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Query: Tsai_M* Results: 21 Sorted by: Date  Comments?
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[1] Developing Intelligent Interior Design Decoration Components by BIM Technologies The Design of Everyday Things / Lan, Ju-Hung / Tsai, Ming-Shu HCI International 2014: 16th International Conference on HCI: Posters' Extended Abstracts, Part I 2014-06-22 v.4 p.101-106
Keywords: BIM; building information modeling; interior design
Link to Digital Content at Springer
Summary: This study develops intelligent interior design components that enhance design communications, based on the concepts and technologies of the building information modeling (BIM) to resolve data inconsistencies in relevant graphics of an interior design project. The developed intelligent decorative wooden walls possess intelligent dynamic correlation functions, with parameters that can control the wooden wall material, size, and restrictions. This study identified that the graphical data inconsistency problem was resolved, and effective communication was promoted among the participants who were involved in the various stages of an interior design project.

[2] TouchSense: expanding touchscreen input vocabulary using different areas of users' finger pads Watches and small devices / Huang, Da-Yuan / Tsai, Ming-Chang / Tung, Ying-Chao / Tsai, Min-Lun / Yeh, Yen-Ting / Chan, Liwei / Hung, Yi-Ping / Chen, Mike Y. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.189-192
ACM Digital Library Link
Summary: We present TouchSense, which provides additional touchscreen input vocabulary by distinguishing the areas of users' finger pads contacting the touchscreen. It requires minimal touch input area and minimal movement, making it especially ideal for wearable devices such as smart watches and smart glasses. For example, users of a calculator application on a smart watch could tap normally to enter numbers, and tap with the right side of their fingers to enter the operators (e.g., -, =). Results from two human-factor studies showed that users could tap a touchscreen with five or more distinct areas of their finger pads. Also, they were able to tap with more distinct areas closer to their fingertips. We developed a TouchSense smart watch prototype using inertial measurement sensors, and developed two example applications: a calculator and a text editor. We also collected user feedback via an explorative study.

[3] Touchsense: expanding touch input vocabulary using different areas of users' finger pads Video showcase presentations / Huang, Da-Yuan / Tsai, Ming-Chang / Tung, Ying-Chao / Tsai, Min-Lun / Yeh, Yen-Ting / Chan, Liwei / Chen, Mike Y. / Hung, Yi-Ping Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.167-168
ACM Digital Library Link
Summary: We present TouchSense, a single-tap interaction method that enables fast switching between input modes using different areas on finger pads. It requires minimal touch input area making it especially ideal for wearable devices such as smart watches and smart glasses. For example, users of a calculator application on a smart watch could tap normally to enter numbers, and tap with the right side of their fingers to enter the operators (e.g. +, -, =). Results from two human-factor studies showed that users could tap a touchscreen with five or more distinct areas on their finger pads. Also, they were able to tap with more distinct areas closer to their fingertips. We developed a TouchSense prototype using a smart watch and IMU sensors, and developed two example applications: a calculator and a text editor. We also collected user feedback via an explorative study.

[4] Perceived Visual Aesthetics of Text-Overlaid Images: Computational Models and Experimental Research for White-Space Fraction / Tsai, Mien-Tsung / Wang, Kuo-An / Liu, Yili / Hong, Jen-Shin International Journal of Human-Computer Interaction 2014-01-02 v.30 n.1 p.1-23
Link to Article at Taylor & Francis
Summary: Text-overlaid images abound in product design and human-computer interfaces (e.g., greeting cards and photo slideshows that overlay texts on large background images). This study proposes computational models of perceived aesthetics appeal of text-overlaid images as a function of their white-space fractions. Four models are proposed, including Character-based Page White-Space Fraction (WCP), Character-based Background White-Space Fraction (WCB), Bounding Box based Page White-Space Fraction (WBP), and Bounding Box based Background White-Space Fraction (WBB). Two experiments, using single-spaced and double-spaced texts, were conducted to investigate the relationships between the model predictions and the perceived aesthetic appeal of text-overlaid images. The results show that the Bounding Box based Background White-Space Fraction (WBB), defined as the area ratio between the bounding rectangle of texts and the background region of image, is most valuable in modelling the subjective aesthetic appeal. The regression curves show that the optimal WBB is close to 0.8.

[5] Using emotional context from article for contextual music recommendation Posters / Chen, Chih-Ming / Tsai, Ming-Feng / Liu, Jen-Yu / Yang, Yi-Hsuan Proceedings of the 2013 ACM International Conference on Multimedia 2013-10-21 p.649-652
ACM Digital Library Link
Summary: This paper proposes a context-aware approach that recommends music to a user based on the user's emotional state predicted from the article the user writes. We analyze the association between user-generated text and music by using a real-world dataset with user, text, music tripartite information collected from the social blogging website LiveJournal. The audio information represents various perceptual dimensions of music listening, including danceability, loudness, mode, and tempo; the emotional text information consists of bag-of-words and three dimensional affective states within an article: valence, arousal and dominance. To combine these factors for music recommendation, a factorization machine-based approach is taken. Our evaluation shows that the emotional context information mined from user-generated articles does improve the quality of recommendation, comparing to either the collaborative filtering approach or the content-based approach.

[6] FingerPad: private and subtle interaction using fingertips Sensing / Chan, Liwei / Liang, Rong-Hao / Tsai, Ming-Chang / Cheng, Kai-Yin / Su, Chao-Huai / Chen, Mike Y. / Cheng, Wen-Huang / Chen, Bing-Yu Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.255-260
ACM Digital Library Link
Summary: We present FingerPad, a nail-mounted device that turns the tip of the index finger into a touchpad, allowing private and subtle interaction while on the move. FingerPad enables touch input using magnetic tracking, by adding a Hall sensor grid on the index fingernail, and a magnet on the thumbnail. Since it permits input through the pinch gesture, FingerPad is suitable for private use because the movements of the fingers in a pinch are subtle and are naturally hidden by the hand. Functionally, FingerPad resembles a touchpad, and also allows for eyes-free use. Additionally, since the necessary devices are attached to the nails, FingerPad preserves natural haptic feedback without affecting the native function of the fingertips. Through user study, we analyze the three design factors, namely posture, commitment method and target size, to assess the design of the FingerPad. Though the results show some trade-off among the factors, generally participants achieve 93% accuracy for very small targets (1.2mm-width) in the seated condition, and 92% accuracy for 2.5mm-width targets in the walking condition.

[7] Detecting Numerical and Waveform Changes on a Head-Mounted Display vs. Monitor Perception & Performance: PP2 -- Display Research / Tear, Callum L. / Fox, Mithila / Tsai, Matthew / Liu, David / Sanderson, Penelope M. Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting 2013-09-30 p.1134-1138
doi 10.1177/1541931213571253
Link to HFES Digital Content
Summary: In this study we investigate whether people timesharing two tasks might perform worse when using an HMD than when using a conventional monitor for one of the tasks. Specifically, we set out to partially replicate and extend Liu et al.'s (2009) findings that anesthesiologists took 60 seconds longer to notice a simulated respiratory waveform change (decrease in waveform frequency) when using an HMD than when using a conventional monitor -- a finding consistent with inattentional blindness (IAB). Our study shows that participants using an HMD detect all changes faster, but it also suggests that detecting decreases in waveform frequency might be relatively harder with an HMD than detecting increases. The results suggest future directions to take to investigate the conditions under which participants might not notice changes in an HMD display.

[8] Risk Ranking from Financial Reports Short Papers with Poster Presentation / Tsai, Ming-Feng / Wang, Chuan-Ju Proceedings of ECIR'13, the 2013 European Conference on Information Retrieval 2013-03-24 p.804-807
Keywords: Ranking; Soft Information; Volatility; Financial Report
Link to Digital Content at Springer
Summary: This paper attempts to use soft information in finance to rank the risk levels of a set of companies. Specifically, we deal with a ranking problem with a collection of financial reports, in which each report is associated with a company. By using text information in the reports, which is so-called the soft information, we apply learning-to-rank techniques to rank a set of companies to keep them in line with their relative risk levels. In our experiments, a collection of financial reports, which are annually published by publicly-traded companies, is employed to evaluate our ranking approach; moreover, a regression-based approach is also carried out for comparison. The experimental results show that our ranking approach not only significantly outperforms the regression-based one, but identifies some interesting relations between financial terms.

[9] The digital dream lab: tabletop puzzle blocks for exploring programmatic concepts Learning and education / Oh, Hyunjoo / Deshmane, Anisha / Li, Feiran / Han, Ji Yeon / Stewart, Matt / Tsai, Michael / Xu, Xing / Oakley, Ian Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.51-56
ACM Digital Library Link
Summary: Tangible interaction links digital data with physical forms to support embodied use. Puzzle pieces, which their inherent physical syntax of connectable elements, provide a powerful and expressive metaphor on which to construct such tangible systems. Prior work has explored this potential in the domain of edutainment systems for children aimed at tasks such as learning logic, programming or organizational skills. Although this work is promising, it has largely focused on relatively advanced concepts and children of ages 7-12 years. The work presented in this paper adopts the same perspective but focuses on young children (5 and under) and a simpler range of concepts relating to the clustering and manipulation of data. To achieve this it presents the design (including results from a series of six formative field studies) and implementation of the Digital Dream Lab tabletop puzzle block system. This system, intended for installation in a museum, engages young children (aged 4-5) to explore simple programmatic concepts and the link between the physical and virtual world. The paper closes with design recommendations of future work targeting this goal, setting and age group.

[10] 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.

[11] Understanding knowledge sharing between IT professionals -- an integration of social cognitive and social exchange theory / Tsai, Ming-Tien / Cheng, Nai-Chang Behaviour and Information Technology 2012-11 v.31 n.11 p.1069-1080
Link to Article at Taylor & Francis
Summary: The research includes various constructs based on social exchange theory and social cognitive theory. This study mainly explored the relationships among organisational justice, trust, commitment and knowledge-sharing cognition and verified their mediating effects through two variables of trust and commitment. A survey utilising a questionnaire was used with 252 IT professionals from IT companies and departments in Taiwan. Structural equation modelling was used to analyse the data and to evaluate the research model. The results showed that the research model fitted the data well, and the main determinant of knowledge-sharing intention was the building of organisational justice between knowledge intensive workers, confirming our hypotheses that trust and commitment foster organisational commitment. In turn, organisational commitment will help to build individual knowledge-sharing self-efficacy and both directly and indirectly affect intentions to share knowledge.

[12] BombPlus: using NFC and orientation-sensing to enhance social gaming experience for co-located players Student games / Huang, Chao-Ju / Lin, Chien-Pang / Tsai, Min-Lun / Hsu, Fu-Chieh Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1339-1344
ACM Digital Library Link
Summary: We present BombPlus, a multi-player, multi-device game that uses two novel technologies to enhance social gaming experience for co-located players. First, TouchConnect uses Near Field Communication (NFC) to enable users to simply touch two mobile phones to connect and join a game. Second, RealSense uses orientation sensing to enable directional gestures to provide spatial interaction among players during the game.

[13] Polite ringer II: a ringtone interaction system using sensor fusion Poster presentations / Tsai, Ming-Chang / Chou, Fu-Chiang / Kao, Yih-Feng / Yang, Kai-Cheng / Chen, Mike Proceedings of the 2011 International Conference on Ubiquitous Computing 2011-09-17 p.567-568
ACM Digital Library Link
Summary: We present a system which automatically reduces the ringtone volume as soon as users start picking up their mobile devices to answer incoming phone calls. Our system uses multiple sensors already in mobile phones (e.g. accelerometer, gyroscope, and proximity sensor) to extract 47 features, and uses supported vector machine (SVM) as the classifier to identify the act of picking up a phone. We have collected data under several typical conditions: including walking vs stationary and picking up the phone from inside a bag vs pockets. Our results show that the system can correctly identify users picking up their mobile phones 95% of the time on average.

[14] Developing an appropriate design of blended learning with web-enabled self-regulated learning to enhance students' learning and thoughts regarding online learning / Tsai, Chia-Wen / Shen, Pei-Di / Tsai, Meng-Chuan Behaviour and Information Technology 2011-03-01 v.30 n.2 p.261-271
Link to Article at Taylor & Francis
Summary: The vocational schools in Taiwan regard professional certifications as a badge of skills achievement. The teaching in this context usually focuses on how to help students enhance their professional skills and pass the certificate examinations, particularly for computing courses. However, due to national education policy, pure online courses are not permitted here and in some other nations. In order to provide an appropriate design and arrangement of blended learning (BL) courses, the authors redesigned a course, integrating web-enabled self-regulated learning (SRL) with variations in online class frequency, and explored their effects on enhancing students' skills of deploying database management system (DBMS) and their thoughts regarding blended course and interventions concerning SRL. Three class sections with a total of 112 students were taken as three distinct groups. The results indicated that students in the group of SRL and BL with five online classes had the highest grades for using DBMS among the three groups, and had very positive thoughts regarding the interventions concerning BL and SRL. The authors also provide suggestions and implications for teachers and schools to adopt innovative teaching methods and technologies, and redesign their courses to help students learn.

[15] A study of learning a merge model for multilingual information retrieval Multilingual & crosslingual retrieval / Tsai, Ming-Feng / Wang, Yu-Ting / Chen, Hsin-Hsi Proceedings of the 31st Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2008-07-20 p.195-202
ACM Digital Library Link
Summary: This paper proposes a learning approach for the merging process in multilingual information retrieval (MLIR). To conduct the learning approach, we also present a large number of features that may influence the MLIR merging process; these features are mainly extracted from three levels: query, document, and translation. After the feature extraction, we then use the FRank ranking algorithm to construct a merge model; to our knowledge, this practice is the first attempt to use a learning-based ranking algorithm to construct a merge model for MLIR merging. In our experiments, three test collections for the task of crosslingual information retrieval (CLIR) in NTCIR3, 4, and 5 are employed to assess the performance of our proposed method; moreover, several merging methods are also carried out for a comparison, including traditional merging methods, the 2-step merging strategy, and the merging method based on logistic regression. The experimental results show that our method can significantly improve merging quality on two different types of datasets. In addition to the effectiveness, through the merge model generated by FRank, our method can further identify key factors that influence the merging process; this information might provide us more insight and understanding into MLIR merging.

[16] FRank: a ranking method with fidelity loss Learning to rank II / Tsai, Ming-Feng / Liu, Tie-Yan / Qin, Tao / Chen, Hsin-Hsi / Ma, Wei-Ying Proceedings of the 30th Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2007-07-23 p.383-390
ACM Digital Library Link
Summary: Ranking problem is becoming important in many fields, especially in information retrieval (IR). Many machine learning techniques have been proposed for ranking problem, such as RankSVM, RankBoost, and RankNet. Among them, RankNet, which is based on a probabilistic ranking framework, is leading to promising results and has been applied to a commercial Web search engine. In this paper we conduct further study on the probabilistic ranking framework and provide a novel loss function named fidelity loss for measuring loss of ranking. The fidelity loss not only inherits effective properties of the probabilistic ranking framework in RankNet, but possesses new properties that are helpful for ranking. This includes the fidelity loss obtaining zero for each document pair, and having a finite upper bound that is necessary for conducting query-level normalization. We also propose an algorithm named FRank based on a generalized additive model for the sake of minimizing the fidelity loss and learning an effective ranking function. We evaluated the proposed algorithm for two datasets: TREC dataset and real Web search dataset. The experimental results show that the proposed FRank algorithm outperforms other learning-based ranking methods on both conventional IR problem and Web search.

[17] Designing an Ergonomic Computer Console on the Ship Part IV: Work and Collaboration Support / Lin, Chiuhsiang Joe / Jou, Yung-Tsan / Yang, Chih-Wei / Huang, Chun-Lang / Chen, Tse-Jung / Tsai, Ming-Zhe HCI International 2007: 12th International Conference on Human-Computer Interaction, Part IV: HCI Applications and Services 2007-07-22 v.4 p.629-638
Keywords: Computer Console; Usability; Ergonomics
Link to Digital Content at Springer
Summary: This study develops a new computer console that is to be used on a ship according to ergonomics principles. The proposed design enables console operators to safely, comfortably, and efficiently operate equipment in the ship navigating environment. This study discusses human limitations to work with computer consoles in extreme motion conditions and confined workspaces that is typical of the ship environment. The system architecture, developments, and detailed design considerations are discussed in the paper.

[18] Gender differences in Taiwan high school students' computer game playing / Chou, Chien / Tsai, Meng-Jung Computers in Human Behavior 2007-01 v.23 n.1 p.812-824
Keywords: Computer game
Keywords: Game playing
Keywords: Adolescence
Keywords: Taiwan high school students
Link to Article at sciencedirect
Summary: The purpose of this study is to explore gender differences among adolescents who play computer games: key areas of study include hours played, motivation, enjoyment experienced, and the impacts on the students' lives. The data were obtained from 535 Taiwan high school students. Results indicated that males spent more time playing computer games than did females and also enjoyed it more. Results also indicated that male students are more strongly motivated to play computer games. Gender differences exist in both the frequency and the types of games the subjects played. It is interesting to note that even with significant gender differences, both genders overwhelmingly concluded that playing computer games has helped the quality of their friendships. Finally, results also showed a slight gender difference regarding the predictors of Taiwan high school students' game playing enjoyments.

[19] Identification of Relevant and Novel Sentences Using Reference Corpus Question Answering / Chen, Hsin-Hsi / Tsai, Ming-Feng / Hsu, Ming-Hung Proceedings of ECIR'04, the 2004 European Conference on Information Retrieval 2004-04-05 p.85-98
Link to Digital Content at Springer
Summary: The major challenging issue to determine the relevance and the novelty of sentences is the amount of information used in similarity computation among sentences. An information retrieval (IR) with reference corpus approach is proposed. A sentence is considered as a query to a reference corpus, and similarity is measured in terms of the weighting vectors of document lists ranked by IR systems. Two sentences are regarded as similar if they are related to the similar document lists returned by IR systems. A dynamic threshold setting method is presented. Besides IR with reference corpus, we also use IR systems to retrieve sentences from given sentences. The corpus-based approach with dynamic thresholds outperforms direct retrieval approach. The average F-measure of relevance and novelty detection using Okapi system was 0.212 and 0.207, 57.14% and 58.64% of human performance, respectively.

[20] The Influence of Hand Controls on Nurses' Operation in Emergency Surgery 4: MEDICAL SYSTEMS AND REHABILITATION: Advanced Interfaces for Medicine [Research] / Wu, Fonggong / Tsai, Ming-che / Hsu, I-heng Proceedings of the Joint IEA 14th Triennial Congress and Human Factors and Ergonomics Society 44th Annual Meeting 2000-07-30 v.44 n.4 p.185-188
Link to HFES Digital Content
Summary: This study is based on the effects on human joint angles caused by the different form of hand controls used by emergency nurses, using the evaluation methods of bad joint angles, come up with a reasonable height and angle range of controls. This study is divided into mainly two sections, in section one we used filming, to group the postures shown by ten emergency medics operating the common seen hand controls, and take the common seen posture to be the basis of the second section experiment. In section two, using 3D motion analysis system, to study the change of height and angle of control panels while fifteen women operate the five common seen hand controls in emergency (push button, big rotation knob, detent positioning knob, small rotation knob and toggle switch), and the effects on the body bending angle, elbow angle and wrist angle. At last using ANOVA analysis and regression function analysis to conclude a suitable control panel height and angle.

[21] Digital Library for Education and Medical Decision Making / Tsai, Mark C. / Melmon, Kenneth L. DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries 1998-06-23 p.311-312
Keywords: Integration system, Intelligent integration, Distributed database systems, Digital library, Electronic notebook, Information retrieval
Broken Link to ACM Digital Library
Summary: Stanford Health Information Network for Education (SHINE) integrates online guideline texts, textbooks, journals, bibliographic systems, medical images, digital video, relational databases, and knowledge-based systems formerly accessible individually through the Z39.50 protocol, SQL language, HTTP protocol, and full-text search engines. We discuss the architecture that is used to integrate these distributed heterogeneous systems. We explain other components: electronic notebook, and log recording systems that make SHINE a complete system to support medical decision making and learning. We also discuss how the system will be integrated with electronic medical record systems to support medical decisions. The same concepts can be applied to aggregation of knowledge domains to optimize the functions of other (non-medical) target users.