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Meng-Chieh Chiu

dblp:56/7405 · DBLP profile ↗
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7ranked-venue papers
3as first author
1since 2021 · last 2024
0009-0006-4636-6210ORCID · reported

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

Human-computer interaction and ubiquitous computing · 3 · 3 first-author · 1 since 2021Computer networks · 2Software engineering, systems software and programming languages · 2

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.

Software engineering, system software, and programming languages
2 papers
Runtime systems and virtual machines · 100%
Human-computer interaction and pervasive computing
3 papers
Wearable and physiological sensing · 35% Ubiquitous computing and smart environments · 30% Interaction techniques and input · 17%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%
Artificial intelligence
2 papers
Reinforcement learning · 60% Probabilistic and Bayesian machine learning · 40%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Runtime systems and virtual machines
garbage collection
0.622019
Optimal Choice of When to Garbage Collect · ACM Trans. Program. Lang. Syst. 2019
Assessing the limits of program-specific garbage collection performance · PLDI 2016
Runtime systems and virtual machines › garbage collection
generational garbage collection
0.412019
Optimal Choice of When to Garbage Collect · ACM Trans. Program. Lang. Syst. 2019
Runtime systems and virtual machines › garbage collection
garbage collection scheduling
0.212016
Assessing the limits of program-specific garbage collection performance · PLDI 2016
Performance modeling and evaluation › markov models
markov decision process
0.212016
Assessing the limits of program-specific garbage collection performance · PLDI 2016
Interaction techniques and input › input sensing
gesture recognition
0.212014
RisQ: recognizing smoking gestures with inertial sensors on a wristband · MobiSys 2014
Wearable and physiological sensing
inertial sensing
0.212014
RisQ: recognizing smoking gestures with inertial sensors on a wristband · MobiSys 2014
Wearable and physiological sensing › wearable sensing
smoking detection
0.212014
RisQ: recognizing smoking gestures with inertial sensors on a wristband · MobiSys 2014
Ubiquitous computing and smart environments
context recognition
0.212013
Leveraging graphical models to improve accuracy and reduce privacy risks of mobile sensing · MobiSys 2013
Ubiquitous computing and smart environments
mobile sensing
0.212013
Leveraging graphical models to improve accuracy and reduce privacy risks of mobile sensing · MobiSys 2013
Collaborative and social computing › social influence
social persuasion
0.112009
Playful bottle: a mobile social persuasion system to motivate healthy water intake · UbiComp 2009
Machine learning › Reinforcement learning › dynamic programming
policy iteration
0.112016
Assessing the limits of program-specific garbage collection performance · PLDI 2016
Machine learning › Probabilistic and Bayesian machine learning › structured models › graphical models › bayesian network
dynamic bayesian network
0.012013
Leveraging graphical models to improve accuracy and reduce privacy risks of mobile sensing · MobiSys 2013

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

reinforcement learning · 0.8markov decision process · 0.8least squares policy iteration · 0.5heap object graph analysis · 0.4dynamic programming · 0.4temporal smoothing · 0.3dynamic bayesian network · 0.3least-squares policy iteration · 0.2probabilistic model · 0.2machine learning · 0.23d animation · 0.2vision-based intake tracking · 0.1accelerometer sensing · 0.1
YearPublicationVenuePosition
2024 Effect of Deadlines on Student Submission Timelines and Success in a Fully-Online Self-Paced Course
abstract
We analyze the impact of deadline policies on student submission timeliness and success in a self-paced online programming course. The course is for learning a second language (C) after Java or Python and assumes some knowledge of data structures. It targets under- graduates in a four-year computer science degree program. We measure changes in student submission timeliness, assess pass rates, and analyze the effects of a hard mid-term deadline across various submission policies. One analysis measures the percent of time through the term when students submit their assignments. This measure highlights student procrastination. Another metric examines the fraction of students who turn in assignments on time or within specific time frames (within one week, etc.) of a stated or suggested deadline. This offers insights into the impact of deadline policies on submission timeliness. For course offerings without deadlines, we used notional deadlines corresponding to what we would have suggested, for comparison. The deadline policies in this study were: no deadlines, suggested deadlines, deadlines with minor penalties (sometimes allowing one low score to be dropped), and deadlines with minor penalties plus a hard mid-term deadline. We assess the impact of each deadline policy on student procrastina- tion and course completion rates, including effects on withdrawals and incompletes. Defining the pass rate and accounting for student attrition is crucial to accurate assessment of deadline policies. Our findings contribute to understanding effective instructional design in self-paced online learning environments. A key result is that judiciously chosen deadline policies can improve student timeliness and pass rates.
Meng-Chieh Chiu, J. Eliot B. Moss, Timothy Richards
SIGCSE (1)1
2019 Optimal Choice of When to Garbage Collect
abstract
We consider the ultimate limits of program-specific garbage collector (GC) performance for real programs. We first characterize the GC schedule optimization problem. Based on this characterization, we develop a linear-time dynamic programming solution that, given a program run and heap size, computes an optimal schedule of collections for a non-generational collector. Using an analysis of a heap object graph of the program, we compute a property of heap objects that we call their pre-birth time. This information enables us to extend the non-generational GC schedule problem to the generational GC case in a way that also admits a dynamic programming solution with cost quadratic in the length of the trace (number of objects allocated). This improves our previously reported approximately optimal result. We further extend the two-generation dynamic program to any number of generations, allowing other generalizations as well. Our experimental results for two generations on traces from Java programs of the DaCapo benchmark suite show that there is considerable promise to reduce garbage collection costs for some programs by developing program-specific collection policies. For a given space budget, optimal schedules often obtain modest but useful time savings, and for a given time budget, optimal schedules can obtain considerable space savings.
Nicholas Jacek, Meng-Chieh Chiu, Benjamin M. Marlin, J. Eliot B. Moss
ACM Trans. Program. Lang. Syst.2
2016 Assessing the limits of program-specific garbage collection performance
abstract
We consider the ultimate limits of program-specific garbage collector performance for real programs. We first characterize the GC schedule optimization problem using Markov Decision Processes (MDPs). Based on this characterization, we develop a method of determining, for a given program run and heap size, an optimal schedule of collections for a non-generational collector. We further explore the limits of performance of a generational collector, where it is not feasible to search the space of schedules to prove optimality. Still, we show significant improvements with Least Squares Policy Iteration, a reinforcement learning technique for solving MDPs. We demonstrate that there is considerable promise to reduce garbage collection costs by developing program-specific collection policies.
Nicholas Jacek, Meng-Chieh Chiu, Benjamin M. Marlin, J. Eliot B. Moss
PLDI2
2014 RisQ: recognizing smoking gestures with inertial sensors on a wristband
abstract
, a mobile solution that leverages a wristband containing a 9-axis inertial measurement unit to capture changes in the orientation of a person's arm, and a machine learning pipeline that processes this data to accurately detect smoking gestures and sessions in real-time. Our key innovations are fourfold: a) an arm trajectory-based method that extracts candidate hand-to-mouth gestures, b) a set of trajectory-based features to distinguish smoking gestures from confounding gestures including eating and drinking, c) a probabilistic model that analyzes sequences of hand-to-mouth gestures and infers which gestures are part of individual smoking sessions, and d) a method that leverages multiple IMUs placed on a person's body together with 3D animation of a person's arm to reduce burden of self-reports for labeled data collection. Our experiments show that our gesture recognition algorithm can detect smoking gestures with high accuracy (95.7%), precision (91%) and recall (81%). We also report a user study that demonstrates that we can accurately detect the number of smoking sessions with very few false positives over the period of a day, and that we can reliably extract the beginning and end of smoking session periods.
Abhinav Parate, Meng-Chieh Chiu, Chaniel Chadowitz, Deepak Ganesan, Evangelos Kalogerakis
MobiSys2
2014 Motivating the motivators: Lessons learned from the design and evaluation of a social persuasion system
Meng-Chieh Chiu, Cheryl Chia-Hui Chen, Shih-Ping Chang, Hao-Hua Chu, Charlotte Wang, Fei-Hsiu Hsiao, Polly Huang
Pervasive Mob. Comput.1
2013 Leveraging graphical models to improve accuracy and reduce privacy risks of mobile sensing
abstract
The proliferation of sensors on mobile phones and wearables has led to a plethora of context classifiers designed to sense the individual's context. We argue that a key missing piece in mobile inference is a layer that fuses the outputs of several classifiers to learn deeper insights into an individual's habitual patterns and associated correlations between contexts, thereby enabling new systems optimizations and opportunities. In this paper, we design CQue, a dynamic bayesian network that operates over classifiers for individual contexts, observes relations across these outputs across time, and identifies opportunities for improving energy-efficiency and accuracy by taking advantage of relations. In addition, such a layer provides insights into privacy leakage that might occur when seemingly innocuous user context revealed to different applications on a phone may be combined to reveal more information than originally intended. In terms of system architecture, our key contribution is a clean separation between the detection layer and the fusion layer, enabling classifiers to solely focus on detecting the context, and leverage temporal smoothing and fusion mechanisms to further boost performance by just connecting to our higher-level inference engine. To applications and users, CQue provides a query interface, allowing a) applications to obtain more accurate context results while remaining agnostic of what classifiers/sensors are used and when, and b) users to specify what contexts they wish to keep private, and only allow information that has low leakage with the private context to be revealed. We implemented CQue in Android, and our results show that CQue can i) improve activity classification accuracy up to 42%, ii) reduce energy consumption in classifying social, location and activity contexts with high accuracy(>90%) by reducing the number of required classifiers by at least 33%, and iii) effectively detect and suppress contexts that reveal private information.
Abhinav Parate, Meng-Chieh Chiu, Deepak Ganesan, Benjamin M. Marlin
MobiSys2
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
UbiComp1