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Kai-Yin Cheng

dblp:74/6672 · DBLP profile ↗
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12ranked-venue papers
3as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 10 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 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
9 papers
Interaction techniques and input · 42% Learning and educational technologies · 16% Wearable and physiological sensing · 14%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 15 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › touch interaction
finger interaction
0.222013
FingerPad: private and subtle interaction using fingertips · UIST 2013
NailDisplay: bringing an always available visual display to fingertips · CHI 2013
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.222013
Pub - point upon body: exploring eyes-free interaction and methods on an arm · UIST 2011
FingerPad: private and subtle interaction using fingertips · UIST 2013
Learning and educational technologies
educational games
0.212013
SpatialEase: learning language through body motion · CHI 2013
Learning and educational technologies
language learning
0.212013
SpatialEase: learning language through body motion · CHI 2013
Interaction techniques and input › sensor-based interaction
near-surface interaction
0.212013
GaussBits: magnetic tangible bits for portable and occlusion-free near-surface interactions · CHI 2013
Personal fabrication and tangible interfaces
tangible interaction
0.212013
GaussBits: magnetic tangible bits for portable and occlusion-free near-surface interactions · CHI 2013
Wearable and physiological sensing
magnetic sensing
0.112012
GaussSense: attachable stylus sensing using magnetic sensor grid · UIST 2012
Interaction techniques and input
pen input
0.112012
GaussSense: attachable stylus sensing using magnetic sensor grid · UIST 2012
Haptics and multimodal interaction
haptic feedback
0.112011
Pub - point upon body: exploring eyes-free interaction and methods on an arm · UIST 2011
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface
0.112010
iCon: utilizing everyday objects as additional, auxiliary and instant tabletop controllers · CHI 2010
Visualization and visual analytics › visual saliency
region of interest detection
0.112009
A collaborative benchmark for region of interest detection algorithms · CVPR 2009
Games and playful interaction › serious games
human computation games
0.112009
A collaborative benchmark for region of interest detection algorithms · CVPR 2009
Interaction techniques and input › interactive retrieval
video browsing
0.112009
SmartPlayer: user-centric video fast-forwarding · CHI 2009
Interaction techniques and input
gesture input
0.012013
SpatialEase: learning language through body motion · CHI 2013
Ubiquitous computing and smart environments › internet of things
everyday object interaction
0.012010
iCon: utilizing everyday objects as additional, auxiliary and instant tabletop controllers · CHI 2010

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

user study · 0.4hall-sensor grid · 0.3magnetic tracking · 0.2magnetic field tracking · 0.2kinect · 0.2explorative user study · 0.2cued-recall · 0.2magnetic field analysis · 0.1ultrasonic sensing · 0.1field study · 0.1crowdsourcing · 0.1annotation aggregation · 0.1
YearPublicationVenuePosition
2013 SpatialEase: learning language through body motion
abstract
Games that engage both mind and body by targeting users' kinesthetic intelligence have the potential to transform the activity of learning across a wide variety of domains. To investigate this potential in the context of second language learning, we have developed SpatialEase: a Kinect game for the body-based learning of language that is grounded in space and motion. In this game, learners respond to audio commands in the second language by moving their bodies in space, while a game mechanic based on distributed cued-recall supports learning over time. Our comparison of SpatialEase with the popular Rosetta Stone software for learner of Mandarin Chinese showed similar learning gains over a single session and generated several key implications for the future design of mixed-modality learning systems.
Darren Edge, Kai-Yin Cheng, Michael Whitney
CHI2
2013 GaussBits: magnetic tangible bits for portable and occlusion-free near-surface interactions
abstract
We present GaussBits, which is a system of the passive magnetic tangible designs that enables 3D tangible interactions in the near-surface space of portable displays. When a thin magnetic sensor grid is attached to the back of the display, the 3D position and partial 3D orientation of the GaussBits can be resolved by the proposed bi-polar magnetic field tracking technique. This portable platform can therefore enrich tangible interactions by extending the design space to the near-surface space. Since non-ferrous materials, such as the user's hand, do not occlude the magnetic field, interaction designers can freely incorporate a magnetic unit into an appropriately shaped non-ferrous object to exploit the metaphors of the real-world tasks, and users can freely manipulate the GaussBits by hands or using other non-ferrous tools without causing interference. The presented example applications and the collected feedback from an explorative workshop revealed that this new approach is widely applicable.
Rong-Hao Liang, Kai-Yin Cheng, Li-Wei Chan 0001, Chuan-Xhyuan Peng, Mike Y. Chen, Rung-Huei Liang, De-Nian Yang, Bing-Yu Chen 0004
CHI2
2013 NailDisplay: bringing an always available visual display to fingertips
abstract
This work presents a novel and always-available nail mounted display known as NailDisplay. The proposed display augments the use of a finger by allowing for always-available visual feedback owing to its fast accessibility and binding user controls with the display, i.e. what you control is what you see (through the display). Potential benefits of NailDisplay are demonstrated in three applications: from displaying to combining it with user controls. In the first application, NailDisplay can reveal what is occluded under a finger touch, making it a solution to operate small UI elements. In the second application, NailDisplay is complementary to an imaginary interface, helping users to learn an imaginary interface (e.g., on the users' arms) and allowing them to reassure the interface when their memory of it becomes unclear. In the third application, NailDisplay is integrated with rich finger interactions, such as swiping in the air. We also report users' feedbacks gathered from an explorative user study.
Chao-Huai Su, Li-Wei Chan 0001, Chien-Ting Weng, Rong-Hao Liang, Kai-Yin Cheng, Bing-Yu Chen 0004
CHI5
2013 Thememory: Experiencing Thematic Photos in Daily Practice
abstract
Thanks to the advanced digital technologies, people can take pictures everyday to record their lives. However, many people almost have no time to browse these tremendous amount of photos and no good way to revisit the treasured photos. Though many methods can display the photos, people still need to allocate a specific timeslot to browse them. To address this problem, a novel design concept, The memory, is developed to utilize users' photos to synthesize program themes, so that the photos will become a part of users' working space and evoke their valuable memories while using their computers. As a user-centric design process, we first recruited 10 professional designers to design program themes according to our described concept, which were further ranked by 31 recruited users. The top ranked templates were implemented according to the extracted design guidelines through the ranked results.
Kai-Yin Cheng, Ko-Yuan Chou, Bing-Yu Chen 0004
CW1
2013 FingerPad: private and subtle interaction using fingertips
abstract
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.
Li-Wei Chan 0001, Rong-Hao Liang, Ming-Chang Tsai, Kai-Yin Cheng, Chao-Huai Su, Mike Y. Chen, Wen-Huang Cheng, Bing-Yu Chen 0004
UIST4
2012 Tip tap tones: mobile microtraining of mandarin sounds
abstract
Learning a second language is hard, especially when the learner's brain must be retrained to identify sounds not present in his or her native language. It also requires regular practice, but many learners struggle to find the time and motivation. Our solution is to break down the challenge of mastering a foreign sound system into minute-long episodes of "microtraining" delivered through mobile gaming. We present the example of Tip Tap Tones - a mobile game with the purpose of helping learners acquire the tonal sound system of Mandarin Chinese. In a 3-week, 12-user study of this system, we found that an average of 71 minutes' gameplay significantly improved tone identification by around 25%, regardless of whether the underlying sounds had been used to train tone perception. Overall, results suggest that mobile microtraining is an efficient, effective, and enjoyable way to master the sounds of Mandarin Chinese, with applications to other languages and domains.
Darren Edge, Kai-Yin Cheng, Michael Whitney, Yao Qian, Zhijie Yan, Frank K. Soong
Mobile HCI2
2012 GaussSense: attachable stylus sensing using magnetic sensor grid
abstract
This work presents GaussSense, which is a back-of-device sensing technique for enabling input on an arbitrary surface using stylus by exploiting magnetism. A 2mm-thick Hall sensor grid is developed to sense magnets that are embedded in the stylus. Our system can sense the magnetic field that is emitted from the stylus when it is within 2cm of any non-ferromagnetic surface. Attaching the sensor behind an arbitrary thin surface enables the stylus input to be recognized by analyzing the distribution of the applied magnetic field. Attaching the sensor grid to the back of a touchscreen device and incorporating magnets into the corresponding stylus enable the system 1) to distinguish touch events that are caused by a finger from those caused by the stylus, 2) to sense the tilt angle of the stylus and the pressure with which it is applied, and 3) to detect where the stylus hovers over the screen. A pilot study reveals that people were satisfied with the novel sketching experiences based on this system.
Rong-Hao Liang, Kai-Yin Cheng, Chao-Huai Su, Chien-Ting Weng, Bing-Yu Chen 0004, De-Nian Yang
UIST2
2011 Sewing Photos: Smooth Transition between Photos
Tzu-Hao Kuo, Chun-Yu Tsai, Kai-Yin Cheng, Bing-Yu Chen 0004
MMM (1)3
2011 Pub - point upon body: exploring eyes-free interaction and methods on an arm
abstract
This paper presents a novel interaction system, PUB (Point Upon Body), to explore eyes-free interaction in a personal space by allowing users tapping on their own arms to be provided with haptic feedback from their skin. Two user studies determine how users can interact precisely with their forearms and how users behave when operating in their arm space. According to those results, normal users can divide their arm space at most into 6 points between their wrists and elbows with iterative practice. Experimental results also indicate that the divided pattern of each user is unique from that of other ones. Based on the design principles from the observations, an interaction system, PUB, is designed to demonstrate how interaction design benefits from those findings. Two scenarios, remote display control and mobile device control, are demonstrated through the UltraSonic device attached on the users' wrists to detect their tapped positions.
Shu-Yang Lin, Chao-Huai Su, Kai-Yin Cheng, Rong-Hao Liang, Tzu-Hao Kuo, Bing-Yu Chen 0004
UIST3
2010 iCon: utilizing everyday objects as additional, auxiliary and instant tabletop controllers
abstract
This work describes a novel approach to utilizing everyday objects of users as additional, auxiliary, and instant tabletop controllers. Based on this approach, a prototype platform, called iCon, is developed to explore the possible design. Field studies and user studies reveal that utilizing everyday objects such as auxiliary input devices might be appropriate under a multi-task scenario. User studies further demonstrate that daily objects can generally be applied in low precision circumstances, low engagement with selected objects, and medium-to-high frequency of use. The proposed approach allows users to interact with computers while not altering their original work environments.
Kai-Yin Cheng, Rong-Hao Liang, Bing-Yu Chen 0004, Rung-Huei Liang, Sy-Yen Kuo
CHI1
2009 SmartPlayer: user-centric video fast-forwarding
abstract
In this paper we propose a new video interaction model called adaptive fast-forwarding to help people quickly browse videos with predefined semantic rules. This model is designed around the metaphor of scenic car driving, in which the driver slows down near areas of interest and speeds through unexciting areas. Results from a preliminary user study of our video player suggest the following: (1) the player should adaptively adjust the current playback speed based on the complexity of the present scene and predefined semantic events; (2) the player should learn user preferences about predefined event types as well as a suitable playback speed; (3) the player should fast-forward the video continuously with a playback rate acceptable to the user to avoid missing any undefined events or areas of interest. Furthermore, our user study results suggest that for certain types of video, our SmartPlayer yields better user experiences in browsing and fast-forwarding videos than existing video players' interaction models.
Kai-Yin Cheng, Sheng-Jie Luo, Bing-Yu Chen 0004, Hao-Hua Chu
CHI1
2009 A collaborative benchmark for region of interest detection algorithms
abstract
This paper presents a collaborative benchmark for region of interest (ROI) detection in images. ROI detection has many useful applications and many algorithms have been proposed to automatically detect ROIs. Unfortunately, due to the lack of benchmarks, these methods were often tested on small data sets that are not available to others, making fair comparisons of these methods difficult. Examples from many fields have shown that repeatable experiments using published benchmarks are crucial to the fast advancement of the fields. To fill the gap, this paper presents our design for a collaborative game, called Photoshoot, to collect human ROI annotations for constructing an ROI benchmark. Using this game, we have gathered a large number of annotations and fused them into aggregated ROI models. With these models, we are able to evaluate six ROI detection algorithms quantitatively.
Tz-Huan Huang, Kai-Yin Cheng, Yung-Yu Chuang
CVPR2