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Query: Tsai_Y* Results: 14 Sorted by: Date  Comments?
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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.

Interaction Design of Digital Teaching Improves Teaching and Learning Effectiveness Universal Access to Education / Chang, Tsung-Chou / Tsai, Ya-Fen / Wu, Fong-Gong 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.15-22
Keywords: Human computer interaction; Visual ergonomic; Cognitive ergonomics; Active learning; Flipped classroom; Mobile APP; Interaction design
Link to Digital Content at Springer
Summary: With increasing penetration of mobile device like smart mobile phone, appropriate cloud system can be a good match for powerful teaching aid in classroom. Hu-man Computer Interaction is an important part of visual ergonomics and cognitive ergonomics. It focuses on mental process including perception, memory, inference and motor reaction, etc. The application of teaching is to expect that students can use active learning through interactive design to pay more attention on and complete various tasks instructed by teachers. Therefore, interactive teaching-aided software can not only make teaching activities vivid and variations but also increase students' attention and the willingness of active learning in classroom. The rise of "flipped classroom" in 2007 was also a teaching concept to propose that student should be returned to a learning body and interaction of teacher and student in classroom should be given attention. This study is to explore the relevant literatures for active learning, interactive design, action learning and flipped classroom, etc., supported by interactive design based on the concept of flipped classroom immediate feedback that how teaching media-Zuvio improves teacher's teaching skill through mobile APP and cloud system. The result of this study can be used as improvement of teachers' teaching effectiveness and students' learning outcomes.

Discovering the City by Mining Diverse and Multimodal Data Streams Multimedia Grand Challenge / Kuo, Yin-Hsi / Chen, Yan-Ying / Chen, Bor-Chun / Lee, Wen-Yu / Wu, Chun-Che / Lin, Chia-Hung / Hou, Yu-Lin / Cheng, Wen-Feng / Tsai, Yi-Chih / Hung, Chung-Yen / Hsieh, Liang-Chi / Hsu, Winston Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.201-204
ACM Digital Library Link
Summary: This work attempts to tackle the IBM grand challenge -- seeing the daily life of New York City (NYC) in various perspectives by exploring rich and diverse social media content. Most existing works address this problem relying on single media source and covering limited life aspects. Because different social media are usually chosen for specific purposes, multiple social media mining and integration are essential to understand a city comprehensively. In this work, we first discover the similar and unique natures (e.g., attractions, topics) across social media in terms of visual and semantic perceptions. For example, Instagram users share more food and travel photos while Twitter users discuss more about sports and news. Based on these characteristics, we analyze a broad spectrum of life aspects -- trends, events, food, wearing and transportation in NYC by mining a huge amount of diverse and freely available media (e.g., 1.6M Instagram photos, 5.3M Twitter posts). Because transportation logs are hardly available in social media, the NYC Open Data (e.g., 6.5B subway station transactions) is leveraged to visualize temporal traffic patterns. Furthermore, the experiments demonstrate that our approaches can effectively overview urban life with considerable technical improvement, e.g., having 16% relative gains in food recognition accuracy by a hierarchy cross-media learning strategy, reducing the feature dimensions of sentiment analysis by 10 times without sacrificing precision.

HearMe: assisting the visually impaired to record vibrant moments of everyday life / Tsai, Yi-Hsuan / Lin, Yi-Tsen / Cho, Szu-Yang / Cheng, Chun-Meng / Yu, Neng-Hao / Tang, Hsien-Hui Proceedings of the 2014 International Symposium on Chinese CHI 2014-04-26 p.66-69
ACM Digital Library Link
Summary: The auditory sense is the primary channel for the visually impaired to experience the world around them. Typically they use various recording devices, such as tape recorders and digital voice recorders, to record what they'd like to keep. In recent years, touch-screen technology with dynamic interface and portability has become an alternative for visually impaired users. However, very few recording applications are tailored for their use. In this study, we interviewed twelve visually impaired people to investigate their behaviors and needs. Based upon the data gained therefrom, we have concluded design considerations and present HearMe, a touch-based application to assist the visually impaired for recording sounds during everyday life.

Toward a Mobile Application for Social Sharing Context Portable and Smart Devices / Hsieh, Meng-Yen / Yeh, Ching-Hung / Tsai, Yin-Te / Li, Kuan-Ching MUSIC 2013: Mobile, Ubiquitous, and Intelligent Computing 2013-09-04 p.93-98
Keywords: social sharing; peer-to-peer; social network media
Link to Digital Content at Springer
Summary: Due to wireless and sensing technologies powerful in smartphone, a number of smartphone applications, a.k.a APPs. have combined social sharing mechanisms. This paper defines social sharing contexts on a social framework suitable to APPs. A tourism APP based on the sharing mechanisms is implemented to include social behavior for data sharing, while smartphone have supported various wireless technologies. Besides, smartphone as a hand-held device is hold by users so that various gestures with user hands are adaptive to handle the key features of sharing data between smartphones.

An Application of the Ballistic Movement Method for Evaluating Computer Mice User Studies / Lin, Ray F. / Chung, Ching-Wen / Tsai, Yi-Chien / Huang, Chi-Yu HCI International 2013: 15th International Conference on HCI, Part III: Applications and Services 2013-07-21 v.3 p.199-208
Keywords: ballistic movement method; computer mouse; input device; human movements; Fitts' law
Link to Digital Content at Springer
Summary: Lin and Drury [1] validated two ballistic movement models and suggested these models could have certain benefits for evaluating input devices. Hence, the study aimed at (1) validating the application of ballistic movement models for evaluating computer mice and (2) demonstrating the superiority of this method, compared to Fitts' law. In a two-stage experiment, four participants used six types of computer mice to execute Fitts-type aiming movements and ballistic movements, sequentially. The measured data were analyzed by Fitts' law and the ballistic movement models, respectively. The comparison of the results obtained by the two methods showed that (1) ballistic movement models can well fit the measured data and (2) the ballistic movement method can provide independent performance information of "speed" and "accuracy" that is not available by applying Fitts' law. This study demonstrated an alternative method for evaluating computer mice.

Kinempt: a Kinect-based prompting system to transition autonomously through vocational tasks for individuals with cognitive impairments Student research competition abstract / Tsai, Yu-Chi Fourteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2012-10-22 p.299-300
ACM Digital Library Link
Summary: Kinect is used as assistive technology for individuals with cognitive impairments to achieve the goal of performing task steps independently. In a community-based rehabilitation program under the guidance of three job coaches, a task prompting system called Kinempt was designed to assist two participants involving pre-service food preparation training. Results indicate that for participants with cognitive disabilities, acquisition of job skills may be facilitated by use of Kinempt in conjunction with operant conditioning strategies.

Segment-based emotion recognition from continuous Mandarin Chinese speech / Yeh, Jun-Heng / Pao, Tsang-Long / Lin, Ching-Yi / Tsai, Yao-Wei / Chen, Yu-Te Computers in Human Behavior 2011-09 v.27 n.5 p.1545-1552
Keywords: Mandarin Chinese
Keywords: Speech emotion recognition
Keywords: WD-KNN
Link to Article at sciencedirect
Summary: Recognition of emotion in speech has recently matured to one of the key disciplines in speech analysis serving next generation human-machine interaction and communication. However, compared to automatic speech recognition, that emotion recognition from an isolated word or a phrase is inappropriate for conversation. Because a complete emotional expression may stride across several sentences, and may fetch-up on any word in dialogue. In this paper, we present a segment-based emotion recognition approach to continuous Mandarin Chinese speech. In this proposed approach, the unit for recognition is not a phrase or a sentence but an emotional expression in dialogue. To that end, the following procedures are presented: First, we evaluate the performance of several classifiers in short sentence speech emotion recognition architectures. The results of the experiments show that the WD-KNN classifier achieves the best accuracy for the 5-class emotion recognition what among the five classification techniques. We then implemented a continuous Mandarin Chinese speech emotion recognition system with an emotion radar chart which is based on WD-KNN; this system can represent the intensity of each emotion component in speech. This proposed approach shows how emotions can be recognized by speech signals, and in turn how emotional states can be visualized.

Visual Design Elements of Photos on Taiwanese Female Clothing On-Line Sales Interacting with Documents and Images / Chang, Ro-Han / Yu, Tsai-Rong / Tsai, Yao-Cheng UAHCI 2011: 6th International Conference on Universal Access in Human-Computer Interaction, Part IV: Applications and Services 2011-07-09 v.4 p.111-120
Keywords: visual design element; on-line sale; photo; female
Link to Digital Content at Springer
Summary: The number of on-line shoppers has gradually increased over time. Due to the change of the market, a virtual store has to think highly about the way its brand is represented on its website. In order to be competitive in the market, building a brand image is vital to future success. Recorded documents state that besides the quality of the products, the reputation of the store, and the price of the products, the way in which a store represents itself is of the upmost importance. From an academic perspective, the style and the presentation of the photos from the on-line store is worthy of discussion and systematization. This research will be separated into three parts: (a.) Use a photography perspective to study the difference between traditional commercial photography and photos from on-line stores. (b.) Use a morphology perspective and organize the visual design elements (lighting, framing, composition, angle of shooting, shooting scene and the presentation of products) of the photos of products from on-line clothing store. (c.) Establish how visual design is composed through the use of multiple photography styles with varying emphasis on focal points.

Electric Agents: combining television and mobile phones for an educational game / Ballagas, Rafael / Revelle, Glenda / Buza, Kyle / Horii, Hiroshi / Mori, Koichi / Raffle, Hayes / Spasojevic, Mirjana / Go, Janet / Cook, Kristin / Reardon, Emily / Tsai, Yun-Ta / Paretti, Christopher Proceedings of ACM IDC'11: Interaction Design and Children 2011-06-20 p.227-230
ACM Digital Library Link
Summary: Electric Agents is a cross-media game that presents new ways for children to actively engage with television content. In the game Manny, a member of the Pranksters, steals words out of the mouth of Hector, a member of The Electric Company team, and hides them to prevent the story from progressing. Children collaborate through a mobile augmented reality experience to find and collect the missing vocabulary words relevant to the show narrative. The players return the stolen words back to the show by "throwing" the words towards the television using their mobile devices. This blend of a narrative and a game strives to make educational television content more engaging and participatory while fostering collaborative play and use of specific vocabulary words.

Perceived job effectiveness in coopetition: A survey of virtual teams within business organizations / Lin, Chieh-Peng / Wang, Yi-Ju / Tsai, Yuan-Hui / Hsu, Yu-Fang Computers in Human Behavior 2010-11 v.26 n.6 p.1598-1606
Keywords: Cooperation
Keywords: Competition
Keywords: Coopetition
Keywords: Knowledge sharing
Keywords: Perceived job effectiveness
Link to Article at sciencedirect
Summary: This study establishes a model by drawing from key postulates and findings under coopetition to explain the formation of perceived job effectiveness in team collaboration. In the proposed model, perceived job effectiveness is influenced directly by knowledge sharing, cooperative attitude, and competitive conflict, while knowledge sharing is influenced by cooperative attitude and competitive conflict. Accordingly, perceived job effectiveness is influenced indirectly by shared value, perceived trust and perceived benefit via the mediation of cooperative attitude and competitive conflict. Empirical testing of this model, by investigating personnel in information technology (IT) organizations, confirms the applicability of coopetition in virtual teams. The test results indicate that all the model paths except one (linking shared vision and competitive conflict) are significant. Finally, managerial implications and limitations of the research are provided.

Effects of Individual Differences on Visual Search Task Performance STUDENT FORUM: SF5 -- Exploring Issues with Visual Perception in Human Factors Student Research / Tsai, Yi-Fang D. / Kang, Songhee / Peterson, Matthew S. Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.1981-1985
Link to HFES Digital Content
Summary: Working memory capacity (WMC) is generally referred to as a quantitative measure of the ability to maintain relevant information while performing unrelated tasks (Delaney & Sahakyan, 2007). Although studies have shown that WMC can vary by individual (Engle et al., 1992; Just, 1992), performance can be taxed by varying degrees of subjective workload depending on the task parameters. Most studies have shown task performance benefits for individuals with high working memory capacity, with some exceptions for individuals with low working memory capacity (Barrett, Tugade, & Engle, 2004; Kane et al, 2001; Beilock et al, 2005). Kane and colleagues (2006) tested the relationship of WMC and executive attention control and found no relationship with individual differences in WMC and performance on visual search tasks, namely on feature-absence, conjunction, and spatial configuration search tasks. However, other studies have found that loading working memory interferes with search (Peterson, Beck & Wong, 2008; Han & Kim, 2004; He & McCarley, 2010). To explore how WMC affects visual search performance, a study is proposed to test whether the use of a complex visual search task can demonstrate a relationship between WMC and visual search performance. It is hypothesized that a visual search task aimed at engaging the control of attention and limiting automatic forms of information processing will be performed better by high WMC individuals compared to low WMC individuals. The implications of this proposal would help in designing for cockpit operation, driving, or other operations that require effortful control where the contributions and limitations of an individual's working memory capacity should be considered.

Assessing Online Learning Ability From a Social Exchange Perspective: A Survey of Virtual Teams Within Business Organizations / Lin, Chieh-Peng / Chiu, Chou-Kang / Joe, Sheng-Wuu / Tsai, Yuan-Hui International Journal of Human-Computer Interaction 2010 v.26 n.9 p.849-867
Link to Article at informaworld
Summary: Drawing on social exchange theory, this study proposes a model by postulating critical antecedents and mediators as the key drivers of online learning ability. In the model, online learning ability is affected indirectly by trust via 3 mediators simultaneously, including team commitment, task conflict, and relationship conflict, whereas trust is impacted directly by expressiveness interdependence, outcome interdependence, and task interdependence. Empirical testing of this model, by investigating the personnel of virtual teams from information technology organizations, confirms the applicability of social exchange theory in understanding online learning ability. This study contributes to the virtual team learning literature by extending social exchange theory to the rarely explored area of online learning ability of organizational teams and validating idiosyncratic drivers of online learning ability. Last, this article provides managerial implications and limitations of the research.

The Influence Of Footwear Sole Hardness on Slip Initiation in Young Adults STUDENT FORUM: Emerging and Exciting Student Research Part I / Tsai, Yi-Ju / Powers, Christopher Proceedings of the Human Factors and Ergonomics Society 50th Annual Meeting 2006-10-16 v.50 p.2306-2310
Link to HFES Digital Content
Summary: Introduction: Based on mechanical testing, harder soled shoes have been shown to provide less slip resistance than softer soled shoes. Whether or not wearing shoes with a hard sole leads to increased slip probability has not been examined. Methods: Forty healthy adults participated. Each was randomized into a hard (N=20) or a soft sole shoe group (N=20). Subjects were tested under both non-slippery (high-pressure laminate) and slippery floor conditions (dry Teflon). A fall arresting harness was used for all trials. Slip events during the slippery floor trials were documented using a motion analysis system. Slip probability was compared between conditions using a Chi-square test. Results: The proportion of slip events in the hard sole group (35%) was statistically greater than the proportion of slip events in the soft sole group (0%; X2 = 8.485, P =0.008). Conclusion: The results of this study demonstrate that slip probability is influenced by sole hardness, which suggest that shoe sole hardness should be considered when designing footwear aimed at decreasing slip rick.