KeDiary: Using Mobile Phones to Assist Patients in Recovering from Drug
Addiction
Medical Device Sensing
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You, Chuang-Wen
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Lin, Ya-Fang
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Li, Cheng-Yuan
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Tsai, Yu-Lun
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Huang, Ming-Chyi
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Lee, Chao-Hui
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Wang, Hao-Chuan
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Chu, Hao-Hua
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5704-5709
© Copyright 2016 ACM
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
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Chang, Tsung-Chou
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Tsai, Ya-Fen
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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
© Copyright 2015 Springer International Publishing Switzerland
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
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Kuo, Yin-Hsi
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Chen, Yan-Ying
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Chen, Bor-Chun
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Lee, Wen-Yu
/
Wu, Chun-Che
/
Lin, Chia-Hung
/
Hou, Yu-Lin
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Cheng, Wen-Feng
/
Tsai, Yi-Chih
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Hung, Chung-Yen
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Hsieh, Liang-Chi
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Hsu, Winston
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.201-204
© Copyright 2014 ACM
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
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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
© Copyright 2014 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2012 ACM
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
© Copyright 2011 Elsevier Ltd.
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
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Yu, Tsai-Rong
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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
Copyright © 2011 Springer-Verlag
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
© Copyright 2011 ACM
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
© Copyright 2010 Elsevier Ltd.
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
© Copyright 2010 HFES
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
© Copyright 2010 Taylor and Francis
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
© Copyright 2006 HFES
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.