng
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Su, Yen-Ning
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Liu, Chia-Ju
Interacting with Computers
2014-07
v.26
n.4
p.372-387
© Copyright 2014 Authors
Summary: Classroom observation is a way for teachers to better understand and thus
improve what happens in their classes. Reading is a complex cognitive process,
and one that is often difficult to observe. However, e-books present one way to
overcome this problem, as they can be used to better understand students'
reading strengths and weaknesses, thus making it possible to offer more
effective reading guidance. Therefore, this study proposed an E-book Reading
Behavior Monitoring System based on sensing technology and e-books, with the
following three stages: the analysis of a real classroom situation, system
design and implementation, and an evaluation of the functionality and usability
of the proposed system. This system uses a webcam and touch screen with the
artificial bee colony algorithm to record data of the students' reading
fixation and reading rates, which can then be used as a reference by teachers
to provide individual reading guidance. Finally, this study carried out a
series of experiments to evaluate the usability and functionality of the
proposed system through a case study, system simulation, expert evaluation and
actual assessment. The results show that the proposed system has both good
usability and functionality with regard to its aim.