HandVis: Visualized Gesture Support for Remote Cross-Lingual Communication
Late-Breaking Works: Collaborative Technologies
/
Lin, Kuan-Yu
/
Yong, Seraphina
/
Wang, Shuo-Ping
/
Lai, Chien-Tung
/
Wang, Hao-Chuan
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1236-1242
© Copyright 2016 ACM
Summary: Effective communication between those who are not fluent in a non-native
language can potentially be quite difficult. The common language selected to be
used throughout an exchange can encumber those who might not speak it as
proficiently as others. Remote communication further heightens the difficulty
since less channels are available for communication. We introduce HandVis, a
video conferencing interface that visualizes elements of hand gesture, such as
trajectory and amount. Gesture is intended to be a communicative tool that can
compensate for language deficits. The results of a user study indicate how
HandVis can be utilized constructively by less-proficient speakers during
cross-lingual communication.
The reasons why people continue editing Wikipedia content -- task value
confirmation perspective
/
Lai, Cheng-Yu
/
Yang, Heng-Li
Behaviour and Information Technology
2014-12-02
v.33
n.12
p.1371-1382
© Copyright 2014 Taylor and Francis
Summary: Recently, Wikipedia has garnered increasing public attention. However, few
studies have examined the intentions of individuals who edit Wikipedia content.
Furthermore, previous studies ascribed a 'knowledge sharing' label to Wikipedia
content editors. However, in this work, Wikipedia can be viewed as a platform
that allows individuals to show their expertise. This study investigates the
underlying reasons that drive individuals to edit Wikipedia content. Based on
expectation-confirmation theory and expectancy-value theory for achievement
motivations, we propose an integrated model that incorporates psychological and
contextual perspectives. Wikipedians from the English-language Wikipedia site
were invited to survey. Partial least square was applied to test our proposed
model. Analytical results indicated and confirmed that subjective task value,
commitment, and procedural justice were significant to satisfaction of
Wikipedians; and satisfaction significantly influenced continuance intention to
edit Wikipedia content.
Kinect-taped communication: using motion sensing to study gesture use and
similarity in face-to-face and computer-mediated brainstorming
Applications of body sensing
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Wang, Hao-Chuan
/
Lai, Chien-Tung
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3205-3214
© Copyright 2014 ACM
Summary: One key difference between face-to-face (F2F) communication and
computer-mediated communication (CMC) is the availability of visual cues. It is
often assumed that the reduction of visibility in audio and video conferencing
may negatively impact the use of gesture to communicate, and thus negatively
influence other outcomes. In this paper we "Kinect-taped" F2F and CMC
communication in brainstorming groups by using motion sensors to record and
analyze group members' hand movements during communication. We investigate how
different media influence gesture use and gestural similarity, and how the use
of gesture associates with level of understanding and brainstorming
performance. Implications to future research and design are discussed.
Ziklo: bicycle navigation through tactile feedback
Video showcase presentations
/
Huxtable, Brianna Jean
/
Lai, Carlo Ka-Ho
/
Zhu, Johnson Wen Jun
/
Lam, Paulina Mun-Yee
/
Choi, Yeseul Tracy
/
Neustaedter, Carman
/
Corness, Greg J.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.177-178
© Copyright 2014 ACM
Summary: Ziklo is a tactile interface for wayfinding devices designed for cyclists.
It is made up of two wristbands that vibrate to signal left and right turns.
These wristbands are wirelessly connected to the user's mobile device via
Bluetooth. An application on the mobile device hosts the wayfinding
functionality and interface to control the wristbands. The wristbands consists
of three vibration motors each, allowing for different vibration patterns and
strengths to send different notifications. Ziklo's goal is to create an
alternative interface for wayfinding devices that does not hinder the user's
awareness when they are engaged in situations that demand their visual and/or
auditory attention.
Loopo: a tangible programming game for kids
Video showcase presentations
/
Lam, Paulina Mun-Yee
/
Lai, Carlo Ka-Ho
/
Choi, Yeseul Tracy
/
Huxtable, Brianna Jean
/
Castro, Jan Rainier
/
Hawryshkewich, Andrew
/
Neustaedter, Carman
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.179-180
© Copyright 2014 ACM
Summary: This project explores a method to incorporate computer programming into
primary school education. Through researching into effective teaching methods
and combining it with inspirations taken from existing educational computer
programming projects, we developed Loopo. Loopo blends a specially designed
tangible interface with a digital interface. The tangibility of Loopo
encourages collaboration among the users and motivates them to learn together.
To keep up with the increasingly earlier adoption of computer technology,
Loopo's goal is to teach children the fundamentals of computer programming in a
fun, relatable, and interesting way, while nurturing collaboration through an
easily approachable system.
KinChat: veiling your face without suppressing facial expression in text
communication
Works-in-progress
/
Wang, Shuo-Ping
/
Lai, Chien-Tung
/
Huang, Ai-Ju
/
Wang, Hao-Chuan
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2461-2466
© Copyright 2014 ACM
Summary: In computer-mediated communication (CMC), the lack of visual cues in text
communication can make communication difficult. However, video chat with rich
cues may raise privacy concerns and social biases. In this paper, we present an
instant messaging tool, namely KinChat, that combines text messaging with
visualizations of facial expression and head movement. We conduct an evaluation
study, confirming the utility of this design.
An exploration of the potential educational value of Facebook
/
Jong, Bin-Shyan
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Lai, Chien-Hung
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Hsia, Yen-Teh
/
Lin, Tsong-Wuu
/
Liao, Yu-Syuan
Computers in Human Behavior
2014-03
v.32
n.0
p.201-211
Keywords: Facebook
Keywords: E-learning
Keywords: Bulletin board system
Keywords: Learning platform
© Copyright 2014 Elsevier Ltd.
Summary: Current research on Facebook use suggests that students primarily use it to
enhance social connectedness, but seldom for educational purposes. The aim of
this study is to respond to the three following questions: (1) Is there a
potential educational value in using Facebook? (2) If so, how does Facebook's
educational value compare with its other known values? (3) How does the
educational utility of Facebook compare with that of other social mediums
available on the Internet, such as the bulletin board system (BBS)? A total of
387 subjects voluntarily participated in an anonymous online survey. These
subjects were questioned about their use of Facebook, BBS platforms, and
e-learning platforms. There were three major new findings. Firstly, 81% of
subjects had discussed course-related problems with their peers on Facebook.
Secondly, in relation to the six known motives for using Facebook, peer
discussion of educational matters was considered to be the fourth most
important in this survey. Lastly, Facebook does not satisfy users' occasional
need to review or browse through past communication records; BBS fares much
better in this regard.
An integrated approach to untangling mediated connectedness with online and
mobile media
/
Lai, Chih-Hui
Computers in Human Behavior
2014-02
v.31
n.0
p.20-26
Keywords: Mobile apps
Keywords: Social media
Keywords: Media repertoires
Keywords: Public engagement
Keywords: Theory of niche
Keywords: Communication infrastructure
© Copyright 2014 Elsevier Ltd.
Summary: With the growth and convergence of mobile and social computing technology,
mobile media are accorded new social meaning manifested in different aspects of
our everyday life. This paper employs multiple theoretical frameworks --
including the theory of the niche, the framework of media repertoires, and the
communication infrastructure model -- to examine individual-technology
relationship as manifested through media repertoires and media connectedness.
It argues that individuals tend to construct a set of media options and build
connectedness with media technologies by engaging in a wide scope of activities
through these media. In turn, this media repertoire and media connectedness may
facilitate the performance of social and cultural practices in the public
space. To investigate this conceptualization empirically, this study conducted
a secondary analysis of data collected by the Pew Research Center in the United
States. The results showed that multidimensional use of mobile apps was
predicted by multidimensional Internet use, along with the scope of regular
apps used and monetary investment by users. Additionally, multidimensional
Internet use and the use of media repertoires consisting of mobile media and
social media for socio-cultural activities facilitate public socio-cultural
engagement. These results bring to light a new way of understanding how humans
appropriate multiple types of technologies for activities in everyday life.
A Novel Human-Computer Interface for Browsing Web Data by Leaping Up Web
Pages
Information Searching, Browsing and Structuring
/
Hung, Che-Lun
/
Chin, Cherng
/
Lai, Chen-Chun
/
Cheung, Ho Cheung
HIMI 2013: Human Interface and the Management of Information, Part I:
Information and Interaction Design
2013-07-21
v.1
p.197-202
Keywords: Web Browser; Web Page; Leaping Up; Browser Interface
© Copyright 2013 Springer-Verlag
Summary: With the rapid growth of network technologies, various web services have
been developed for providing information. Therefore, search engines become
popular to obtain the useful data. It is critical to efficiently acquire the
data from huge data pool in the Internet; especially the number of web pages is
increasing dramatically. In this paper, we propose an efficient approach to
browse web data by leaping up web pages. In addition, the proposed approach
using web preloading and cache technologies to enhance the performance of
accessing web page. The simulation results show the proposed approach can be
useful for browsing and searching data in the Internet.
Usability Evaluation of Comprehension Performance and Subjective Assessment
on Mobile Text Advertising
Business Integration
/
Lin, Ya-Li
/
Lai, Chih-Hsiang
HIMI 2013: Human Interface and the Management of Information, Part III:
Information and Interaction for Learning, Culture, Collaboration and Business
2013-07-21
v.3
p.501-510
Keywords: Mobile Text Advertising; NASA-TLX; Leading Display; User Interface
Satisfaction (UIS); Rapid Serial Visual Presentation (RSVP)
© Copyright 2013 Springer-Verlag
Summary: The effects of text presentation applied to mobile advertisings were
examined in the context of the explosion of small-screen devices. Presentation
mode of text advertising visual structure, position of layout, moving speed,
format of segmented presentation, and luminance contrast of text/background
window are used as design factors. Ad comprehension, user interface
satisfaction, and overall workload would be collected using an orthogonal array
experiment. The results indicate the interaction effects of presentation mode
and position as well as presentation mode and speed on Ad comprehension are
statistically significant. In addition, the interaction effects of presentation
mode and format as well as presentation mode and position are statistically
significant on user interface satisfaction. It also indicates the interaction
effects of presentation mode and format as well as presentation mode and
luminous contrast are statistically significant on overall workload. In
summary, the interaction effects between text advertising visual structures
have to be taken into account for the user-centered usability of mobile text
advertising presentation.
Audience Experience in Sound Performance
Session 4: Performance (2)
/
Lai, Chi-Hsia
/
Bovermann, Till
NIME 2013: New Interfaces for Musical Expression
2013-05-27
p.12
Keywords: Audience Experience Study; Live Performance; Evaluation, Research Methods
© Copyright 2013 Authors
Summary: This paper presents observations from investigating audience experience of a
practice-based research in live sound performance with electronics. In seeking
to understand the communication flow and the engagement between performer and
audience in this particular performance context, we designed an experiment that
involved the following steps: (a) performing WOSAWIP at a new media festival,
(b) conducting a qualitative research study with audience members and (c)
analyzing the data for new insights. Although this study is only at an initial
stage, we already found that the post-performance interviews with the audience
members is a valuable method to help identifying instrument design and
performance considerations.
WanderOnStage: the convergence of percussion performance and media
technology
/
Lai, Chi-Hsia
Proceedings of the 2012 Audio Mostly Conference: A Conference on Interaction
with Sound
2012-09-26
p.94-97
© Copyright 2012 ACM
Summary: In this paper, we present the WanderOnStage project and its improvisational
performance entitled Untitled #1, created with a focus to engage with the
audience within the context of live percussion performance with electronics.
This project is carried out with author's experiences of being a percussionist
and media artist. The technical solution of WanderOnStage enables the performer
to control real-time recording with arm and bodily movements. The wireless
device also provides a theatrical potential by allowing the performer to move
around freely in the performance space, join the audience as a listener, or
motivate audience members to participate performing. This paper traces the
design process over matter of concept development, relevant technology,
interface design, and the configuration of the concert performance. In
addition, the author's experience gained from the concert performance, which
involved audience participation is also discussed as well as what has been
learnt.
A Design Approach to Engage with Audience with Wearable Musical Instruments:
Sound Gloves
Posters
/
Lai, Chi-Hsia
/
Tahiroglu, Koray
NIME 2012: New Interfaces for Musical Expression
2012-05-21
p.197
Keywords: NIME, wearable electronics, performance, design approach
© Copyright 2012 Authors
Summary: This paper addresses the issue of engaging the audience with new musical
instruments in live performance context. We introduce design concerns that we
consider influential to enhance the communication flow between the audience and
the performer. We also propose and put in practice a design approach that
considers the use of performance space as a way to engage with the audience. A
collaborative project, Sound Gloves, presented here exemplifies such a concept
by dissolving the space between performers and audience. Our approach resulted
in a continuous interaction between audience and performers, in which the
social dynamics was changed in a positive way in a live performance context of
NIMEs. Such an approach, we argue, may be considered as one way to further
engage and interact with the audience.
Going to college and staying connected: communication between college
freshmen and their parents
Privacy and the home
/
Smith, Madeline E.
/
Nguyen, Duyen T.
/
Lai, Charles
/
Leshed, Gilly
/
Baumer, Eric P. S.
Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work
2012-02-11
v.1
p.789-798
© Copyright 2012 ACM
Summary: For many first-year college students in their late teen years, communicating
with parents provides crucial social support. When going to college involves
moving away from home for the first time, students and their parents must rely
on technologies to keep communication channels open. We studied the ways in
which college freshmen communicate with their parents and the various
communication technologies they use. Interviews with nineteen first-year
students at a major United States university revealed insights into students'
perspectives of their communication and relationships with parents. We found
students to use a variety of tools to connect with their parents and identified
some considerations they make when choosing tools. Furthermore, the use of
these communication tools played a significant role in mediating students'
social and emotional closeness with, and independence from, their parents. We
conclude by discussing technical and social implications for social support of
students and student-parent relationships.
Perceived physicality in audio-enhanced force input
Oral session 3: gesture and touch
/
Lai, Chi-Hsia
/
Niinimäki, Matti
/
Tahiroglu, Koray
/
Kildal, Johan
/
Ahmaniemi, Teemu
Proceedings of the 2011 International Conference on Multimodal Interfaces
2011-11-14
p.287-294
© Copyright 2011 ACM
Summary: This paper investigates how the perceived physicality of the action of
applying force with a finger on a rigid surface (such as on a force-sensing
touch screen) can be enhanced using real-time synthesized audio feedback. A
selection of rich and evocative audio designs was used. Additionally,
audio-tactile cross-modal integration was encouraged, by observing that the
main rules of multisensory integration were supported. The study conducted
showed that richness of perceived physicality increased considerably, mostly in
its auditory expression (what pressing sounded like). In addition, in many
instances it was observed that the haptic expression of physicality also
increased (what pressing felt like), including some perception of compliance.
This last result was particularly interesting as it showed that audio-tactile
cross-modal integration might be present.
Leveraging web 2.0 data for scalable semi-supervised learning of
domain-specific sentiment lexicons
Poster session: databases
/
Lau, Raymond Yiu Keung
/
Lai, Chun Lam
/
Bruza, Peter B.
/
Wong, Kam F.
Proceedings of the 2011 ACM Conference on Information and Knowledge
Management
2011-10-24
p.2457-2460
© Copyright 2011 ACM
Summary: Since manually constructing domain-specific sentiment lexicons is extremely
time consuming and it may not even be feasible for domains where linguistic
expertise is not available, research on automatic construction of
domain-specific sentiment lexicons has become a hot topic in recent years. The
main contribution of this paper is the illustration of a novel semi-supervised
learning method which exploits both term-to-term and document-to-term relations
hidden in a corpus for the construction of domain-specific sentiment lexicons.
More specifically, the proposed two-pass pseudo labeling method combines
shallow linguistic parsing and corpus-base statistical learning to make
domain-specific sentiment extraction scalable with respect to the sheer volume
of opinionated documents archived on the Internet these days. Our experiments
show that the proposed method can generate high quality domain-specific
sentiment lexicons according to users' evaluation.
Strike on Stage: a Percussion and Media Performance
/
Martin, Charles
/
Lai, Chi-Hsia
NIME 2011: New Interfaces for Musical Expression
2011-05-30
p.142-143
Keywords: percussion, media performance, computer vision
© Copyright 2011 Authors
Summary: This paper describes Strike on Stage, an interface and corresponding
audio-visual performance work developed and performed in 2010 by percussionists
and media artists ChiHsia Lai and Charles Martin. The concept of Strike on
Stage is to integrate computer visuals and sound into an improvised percussion
performance. A large projection surface is positioned directly behind the
performers, while a computer vision system tracks their movements. The setup
allows computer visualisation and sonification to be directly responsive and
unified with the performers' gestures.
Understanding knowledge-sharing behaviour in Wikipedia
/
Yang, Heng-Li
/
Lai, Cheng-Yu
Behaviour and Information Technology
2011-01-01
v.30
n.1
p.131-142
© Copyright 2011 Taylor and Francis
Summary: Wikipedia is the world's largest multilingual free-content encyclopaedia
written by users collaboratively. It is interesting to investigate why
individuals have willingness to spend their time and knowledge to engage in it.
In this study, we try to explore the influence of self-concept-based motivation
and individual attitudes towards Wikipedia on individual's knowledge-sharing
intention in Wikipedia. Members from Wikipedia were invited to participate in
the investigation. An online questionnaire and structural equation modelling
technology was utilised to test the proposed model and hypotheses. Analytical
results indicate that internal self-concept-based motivation significantly
influences individual's knowledge-sharing intention. Further, both information
and system quality have significant effects on individual's attitude towards
Wikipedia, and therefore, influence the intention to share knowledge in it.
Sequence-based trust in collaborative filtering for document recommendation
/
Liu, Duen-Ren
/
Lai, Chin-Hui
/
Chiu, Hsuan
International Journal of Human-Computer Studies
2011
v.69
n.9
p.587-601
10.1016/j.ijhcs.2011.06.001
Keywords: Collaborative filtering / Recommender system / Sequence-based trust /
Document recommendation
© Copyright 2011 Elsevier Ltd.
Summary: Collaborative filtering (CF) recommender systems have emerged in various
applications to support item recommendation, which solve the
information-overload problem by suggesting items of interest to users.
Recently, trust-based recommender systems have incorporated the trustworthiness
of users into CF techniques to improve the quality of recommendation. They
propose trust computation models to derive the trust values based on users'
past ratings on items. A user is more trustworthy if s/he has contributed more
accurate predictions than other users. Nevertheless, conventional trust-based
CF methods do not address the issue of deriving the trust values based on
users' various information needs on items over time. In knowledge-intensive
environments, users usually have various information needs in accessing
required documents over time, which forms a sequence of documents ordered
according to their access time. We propose a sequence-based trust model to
derive the trust values based on users' sequences of ratings on documents. The
model considers two factors -- time factor and document similarity -- in
computing the trustworthiness of users. The proposed model enhanced with the
similarity of user profiles is incorporated into a standard collaborative
filtering method to discover trustworthy neighbors for making predictions. The
experiment result shows that the proposed model can improve the prediction
accuracy of CF method in comparison with other trust-based recommender systems.
Motivations of Wikipedia content contributors
/
Yang, Heng-Li
/
Lai, Cheng-Yu
Computers in Human Behavior
2010-11
v.26
n.6
p.1377-1383
Keywords: Motivation theory
Keywords: Self-concept-based motivation
Keywords: Knowledge-sharing
Keywords: Wikipedia
© Copyright 2010 Elsevier Ltd.
Summary: Rapidly developing web technologies have increased the prevalence of
user-generated Internet content. Of the many websites with user-generated
content on the Internet, one of the most renowned is Wikipedia, which is the
largest multilingual free-content encyclopedia written by users
collaboratively. Nevertheless, although contributing to Wikipedia takes time
and knowledge, contributors are rarely compensated. As a result, there is a
need to understand why individuals share their knowledge in Wikipedia. The aim
of this study was to evaluate the effects of both conventional and self
concept-based motivation on individual willingness to share knowledge in
Wikipedia. After performing an online questionnaire survey, SEM was applied to
assess the proposed model and hypotheses. The analytical results showed that
internal self-concept motivation is the key motivation for knowledge sharing on
Wikipedia.
Is it really about me?: message content in social awareness streams
Me, us and them: affiliation, reputation and social media use
/
Naaman, Mor
/
Boase, Jeffrey
/
Lai, Chih-Hui
Proceedings of ACM CSCW'10 Conference on Computer-Supported Cooperative Work
2010-02-06
p.189-192
Keywords: communication systems, social media, twitter
© Copyright 2010 ACM
Summary: In this work we examine the characteristics of social activity and patterns
of communication on Twitter, a prominent example of the emerging class of
communication systems we call "social awareness streams." We use system data
and message content from over 350 Twitter users, applying human coding and
quantitative analysis to provide a deeper understanding of the activity of
individuals on the Twitter network. In particular, we develop a content-based
categorization of the type of messages posted by Twitter users, based on which
we examine users' activity. Our analysis shows two common types of user
behavior in terms of the content of the posted messages, and exposes
differences between users in respect to these activities.
Computational models and experimental investigations of effects of balance
and symmetry on the aesthetics of text-overlaid images
/
Lai, Chien-Yin
/
Chen, Pai-Hsun
/
Shih, Sheng-Wen
/
Liu, Yili
/
Hong, Jen-Shin
International Journal of Human-Computer Studies
2010
v.68
n.1/2
p.41-56
DOI: 10.1016/j.ijhcs.2009.08.008
Keywords: Computational aesthetics / Interface design / Compositional attributes
© Copyright 2010 Elsevier B.V.
Summary: This article describes computational models based on principles of visual
weights to compute the symmetry and balance of text-overlaid images. Two
experiments were conducted to investigate the effects of symmetry and balance
on the aesthetic appeal of text-overlaid images. In the first experiment, five
color photos were used to compose a set of test images overlaid with a
paragraph of Chinese texts as the stimuli. Contrastly, the second experiment
applied monochrome photos to compute the stimuli. The positions of the text
overlay were determined by varying the balance and symmetry in order to
validate computational aesthetic quantification algorithms with subjective
ratings. The stimuli were rated by 20 subjects in each experiment using the
ratio-scale magnitude estimation method against a benchmark image for each
photo. Results from both experiments show that subjects are adept at judging
symmetry and balance in both the horizontal and vertical directions. Subjects
are also adept at judging radial symmetry about the center point of an image.
The experiments also established a relationship between a higher averaged
visual balance and the aesthetic appeal of text-overlaid images. Symmetry in
either direction, however, did not result in any proportional relations to the
aesthetic appeal.
Hands On Stage: A Sound and Image Performance Interface
/
Lai, Chi-Hsia
NIME 2009: New Interfaces for Musical Expression
2009-06-04
p.39-40
© Copyright 2009 Authors
Metadata data dictionary for analog sound recordings
Posters
/
Lai, Catherine
/
Fujinaga, Ichiro
JCDL'06: Proceedings of the 6th ACM/IEEE-CS Joint Conference on Digital
Libraries
2006-06-11
p.344
© Copyright 2006 ACM
Summary: This paper introduces a new metadata data dictionary design to assist in the
consistent creation of digital libraries of analog sound recording and to
promote their interoperability.
Resolving the unencoded character problem for Chinese digital libraries
Digital libraries and cyberinfrastructure: creating information
representations for the humanities (part 2)
/
Juang, Derming
/
Wang, Jenq-Haur
/
Lai, Chen-Yu
/
Hsieh, Ching-Chun
/
Chien, Lee-Feng
/
Ho, Jan-Ming
JCDL'05: Proceedings of the 5th ACM/IEEE-CS Joint Conference on Digital
Libraries
2005-06-07
p.311-319
© Copyright 2005 ACM
Summary: Constructing a Chinese digital library, especially for a historical article
archiving, is often bothered by the small character sets supported by the
current computer systems. This paper is aimed at resolving the unencoded
character problem with a practical and composite approach for Chinese digital
libraries. The proposed approach consists of the glyph expression model, the
glyph structure database, and supporting tools. With this approach, the
following problems can be resolved. First, the extensibility of Chinese
characters can be preserved. Second, it would be as easy to generate, input,
display, and search unencoded characters as existing ones. Third, it is
compatible with existing encoding schemes that most computers use.
This approach has been utilized by organizations and projects in various
application domains including archeology, linguistics, ancient texts,
calligraphy and paintings, and stone and bronze rubbings. For example, in
Academia Sinica, a very large full-text database of ancient texts called
Scripta Sinica has been created using this approach. The Union Catalog of
National Digital Archives Project (NDAP) dealt with the unencoded characters
encountered when merging the metadata of 12 different thematic domains from
various organizations. Also, in Bronze Inscriptions Research Team (BIRT) of
Academia Sinica, 3,459 Bronze Inscriptions were added, which is very helpful to
the education and research in historic linguistics.