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Motion Guidance Sleeve: Guiding the Forearm Rotation through External Artificial Muscles Did you feel the vibration -- Haptic Feedback Everywhere) / Chen, Chia-Yu / Chen, Yen-Yu / Chung, Yi-Ju / Yu, Neng-Hao Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3272-3276
ACM Digital Library Link
Summary: Online fitness videos make it possible and popular to do exercise at home. However, it is not easy to notice the details of motions by merely watching training videos. We propose a new type of motion guidance system that simulates the way that the human body moves as driven by muscle contractions. We have designed external artificial muscles on a sleeve to create a pulling sensation that can guide the forearm's pronation (internal rotation) and the forearm's supination (external rotation). The sleeve consists of stepper motors to provide pulling force, fishing lines and elastic bands to imitate muscle contraction to drive the forearm to rotate instinctively. We present two preliminary experiments. The first one shows that this system can effectively guide the forearm to rotate in the correct direction. The second one shows that users can be guided to the targeted angle by utilizing a tactile cue. We also report users' feedback through the experiments and provide design recommendations and directions for future research.

FlickBoard: Enabling Trackpad Interaction with Automatic Mode Switching on a Capacitive-sensing Keyboard Understanding & Extending Touch Interfaces / Tung, Ying-Chao / Cheng, Ta Yang / Yu, Neng-Hao / Wang, Chiuan / Chen, Mike Y. Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1847-1850
ACM Digital Library Link
Summary: We present FlickBoard, which combines a touchpad and a keyboard into the same interaction area to reduce hand movement between a separate keyboard and touchpad. Our main contribution is automatic mode switching between typing and pointing, and the first system capable of combining a trackpad and a keyboard into an single interaction area without the need for external switches. We developed a prototype by embedding a 58x20 capacitive sensing grid into a soft keyboard cover, and used machine learning to distinguish between moving a cursor (touchpad mode) and entering text (keyboard mode). We conducted experimental studies that show automatic mode switching classification accuracies of 98% are achievable with our technology. Finally, our prototype has a thin profile and can be placed over existing keyboards.

Optimized Distances for Binary Code Ranking Multimedia Search and Indexing / Wang, Jianfeng / Shen, Heng Tao / Yan, Shuicheng / Yu, Nenghai / Li, Shipeng / Wang, Jingdong Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.517-526
ACM Digital Library Link
Summary: Binary encoding on high-dimensional data points has attracted much attention due to its computational and storage efficiency. While numerous efforts have been made to encode data points into binary codes, how to calculate the effective distance on binary codes to approximate the original distance is rarely addressed. In this paper, we propose an effective distance measurement for binary code ranking. In our approach, the binary code is firstly decomposed into multiple sub codes, each of which generates a query-dependent distance lookup table. Then the distance between the query and the binary code is constructed as the aggregation of the distances from all sub codes by looking up their respective tables. The entries of the lookup tables are optimized by minimizing the misalignment between the approximate distance and the original distance. Such a scheme is applied to both the symmetric distance and the asymmetric distance. Extensive experimental results show superior performance of the proposed approach over state-of-the-art methods on three real-world high-dimensional datasets for binary code ranking.

Salable Image Search with Reliable Binary Code Posters 1 / Ren, Guangxin / Cai, Junjie / Li, Shipeng / Yu, Nenghai / Tian, Qi Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.769-772
ACM Digital Library Link
Summary: In many existing image retrieval algorithms, Bag-of-Words (BoW) model has been widely adopted for image representation. To achieve accurate indexing and efficient retrieval, local features such as the SIFT descriptor are extracted and quantized to visual words. One of the most popular quantization scheme is scalar quantization, which generates binary signature with an empirical threshold value. However, such binarization strategy inevitably suffers from the quantization loss induced by each quantized bit and impairs the effectiveness of search performance. In this paper, we investigate the reliability of each bit in scalar quantization and propose a novel reliable binary SIFT feature. We move one step ahead to incorporate the reliability in both index word expansion and feature similarity. Our proposed approach not only accelerates the search speed by narrowing search space, but also improves the retrieval accuracy by alleviating the impact of unreliable quantized bits. Experimental results demonstrate that the proposed approach achieves significant improvement in retrieval efficiency and accuracy.

FlickBoard: enabling trackpad interaction with automatic mode switching on a capacitive-sensing keyboard Posters / Tung, Ying-Chao / Cheng, Ta-Yang / Yu, Neng-Hao / Chen, Mike Y. Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.2 p.107-108
ACM Digital Library Link
Summary: We present FlickBoard, which combines a trackpad and a keyboard into the same interaction area to reduce hand movement between separate keyboards and trackpads. It supports automatic input mode detection and switching (ie. trackpad vs keyboard mode) without explicit user input. We developed a prototype by embedding a 58x20 capacitive sensing grid into a soft keyboard cover, and uses machine learning to distinguish between moving a cursor (trackpad mode) and entering text (keyboard mode). Our prototype has a thin profile and can be placed over existing keyboards.

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.

Order preserving hashing for approximate nearest neighbor search Similarity search / Wang, Jianfeng / Wang, Jingdong / Yu, Nenghai / Li, Shipeng Proceedings of the 2013 ACM International Conference on Multimedia 2013-10-21 p.133-142
ACM Digital Library Link
Summary: In this paper, we propose a novel method to learn similarity-preserving hash functions for approximate nearest neighbor (NN) search. The key idea is to learn hash functions by maximizing the alignment between the similarity orders computed from the original space and the ones in the hamming space. The problem of mapping the NN points into different hash codes is taken as a classification problem in which the points are categorized into several groups according to the hamming distances to the query. The hash functions are optimized from the classifiers pooled over the training points. Experimental results demonstrate the superiority of our approach over existing state-of-the-art hashing techniques.

Rapid selection of hard-to-access targets by thumb on mobile touch-screens Touch screen interaction and multi-modal user interfaces / Yu, Neng-Hao / Huang, Da-Yuan / Hsu, Jia-Jyun / Hung, Yi-Ping Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.400-403
ACM Digital Library Link
Summary: Current touch-based UIs commonly employ regions near the corners and/or edges of the display to accommodate essential functions. As the screen size of mobile phones is ever increasing, such regions become relatively distant from the thumb and hard to reach for single-handed use. In this paper, we present two techniques: CornerSpace and BezelSpace, designed to accommodate quick access to screen targets outside the thumb's normal interactive range. Our techniques automatically determine the thumb's physical comfort zone and only require minimal thumb movement to reach distant targets on the edge of the screen. A controlled experiment shows that BezelSpace is significantly faster and more accurate. Moreover, both techniques are application-independent, and instantly accommodate either hand, left or right.

MagMobile: enhancing social interactions with rapid view-stitching games of mobile devices Demos / Huang, Da-Yuan / Lin, Chien-Pang / Hung, Yi-Ping / Chang, Tzu-Wen / Yu, Neng-Hao / Tsai, Min-Lun / Chen, Mike Y. Proceedings of the 2012 International Conference on Mobile and Ubiquitous Multimedia 2012-12-04 p.61
ACM Digital Library Link
Summary: Most mobile games are designed for users to only focus on their own screens thus lack of face-to-face interaction even users are sitting together. Prior work shows that the shared information space created by multiple mobile devices can encourage users to communicate to each other naturally. The aim of this work is to provide a fluent view-stitching technique for mobile phone users to establish their information-shared view. We present MagMobile: a new spatial interaction technique that allows users to stitch views by simply putting multiple mobile devices close to each other. We describe the design of spatial-aware sensor module which is low cost and easy to be obtained into phones. We also propose two collaborative games to engage social interactions in the co-located place.

FoCUS: learning to crawl web forums Industry track presentations / Jiang, Jingtian / Yu, Nenghai / Lin, Chin-Yew Proceedings of the 2012 International Conference on the World Wide Web 2012-04-16 v.2 p.33-42
ACM Digital Library Link
Summary: In this paper, we present FoCUS (Forum Crawler Under Supervision), a supervised web-scale forum crawler. The goal of FoCUS is to only trawl relevant forum content from the web with minimal overhead. Forum threads contain information content that is the target of forum crawlers. Although forums have different layouts or styles and are powered by different forum software packages, they always have similar implicit navigation paths connected by specific URL types to lead users from entry pages to thread pages. Based on this observation, we reduce the web forum crawling problem to a URL type recognition problem and show how to learn accurate and effective regular expression patterns of implicit navigation paths from an automatically created training set using aggregated results from weak page type classifiers. Robust page type classifiers can be trained from as few as 5 annotated forums and applied to a large set of unseen forums. Our test results show that FoCUS achieved over 98% effectiveness and 97% coverage on a large set of test forums powered by over 150 different forum software packages.

TUIC open source SDK: enabling tangible interaction on unmodified capacitive multi-touch displays DEMO / Yu, Neng-Hao / Tsai, Sung-Sheng / Chen, Mike Y. / Hung, Yi-Ping Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.D2
ACM Digital Library Link

Clip-on gadgets: expanding multi-touch interaction area with unpowered tactile controls Tangible / Yu, Neng-Hao / Tsai, Sung-Sheng / Hsiao, I-Chun / Tsai, Dian-Je / Lee, Meng-Han / Chen, Mike Y. / Hung, Yi-Ping Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.367-372
ACM Digital Library Link
Summary: Virtual keyboards and controls, commonly used on mobile multi-touch devices, occlude content of interest and do not provide tactile feedback. Clip-on Gadgets solve these issues by extending the interaction area of multi-touch devices with physical controllers. Clip-on Gadgets use only conductive materials to map user input on the controllers to touch points on the edges of screens; therefore, they are battery-free, lightweight, and low-cost. In addition, they can be used in combination with multi-touch gestures. We present several hardware designs and a software toolkit, which enable users to simply attach Clip-on Gadgets to an edge of a device and start interacting with it.

Improving the Online Video Chat Experience Interactive Devices and Interfaces / Kadav, Asim / Wanta, Chelsea / Yu, Nai-Wen Claire / Lee, Kyung / Montague, Enid N. H. EHAWC 2011: Ergonomics and Health Aspects of Work with Computers 2011-07-09 p.199-208
Keywords: Online collaboration; sharing; virtual relationships; video chat
Link to Digital Content at Springer
Summary: With the recent proliferation of netbooks and tablets with webcams transforming oneself virtually is easier than ever before. However, the software used for such devices like video chat programs and online role playing do little to enhance the connectedness of the users involved. In this paper, we present Touch Live Connect (TLC), a product concept for an enhanced video chat experience that is aimed towards improving the online shared experience. TLC enhances the online experience by enabling people to do activities together in video mode. Users watch online videos together, transform to different backgrounds and also perform multi-way chat. TLC can also detect user motions and appropriately enhance the environment of the chat. This helps people emulate the face to face experience beyond just chatting and makes them feel connected. We developed three prototypes of the product concept and tested them on sets of users, and conclude that (1) Users feel more connected by sharing experiences rather than just seeing visual representation of self, (2) Amplification of human gestures over video is an important feature to improve video communication and (3) Users find a handheld tablet as most useful device for video communication and television as least useful.

TUIC: enabling tangible interaction on capacitive multi-touch displays Tangibles / Yu, Neng-Hao / Chan, Li-Wei / Lau, Seng Yong / Tsai, Sung-Sheng / Hsiao, I-Chun / Tsai, Dian-Je / Hsiao, Fang-I / Cheng, Lung-Pan / Chen, Mike / Huang, Polly / Hung, Yi-Ping Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2995-3004
ACM Digital Library Link
Summary: We present TUIC, a technology that enables tangible interaction on capacitive multi-touch devices, such as iPad, iPhone, and 3M's multi-touch displays, without requiring any hardware modifications. TUIC simulates finger touches on capacitive displays using passive materials and active modulation circuits embedded inside tangible objects, and can be used with multi-touch gestures simultaneously. TUIC consists of three approaches to sense and track objects: spatial, frequency, and hybrid (spatial plus frequency). The spatial approach, also known as 2D markers, uses geometric, multi-point touch patterns to encode object IDs. Spatial tags are straightforward to construct and are easily tracked when moved, but require sufficient spacing between the multiple touch points. The frequency approach uses modulation circuits to generate high-frequency touches to encode object IDs in the time domain. It requires fewer touch points and allows smaller tags to be built. The hybrid approach combines both spatial and frequency tags to construct small tags that can be reliably tracked when moved and rotated. We show three applications demonstrating the above approaches on iPads and 3M's multi-touch displays.

Design of human-centric adaptive multimodal interfaces / Kong, J. / Zhang, W. Y. / Yu, N. / Xia, X. J. International Journal of Human-Computer Studies 2011 v.69 n.12 p.854-869
10.1016/j.ijhcs.2011.07.006
Keywords: Adaptive multimodal interfaces / Human -- computer interaction / Optimization / Adaptive user interface design / Linear programming / User study / Utility evaluation / Mobile users
Link to Article at sciencedirect
Summary: Multimodal interfaces have attracted more and more attention. Most researches focus on each interaction mode independently and then fuse information at the application level. Recently, several frameworks and models have been proposed to support the design and development of multimodal interfaces. However, it is challenging to provide automatic modality adaptation in multimodal interfaces. Existing approaches are using rule-based specifications to define the adaptation of input/output modalities. Rule-based specifications have the problems of completeness and coherence. Distinct from previous work, this paper presents a novel approach that quantifies the user preference of each modality and considers the adaptation as an optimization issue that searches for a set of input/output modalities matching user's preference. Our approach applies a cross-layer design, which considers the adaptation from the perspectives of the interaction context, available system resources, and QoS requirements. Furthermore, our approach supports human-centric adaptation. A user can report the preference of a modality so that selected modalities fit user's personal needs. An optimal solution and a heuristic algorithm have been developed to automatically select an appropriate set of modality combinations under a specific situation. We have designed a framework based on the heuristic algorithm and existing ontology, and applied the framework to conduct a utility evaluation, in which we have employed a within-subject experiment. Fifty participants were invited to go through three scenarios and compare automatically selected modalities with randomly selected modalities. The results from the experiment show that users perceived the automatically selected modalities as appropriate and satisfactory.

Enabling tangible interaction on capacitive touch panels Posters / Yu, Neng-Hao / Chan, Li-Wei / Cheng, Lung-Pan / Chen, Mike Y. / Hung, Yi-Ping Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010-10-03 p.457-458
Keywords: interactive surface, markers, physical interaction, tangible
ACM Digital Library Link
Summary: We propose two approaches to sense tangible objects on capacitive touch screens, which are used in off-the-shelf multi-touch devices such as Apple iPad, iPhone, and 3M's multi-touch displays. We seek for the approaches that do not require modifications to the panels: spatial tag and frequency tag. Spatial tag is similar to fiducial tag used by tangible tabletop surface interaction, and uses multi-point, geometric patterns to encode object IDs. Frequency tag simulates high-frequency touches in the time domain to encode object IDs, using modulation circuits embedded inside tangible objects to simulate high-speed touches in varying frequency. We will show several demo applications. The first combines simultaneous tangible + touch input system. This explores how tangible inputs (e.g., pen, easer, etc.) and some simple gestures work together on capacitive touch panels.

Learning to tag Rich media/session: tagging and clustering / Wu, Lei / Yang, Linjun / Yu, Nenghai / Hua, Xian-Sheng Proceedings of the 2009 International Conference on the World Wide Web 2009-04-20 p.361-370
Keywords: learning to tag, multi-modality rankboost, social tagging, tag recommendation
ACM Digital Library Link
Summary: Social tagging provides valuable and crucial information for large-scale web image retrieval. It is ontology-free and easy to obtain; however, irrelevant tags frequently appear, and users typically will not tag all semantic objects in the image, which is also called semantic loss. To avoid noises and compensate for the semantic loss, tag recommendation is proposed in literature. However, current recommendation simply ranks the related tags based on the single modality of tag co-occurrence on the whole dataset, which ignores other modalities, such as visual correlation. This paper proposes a multi-modality recommendation based on both tag and visual correlation, and formulates the tag recommendation as a learning problem. Each modality is used to generate a ranking feature, and Rankboost algorithm is applied to learn an optimal combination of these ranking features from different modalities. Experiments on Flickr data demonstrate the effectiveness of this learning-based multi-modality recommendation strategy.

Can phrase indexing help to process non-phrase queries? IR: web search 2 / Zhu, Mingjie / Shi, Shuming / Yu, Nenghai / Wen, Ji-Rong Proceedings of the 2008 ACM Conference on Information and Knowledge Management 2008-10-26 p.679-688
ACM Digital Library Link
Summary: Modern web search engines, while indexing billions of web pages, are expected to process queries and return results in a very short time. Many approaches have been proposed for efficiently computing top-k query results, but most of them ignore one key factor in the ranking functions of commercial search engines -- term-proximity, which is the metric of the distance between query terms in a document. When term-proximity is included in ranking functions, most of the existing top-k algorithms will become inefficient. To address this problem, in this paper we propose to build a compact phrase index to speed up the search process when incorporating the term-proximity factor. The compact phrase index can help more accurately estimate the score upper bounds of unknown documents. The size of the phrase index is controlled by including a small portion of phrases which are possibly helpful for improving search performance. Phrase index has been used to process phrase queries in existing work. It is, however, to the best of our knowledge, the first time that phrase index is used to improve the performance of generic queries. Experimental results show that, compared with the state-of-the-art top-k computation approaches, our approach can reduce average query processing time to 1/5 for typical settings.

nReader: reading news quickly, deeply and vividly Work-in-progress / Wang, Taifeng / Yu, Nenghai / Li, Zhiwei / Li, Mingjing Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.1385-1390
ACM Digital Library Link
Summary: In this paper we present our design of a novel system, named nReader, to help people read online news. According to researches on news recommendation and a newly deployed survey on user's feeling and requirement about current news reading style, we build our system by adding extra feature to the framework of the popular RSS (Rich Site Summary) system.
    We designed corresponding views in our reading tools to support browsing mode and intensively reading mode. After a preliminary user testing, the feedback is encouraging. A wider and more delicate user study will be performed to boost our system and interface to give user a more convenient and comfortable online news reading experience.

Improving Retrieval Effectiveness by Using Key Terms in Top Retrieved Documents Information Retrieval Methods (I) / Lingpeng, Yang / Donghong, Ji / Guodong, Zhou / Yu, Nie Proceedings of ECIR'05, the 2005 European Conference on Information Retrieval 2005-03-21 p.169-184
Link to Digital Content at Springer
Summary: In this paper, we propose a method to improve the precision of top retrieved documents in Chinese information retrieval where the query is a short description by re-ordering retrieved documents in the initial retrieval. To re-order the documents, we firstly find out terms in query and their importance scales by making use of the information derived from top N (N≤30) retrieved documents in the initial retrieval; secondly, we re-order retrieved K (N<<K) documents by what kinds of terms of query they contain. That is, we first automatically extract key terms from top N retrieved documents, then we collect key terms that occur in query and their document frequencies in the N retrieved documents, finally we use these collected terms to re-order the initially retrieved documents. Each collected term is assigned a weight by its length and its document frequency in top N retrieved documents. Each document is re-ranked by the sum of weights of collected terms it contains. In our experiments on 42 query topics in NTCIR3 Cross Lingual Information Retrieval (CLIR) dataset, an average 17.8%-27.5% improvement can be made for top 10 documents and an average 6.6%-26.9% improvement can be made for top 100 documents at relax/rigid relevance judgment and different parameter setting.

The Termenova: A Hybrid Free-Gesture Interface / Hasan, Leila / Yu, Nicholas / Paradiso, Joseph A. NIME 2002: New Interfaces for Musical Expression 2002-05-24 p.82-87
Keywords: Theremin, gesture interface, capacitive sensing, laser harp, optical proximity sensing, servo control, musical controller
www.nime.org/proceedings/2002/nime2002_082.pdf
Summary: We have created a new electronic musical instrument, referred to as the Termenova (Russian for "daughter of Theremin") that combines a free-gesture capacitive-sensing device with an optical sensing system that detects the reflection of a hand when it intersects a beam of an array of red lasers. The laser beams, which are made visible by a thin layer of theatrical mist, provide visual feedback and guidance to the performer to alleviate the difficulties of using a non-contact interface as well as adding an interesting component for the audience to observe. The system uses capacitive sensing to detect the proximity of the player's hands; this distance is mapped to pitch, volume, or other continuous effect. The laser guide positions are calibrated before play with position-controlled servo motors interfaced to a main controller board; the location of each beam corresponds to the position where the performer should move his or her hand to achieve a pre-specified pitch and/or effect. The optical system senses the distance of the player's hands from the source of each laser beam, providing an additional dimension of musical control.