Demo Data from EDBT 2026 / reviewers in the wild / expert
Joey C. Y. Cheung
dblp:59/65
· DBLP profile ↗
6ranked-venue papers
1as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 1 first-author
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
2 papers |
Personal fabrication and tangible interfaces · 61% Learning and educational technologies · 39% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces
smart textiles |
0.1 | 1 | 2009 | The TeeBoard: an education-friendly construction platform for e-textiles and wearable computing · CHI 2009 |
Learning and educational technologies
computing education |
0.0 | 1 | 2009 | The TeeBoard: an education-friendly construction platform for e-textiles and wearable computing · CHI 2009 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | i*CATch: a scalable plug-n-play wearable computing framework for novices and childrenabstractThere has been much recent work in wearable computing that is directed at democratization of the field, to make it more accessible to the general public and more easily used by the hobbyist user. As the field becomes more diversified, there has also been a shift away from the highly specialized functionality of earlier applications towards aesthetics, creativity, design and self-expression, as well as a push towards using wearable computing as an outreach tool to broaden interest and exposure in engineering and computing. Grace Ngai, Stephen Chi-fai Chan, Vincent T. Y. Ng, Joey C. Y. Cheung, Sam S. S. Choy, Winnie W. Y. Lau, Jason T. P. Tse |
CHI | 4 |
| 2009 | The TeeBoard: an education-friendly construction platform for e-textiles and wearable computingabstractThe field of wearable computing and e-textiles has recently attracted much interest from the research and general community. Recent developments in this field raises the possibility of e-textile construction kits for hobbyists and novices alike. The unique nature of wearable computing and e-textiles also gives it a lot of potential as an educational computing topic, as it allows students to exercise their creativity and imagination while learning about computing and technology. Grace Ngai, Stephen Chi-fai Chan, Joey C. Y. Cheung, Winnie W. Y. Lau |
CHI | 3 |
| 2009 | A framework for collaborative eTextiles design - An introduction to Co-eTexabstractAdvances in textile-friendly electronics devices, smart materials, sophisticated interfaces, and intelligent software have combined to make intelligent garments increasingly practical. This paper introduces Co-eTex, a framework designed to support collaborative development of intelligent garments. It is based on a newly-invented construction platform for eTextiles and Wearable Computing, which was designed to be robust, reliable, easy to construct and to program. It also includes a hybrid graphical-textual programming tool designed for novice programmers to program intelligent behaviour for intelligent garments. We describe the use of Co-eTex in rapidly developing prototypes for a variety of designs of intelligent garments. Based on our experiences in using the Co-eTex, we believe it is a possible direction leading to the development of mass customization or adaptive customization of intelligent garments. Grace Ngai, Stephen Chi-fai Chan, Winnie W. Y. Lau, Joey C. Y. Cheung |
CSCWD | 4 |
| 2009 | Dynamic collaborative robotic platform - A brief introductionabstractThis paper presents a design for a platform of collaborative robots and electronic devices. The platform design is based on the similarity between the type, functionality and characteristics of the robot or device. We categorize the participating devices by functionality rather than by architecture, therefore making it easy to support new robots or devices with similar functions but different architectures. This approach also allows users to develop, implement and port applications quickly and easily. We demonstrate the efficacy and correctness of our platform through a variety of robotic applications ranging from research to teaching. Jason T. P. Tse, Stephen Chi-fai Chan, Grace Ngai, Joey C. Y. Cheung, Vincent T. Y. Ng |
CSCWD | 4 |
| 2009 | Filling the gap in programming instruction: a text-enhanced graphical programming environment for junior high studentsabstractTo address the unique demands and challenges of educational computing, various kinds of environments, including graphics-rich and textual environments, have been proposed for use in introductory courses to provide students with a rich and interesting learning environment. In our experience, students in Grade 7 and younger respond best to the graphics environments while senior high school students prefer a conventional textual programming environment. Clearly, this leaves a gap at Grade 11-13, with students often on the one hand finding the graphics-based environments too limited and on the other finding the textual environments too difficult. In this paper, we propose a text-enhanced graphical programming environment which is innovative and interactive, and designed for junior high students with no programming experience. This environment allows students to design their own creative stories or programs. They build their programs using drag-and-drop iconic blocks, but unlike other, similar icon-based programming languages, they are also presented with the syntax of the actual program they are constructing in real-time. Once a particular icon block has been dropped in the programming area, the syntax statements corresponding to that block is immediately generated and presented to the user. The environment also allows them to modify the code without any limitations. Our results show that our textual-graphical hybrid environment has a positive impact on the learning experience of the students. Joey C. Y. Cheung, Grace Ngai, Stephen Chi-fai Chan, Winnie W. Y. Lau |
SIGCSE | 1 |
| 2009 | Learning programming through fashion and design: a pilot summer course in wearable computing for middle school studentsabstractAs enrollments in engineering and computer science programs around the world have fallen in recent years, those who wish to see this trend reversed take heart from findings that children are more likely to develop an abiding interest in technology if they are exposed to it at an early age [3, 9]. In line with this research, we now see more summer camps and workshops being offered to middle school students with the objective of teaching programming and computer technology [1, 6, 8, 12]. To offer students a stimulating and interesting environment while teaching computing subjects, the learning tools in these camps usually revolve around robots and graphical programming of animations or games. These tools tend to mainly attract youngsters who like robotics or game design. However, we believe that we can improve the diversity of the student pool by introducing other topics. In this paper, we describe our experience in designing and organizing a programming course that focuses on wearable computing, fashion and design for middle school students. We will show that 1) wearable computing is interesting and inspiring to the students, 2) wearable computing motivates both boys and girls to learn technology and computing, which implies that it may be able to increase the potential computer science population, 3) wearable computing can provide a space for students to exercise their creativity while at the same time, teaching them about technology and programming. Winnie W. Y. Lau, Grace Ngai, Stephen Chi-fai Chan, Joey C. Y. Cheung |
SIGCSE | 4 |