[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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 Taylor and 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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 HFES
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 Taylor and Francis Group, LLC
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
© Copyright 2012 ACM
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
© Copyright 2011 ACM
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
© Copyright 2011 Taylor and 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
© Copyright 2008 ACM
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
© Copyright 2007 ACM
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
Copyright © 2007 Springer-Verlag
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
© Copyright 2007 Elsevier Ltd.
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
© Copyright 2004 Springer-Verlag
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
© Copyright 2000 HFES
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
© Copyright 1998 ACM
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.