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Ju-Chun Ko

dblp:79/7406 · DBLP profile ↗
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10ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4Computer networks · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Interaction techniques and input · 44% Health and well-being technologies · 29% Collaborative and social computing · 13%
Network and information security
1 paper
Blockchain and cryptocurrency security · 100%

Topics — the 7 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Blockchain and cryptocurrency security
cryptocurrency wallet
0.412019
Crypto Wallet Working on Low-cost 4G LTE Mobile Phone · MobiSys 2019
Interaction techniques and input › spatial interaction › 3d interaction
above-surface interaction
0.112010
Enabling beyond-surface interactions for interactive surface with an invisible projection · UIST 2010
Health and well-being technologies
rehabilitation technology
0.112010
i-m-Space: interactive multimedia-enhanced space for rehabilitation of breast cancer patients · ACM Multimedia 2010
Interaction techniques and input
touch and gesture input
0.112010
Enabling beyond-surface interactions for interactive surface with an invisible projection · UIST 2010
Interaction techniques and input › touch interaction
multi-touch interaction
0.112009
i-m-Tube: an interactive multi-resolution tubular display · ACM Multimedia 2009
Collaborative and social computing › social influence
social persuasion
0.112009
Playful bottle: a mobile social persuasion system to motivate healthy water intake · UbiComp 2009
Ubiquitous computing and smart environments
interactive surfaces
0.012010
Enabling beyond-surface interactions for interactive surface with an invisible projection · UIST 2010

Methods — techniques the papers use, named apart from their topics

steerable projection · 0.2multi-resolution display · 0.2marker tracking · 0.1infrared projection · 0.1vision-based intake tracking · 0.1accelerometer sensing · 0.1
YearPublicationVenuePosition
2020 Exploring in the City with Your Personal Guide: Design and User Study of T-Leap, a Telepresence System
abstract
This paper describes a field study conducted with our system, T-Leap, a telepresence system connecting one person (the Viewer), situated indoors, with multiple destinations (the Nodes), that roam outdoors. Here, each Node is a person wearing a module that includes a 360-degree camera and a microphone-speaker. Through our study, we demonstrate that T-Leap enables the Viewer to perform various interactions with the Nodes including being helped by them, collaborating with them, and guiding them. These interactions were demonstrated through three studies completing different tasks: 1) Nodes purchasing souvenirs for the Viewer, 2) Nodes finding objects in the park, and 3) Viewer guiding Nodes to purchase things. The studies were primarily conducted with Taiwanese locals and Japanese visitors in Taipei. Throughout the studies, we found that T-Leap worked especially well for mediating communication between a Viewer with local knowledge acting as a guide and several Nodes who were being guided. To conclude the paper, we broadly discuss our findings, the lessons we learned from our field study, and present recommendations for the future development of mobile and wearable telepresence systems.
Minori Manabe, Daisuke Uriu, Takeshi Funatsu, Atsushi Izumihara, Takeru Yazaki, I-Hsin Chen, Yi-Ya Liao, Kang-Yi Liu, Ju-Chun Ko, Zendai Kashino, Atsushi Hiyama, Masahiko Inami
MUM9
2019 CryptoAR Wallet: A Blockchain Cryptocurrency Wallet Application that Uses Augmented Reality for On-chain User Data Display
abstract
Blockchain technology has recently become popular and its use in business and industry has increased, especially in finance and technology. A blockchain wallet plays a vital role in blockchain industry, but it is difficult to understand and get started, as well as hard to learn how to use blockchain wallet. From the aspect of Interaction Design, we proposed a blockchain cryptocurrency wallet that combine with augmented reality and crypto technology, that is, an Augmented Crypto Wallet (CryptoAR Wallet). We except that browsing and viewing virtual information (On-Chain User Data) through augmented reality, will shorten the distance between user and blockchain wallet services. Though our preliminary design, development and user testing, this in-development application shows its potential on increasing the level of trust and satisfactions, with more comprehensive user experience.
You-Ping Chen, Ju-Chun Ko
MobileHCI2
2019 Crypto Wallet Working on Low-cost 4G LTE Mobile Phone
abstract
In this paper, we describe a simple and light way of using 4G LTE low-cost phone as blockchain cryptocurrencies wallet on-the-go. The main purpose of this project is to make general mobile phone user could easily use Crypto Wallet " a crypto currency wallet connected to the blockchain without installing an App, to get benefit from decentralized financial services such as e-commerce, Peer to Peer financial services etc. In this research, we have implemented a full-functional e-commerce Web App through WordPress combining with WooCommerce open-source package, with additional Crypto Wallet plugin compose by PHP installed, which allows user to create crypto wallet and make transaction on a very low-cost phone such like Nokia 8810 4GLTE, worth only $80. With the possibility of using low-cost phone to do Blockchain and cryptocurrency related operations, it may lead us to a more distributed commerce, and equally traded world. YouTube link: https://youtu.be/Dqmh-OgbvM8
Ju-Chun Ko
MobiSys1
2018 GravityCup: a liquid-based haptics for simulating dynamic weight in virtual reality
abstract
During interaction in a virtual environment, haptic displays provide users with sensations such as vibration, texture simulation, and electrical muscle stimulation. However, as humans perceive object weights naturally in daily life, objects picked up in virtual reality feel unrealistically light. To create an immersive experience in virtual reality that includes weight sensation, we propose GravityCup, a liquid-based haptic feedback device that simulates realistic object weights and inertia when moving virtual handheld objects. In different scenarios, GravityCup uses liquid to provide users with a dynamic weight sensation experience that enhances interaction with handheld objects in virtual reality.
Chih-Hao Cheng, Ying-Hsuan Chen, Ying-Li Lin, Jing-Yuan Huang, Ping-Hsuan Han, Ju-Chun Ko, Lai-Chung Lee
VRST7
2010 i-m-Space: interactive multimedia-enhanced space for rehabilitation of breast cancer patients
abstract
This paper presents i-m-Space, an interactive multimedia rehabilitation space that helps the post-surgery recovery of breast cancer patients. Our goal is to improve patients' physical therapy and psychological relaxation experience through careful applications of multimedia technology. i-m-Space consists of three types of breathing-based relaxation and three types for interactive exercise-based rehabilitation.
Ju-Chun Ko, Meng-Chieh Yu, Han-Hung Lin, Jin-Yao Lin, Szu-Wei Wu, Yi-Yu Chung, I-Ling Hu, Wei-Ting Peng, Shih-Yao Lin 0001, Chia-Han Chang, Pei-Hsuan Chou, King-Jen Chang, Mei-Lan Chang, Sue-Huei Chen, Jin-Shing Chen, Ming-Sui Lee, Mike Y. Chen, Yi-Ping Hung
ACM Multimedia1
2010 Transformational Breathing between Present and Past: Virtual Exhibition System of the Mao-Kung Ting
Chun-Ko Hsieh, Xin Tong 0001, Yi-Ping Hung, Chia-Ping Chen, Ju-Chun Ko, Meng-Chieh Yu, Han-Hung Lin, Szu-Wei Wu, Yi-Yu Chung, Liang-Chun Lin, Ming-Sui Lee, Chu-Song Chen, Jiaping Wang, Quo-Ping Lin, I-Ling Liu
MMM5
2010 Enabling beyond-surface interactions for interactive surface with an invisible projection
abstract
This paper presents a programmable infrared (IR) technique that utilizes invisible, programmable markers to support interaction beyond the surface of a diffused-illumination (DI) multi-touch system. We combine an IR projector and a standard color projector to simultaneously project visible content and invisible markers. Mobile devices outfitted with IR cameras can compute their 3D positions based on the markers perceived. Markers are selectively turned off to support multi-touch and direct on-surface tangible input. The proposed techniques enable a collaborative multi-display multi-touch tabletop system. We also present three interactive tools: i-m-View, i-m-Lamp, and i-m-Flashlight, which consist of a mobile tablet and projectors that users can freely interact with beyond the main display surface. Early user feedback shows that these interactive devices, combined with a large interactive display, allow more intuitive navigation and are reportedly enjoyable to use.
Li-Wei Chan 0001, Hsiang-Tao Wu, HuiShan Kao, Ju-Chun Ko, Home-Ru Lin, Mike Y. Chen, Yung-Jen Hsu 0001, Yi-Ping Hung
UIST4
2009 Playful bottle: a mobile social persuasion system to motivate healthy water intake
abstract
This study of mobile persuasion system explores the use of a mobile phone, when attached to an everyday object used by an everyday behavior, becomes a tool to sense and influence that behavior. This mobile persuasion system, called Playful Bottle system, makes use of a mobile phone attached to an everyday drinking mug and motivates office workers to drink healthy quantities of water. A camera and accelerometer sensors in the phone are used to build a vision/motion-based water intake tracker to detect the amount and regularity of water consumed by the user. Additionally, the phone includes hydration games in which natural drinking actions are used as game input. Two hydration games are developed: a single-user TreeGame with automated computer reminders and a multi-user ForestGame with computer-mediated social reminders from members of the group playing the game. Results from 7-week user study with 16 test subjects suggest that both hydration games are effective for encouraging adequate and regular water intake by users. Additionally, results of this study suggest that adding social reminders to the hydration game is more effective than system reminders alone.
Meng-Chieh Chiu, Shih-Ping Chang, Yu-Chen Chang, Hao-Hua Chu, Cheryl Chia-Hui Chen, Fei-Hsiu Hsiao, Ju-Chun Ko
UbiComp7
2009 i-m-Tube: an interactive multi-resolution tubular display
abstract
In this paper we introduce a tubular interface, the i-m-Tube, which provides convenient user interaction with multimedia content by multi-touch input and multi-resolution display. With its tubular surface, the i-m-Tube is suitable for displaying panoramic image content like the Chinese scroll painting "Along the River During the Ch'ingming Festival" which has been regarded as a national treasure and widely known by its extraordinary width and its various details. The strength of our system is that it is not just suitable for displaying panoramic content, but also possible to create an intuitive and natural context for user interaction with multimedia content displayed on the i-m-Tube by multi-finger touch. It also provides a high resolution area on demand, which is projected by a steerable projector in a Full-HD resolution. We have developed our system as an interface which can be applied adaptively to different applications, having the features of multi-touch and multi-resolution interactivity on a tubular display. In this work, we have implemented several prototypes designed for different applications, like "Tetris360" aiming on co-op arcade gaming, and "Panoramic Cover Flow" for interactive digital signage, to show the capabilities and opportunities of the i-m-Tube display system. With our preliminary experiments on the i-m-Tube, it is exciting to see the potential of the i-m-Tube as a new interface for people to meet the interactive multimedia touch in this generation.
Jin-Yao Lin, Ju-Chun Ko, HuiShan Kao, Tsun-Hung Tsai, Su-Chu Hsu, Yi-Ping Hung
ACM Multimedia3
2008 An Interactive Multimedia Web Editor
abstract
Nowadays, many people started to produce personal web pages, and most web pages contain multimedia content. However, there are some problems with the design of web content, the web editor provided by web pages is very inconvenient, and there also exists the inconsistent problem on web content when the content had been accessed. To resolve these problems, we propose a multimedia on-line editing technique that enables users to edit web content and add comments on-line. In addition, web content on different web sites can be easily accessed by our system. The original web content that is accessed can be updated at the same time so that both versions are the same. The proposed system can also be used to e-learning. This function helps people who produce abundance and a large number of teaching materials, and it facilitates interaction and communication among users.
Christine Lin, Fei-Pi Chu, Hsiang-An Wang, Ju-Chun Ko
eScience4