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Shih-Chin Lin

dblp:40/7450 · DBLP profile ↗
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7ranked-venue papers
0as first author
3since 2021 · last 2023
0009-0009-7068-7251ORCID · reported

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

Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Systems, architecture and hardware · 3

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
3 papers
Haptics and multimodal interaction · 85% Immersive interaction · 15%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Electronic design automation · 44% Memory systems · 38% Hardware reliability and fault tolerance · 18%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 15 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic feedback
force feedback
0.712023
AirCharge: Amplifying Ungrounded Impact Force by Accumulating Air Propulsion Momentum · UIST 2023
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
0.512021
MotionRing: Creating Illusory Tactile Motion around the Head using 360° Vibrotactile Headbands · UIST 2021
Haptics and multimodal interaction › haptics
virtual reality haptics
0.212023
AirCharge: Amplifying Ungrounded Impact Force by Accumulating Air Propulsion Momentum · UIST 2023
Immersive interaction › virtual reality locomotion
teleportation
0.212022
HeadWind: Enhancing Teleportation Experience in VR by Simulating Air Drag during Rapid Motion · CHI 2022
Immersive interaction
virtual reality locomotion
0.212022
HeadWind: Enhancing Teleportation Experience in VR by Simulating Air Drag during Rapid Motion · CHI 2022
Virtual and augmented reality › haptics
haptic feedback in VR
0.112021
MotionRing: Creating Illusory Tactile Motion around the Head using 360° Vibrotactile Headbands · UIST 2021
Virtual and augmented reality
immersive interaction
0.112021
MotionRing: Creating Illusory Tactile Motion around the Head using 360° Vibrotactile Headbands · UIST 2021
Memory systems
DRAM
0.112012
Alternate hammering test for application-specific DRAMs and an industrial case study · DAC 2012
Electronic design automation › hardware test › integrated circuit testing › RAM testing
DRAM testing
0.112012
Alternate hammering test for application-specific DRAMs and an industrial case study · DAC 2012
Hardware reliability and fault tolerance
memory fault tolerance
0.112012
Alternate hammering test for application-specific DRAMs and an industrial case study · DAC 2012
Memory systems › DRAM › DRAM architecture
embedded DRAM
0.122012
Fault models for embedded-DRAM macros · DAC 2009
Alternate hammering test for application-specific DRAMs and an industrial case study · DAC 2012
Electronic design automation
hardware verification and test
0.112009
Fault models for embedded-DRAM macros · DAC 2009
Electronic design automation › hardware verification and test
memory testing
0.112009
Fault models for embedded-DRAM macros · DAC 2009
Memory systems › random-access memory
SRAM
0.012009
Fault models for embedded-DRAM macros · DAC 2009
Electronic design automation › hardware verification and test › memory testing
SRAM testing
0.012009
Fault models for embedded-DRAM macros · DAC 2009

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

user experience evaluation · 1.2user study · 1.0perception study · 1.0formative study · 0.6memory test algorithm · 0.1test algorithm · 0.1fault modeling · 0.1
YearPublicationVenuePosition
2023 AirCharge: Amplifying Ungrounded Impact Force by Accumulating Air Propulsion Momentum
abstract
Impact events, which generate directional forces with extremely short impulse durations and large force magnitudes, are prevalent in both virtual reality (VR) games and real-world experiences. However, despite recent advancement in ungrounded force feedback technologies, such as air jet propulsion and propellers, these technologies remain 5-100x weaker and 10-500x slower compared to real-world impact events. For instance, they can only achieve 4N with a minimal duration of 50-500ms compared to the 20-400N forces generated within 1-5ms for baseball, ping-pong, drumming, and tennis. To overcome these limitations, we present AirCharge, a novel haptic device that accumulates air propulsion momentum to generate instantaneous, directional impact forces. By mounting compressed air jets on rotating swingarms, AirCharge can amplify impact force magnitude by more than 10x while matching real-world impulse duration of 3ms. To support high-frequency impacts, we explored and evaluated a series of device designs, culminating in a novel reciprocating dual-swingarm design that leverages a reversing bevel gearbox to eliminate gyro effects and to achieve impact feedback of up to 10Hz. User experience evaluation (n = 16) showed that AirCharge significantly enhanced realism and is preferred by participants compared to air jets without the charging mechanism.
Po Yu Chen, Ching-Yi Tsai, Wei-Hsin Wang, Chao-Jung Lai, Chia-An Fan, Shih-Chin Lin, Chia-Chen Chi, Mike Y. Chen
UIST6
2022 HeadWind: Enhancing Teleportation Experience in VR by Simulating Air Drag during Rapid Motion
abstract
Teleportation, which instantly moves users from their current location to the target location, has become the most popular locomotion technique in VR games. It enables fast navigation with reduced VR sickness but results in significantly reduced immersion. We present HeadWind, a novel approach to improve the experience of teleportation by simulating the haptic sensation of air drag when rapidly moving through the air in real life. Specifically, HeadWind modulates bursts of compressed air to the face and uses multiple nozzles to provide directional cues. To design the wearable device and to model airflow speed and duration for teleportation, we conducted three formative studies and a design session. User experience evaluation with 24 participants showed that HeadWind significantly improved realism, immersion, and enjoyment of teleportation in VR (p<.01) with large effect sizes (r>0.5), and was preferred by 96% of participants.
Chun-Miao Tseng, Po Yu Chen, Shih-Chin Lin, Yu-Wei Wang, Yu-Hsin Lin 0004, Mu-An Kuo, Neng-Hao Yu, Mike Y. Chen
CHI3
2021 MotionRing: Creating Illusory Tactile Motion around the Head using 360° Vibrotactile Headbands
abstract
We present MotionRing, a vibrotactile headband that creates illusory tactile motion around the head by controlling the timing of a 1-D, 360° sparse array of vibration motors. Its unique ring shape enables symmetric and asymmetric haptic motion experiences, such as when users pass through a medium and when an object passes nearby in any direction. We first conducted a perception study to understand how factors such as vibration motor timing, spacing, duration, intensity, and head region affect the perception of apparent tactile motion. Results showed that illusory tactile motion around the head can be achieved with 12 and 16 vibration motors with angular speed between 0.5-4.9 revolutions per second. We developed a symmetric and an asymmetric tactile motion pattern to enhance the experience of teleportation in VR and dodging footballs, respectively. We conducted a user study to compare the experience of MotionRing vs. static vibration patterns and visual-only feedback. Results showed that illusory tactile motion significantly improved users’ perception of directionality and enjoyment of motion events, and was most preferred by users.
Shao-Yu Chu, Yun-Ting Cheng, Shih-Chin Lin, Yung-Wen Huang, Mike Y. Chen
UIST3
2020 StrengthGaming: Enabling Dynamic Repetition Tempo in Strength Training-based Exergame Design
abstract
Strength training improves overall health, well-being, physical appearance, and sports performance, with training programs specifying variables such as sets, repetitions, rest time, weight, and tempo. The repetitive nature of strength training, typically performed at fixed tempo, has made it challenging to develop entertaining exergames for common strength training exercises. We present StrengthGaming, which uses scaling and shuffling technique to provide tempo variations to strength training while preserving the training volume and training goals. It affords game designers more flexibility in designing strength training-based exergames. We developed a prototype game, inspired by FlappyBird, that uses a wearable orientation sensor to track the repetition tempo to control a flying character, using both fixed tempo design and dynamic tempo design. Results from our 24-person user study showed that dynamic tempo was significantly more entertaining than fixed tempo (p<0.01), and was preferred by participants.
Sih-Pin Lai, Cheng-An Hsieh, Yu-Hsin Lin 0004, Teepob Harutaipree, Shih-Chin Lin, Yi-Hao Peng, Lung-Pan Cheng, Mike Y. Chen
MobileHCI5
2012 Alternate hammering test for application-specific DRAMs and an industrial case study
abstract
This paper presents a novel memory test algorithm, named alternate hammering test, to detect the pairwise word-line hammering faults for application-specific DRAMs. Unlike previous hammering tests, which require excessively long test time, the alternate hammering test is designed scalable to industrial DRAM arrays by considering the array layout for potential fault sites and the highest DRAM-access frequency in real system applications. The effectiveness and efficiency of the proposed alternate hammering test are validated through the test application to an eDRAM macro embedded in a storage-application SoC.
Rei-Fu Huang, Hao-Yu Yang, Mango Chia-Tso Chao, Shih-Chin Lin
DAC4
2012 Testing Methodology of Embedded DRAMs
abstract
The embedded-DRAM (eDRAM) testing mixes up the techniques used for DRAM testing and SRAM testing since an eDRAM core combines DRAM cells with an SRAM interface (the so-called 1T-SRAM architecture). In this paper, we first present our test algorithm for eDRAM testing. A theoretical analysis to the leakage mechanisms of a switch transistor is also provided, based on that we can test the eDRAM at a higher temperature to reduce the total test time and maintain the same retention-fault coverage. Finally, we propose a mathematical model to estimate the defect level caused by wear-out defects under the use of error-correction-code circuitry, which is a special function used in eDRAMs compared to commodity DRAMs. The experimental results are collected based on 1-lot wafers with an 16 Mb eDRAM core.
Hao-Yu Yang, Chi-Min Chang, Mango Chia-Tso Chao, Rei-Fu Huang, Shih-Chin Lin
IEEE Trans. Very Large Scale Integr. Syst.5
2009 Fault models for embedded-DRAM macros
abstract
In this paper, we compare embedded-DRAM (eDRAM) testing to both SRAM testing and commodity-DRAM testing, since an eDRAM macro uses DRAM cells with an SRAM interface. We first start from an standard SRAM test algorithm and discuss the faults which are not covered in the SRAM testing but should be considered in the DRAM testing. Then we study the behavior of those faults and the tests which can detect them. Also, we discuss how likely each modeled fault may occur on eDRAMs and commodity DRAMs, respectively.
Mango Chia-Tso Chao, Hao-Yu Yang, Rei-Fu Huang, Shih-Chin Lin, Ching-Yu Chin
DAC4