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Yen-Ting Cho

dblp:131/8854 · DBLP profile ↗
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3ranked-venue papers
3as first author
2since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper
Personal fabrication and tangible interfaces · 77% Interaction techniques and input · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces › digital fabrication
interactive fabrication
0.412019
MovIPrint: Move, Explore and Fabricate · ACM Multimedia 2019
Interaction techniques and input › post-WIMP interaction › embodied interaction
body movement interaction
0.112019
MovIPrint: Move, Explore and Fabricate · ACM Multimedia 2019

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

depth sensing · 0.4
YearPublicationVenuePosition
2022 Motion-centric Tools to Reflect on Digital Creative Experiences and Created Outputs
abstract
Craft and motion are strongly connected, and reflection about this connection enhances our understanding of digital creative experiences. We summarize seven key steps for reflection in craft and create machine-assisted motion-centric tools to support reflection for each key step. These tools reveal different properties of the recorded movement sequence and the relationship between movement and created models. We tested the tools with a sample of novice users who were asked to create a wire-based jewelry model with a set of creation intentions. The resultant qualitative data and visual analysis charts show that introducing the motion information helps the user to meaningfully reflect on their creative experiences and ultimately enhance their decision-making in terms of selecting the models and creating subsequent digital craft-making movements. We therefore hope that our study will stimulate future discussion to bring motion-centric reflection to digital craft processes.
Yen-Ting Cho, Yen-Ling Kuo, Yen-Ting Yeh 0001, Huai-Hsuan Liang, Yu-Ting Li
Creativity & Cognition1
2021 IntuModels: Enabling Interactive Modeling for the Novice through Idea Generation and Selection
abstract
We present IntuModels, a machine-assisted interactive modeling workflow to enable the novice to create 3D models. The workflow uses a phase-driven approach, including idea generation and selection, to stimulate creativity and assist users who are not familiar with generating design ideas and 3D modeling techniques. By transforming parametric models using continual input data controlled by users, IntuModels motivates users to intuitively generate a huge amount of 3D model options with a good diversity. For selecting from the created models, we design a balanced overview showing the models using clustering and staged tools to help the user view and understand the models correctly. We tested IntuModels with a sample of novices who were asked to create a wire-based jewelry model. Presented in thematic networks and quantitative charts, the results showed that the novice considered IntuModels to be intuitive to use and useful for creating models that exceeded their expectations for post-production.
Yen-Ting Cho, Yen-Ling Kuo, Yen-Ting Yeh 0001, Yen-Yi Huang, Po-Lun Huang
Creativity & Cognition1
2019 MovIPrint: Move, Explore and Fabricate
abstract
MovIPrint is a user-friendly, interactive installation that uses software and a depth-sensing camera to capture human body movement. After inputting digital data such as images or video into the software, MovIPrint offers people innovative and user-friendly ways to explore that data by manipulating it with their body movement. We use media content and/or wireframe design to enable people to then fabricate their own moving images and 3D digital models.
Yen-Ting Cho, Yen-Ling Kuo, Yen-Ting Yeh 0001, Yi-Chin Lee
ACM Multimedia1