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Ying-Chao Tung

dblp:144/5242 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 3 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
3 papers
Interaction techniques and input · 95% Games and playful interaction · 5%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.212015
User-Defined Game Input for Smart Glasses in Public Space · CHI 2015
Interaction techniques and input › gesture input
mid-air gestures
0.212015
User-Defined Game Input for Smart Glasses in Public Space · CHI 2015
Interaction techniques and input
touch and gesture input
0.212015
FlickBoard: Enabling Trackpad Interaction with Automatic Mode Switching on a Capacitive-sensing Keyboard · CHI 2015
Interaction techniques and input
mobile interaction
0.212014
TouchSense: expanding touchscreen input vocabulary using different areas of users' finger pads · CHI 2014
Interaction techniques and input › mobile interaction
smartwatch input
0.212014
TouchSense: expanding touchscreen input vocabulary using different areas of users' finger pads · CHI 2014
Interaction techniques and input › touch interaction
touch input
0.212014
TouchSense: expanding touchscreen input vocabulary using different areas of users' finger pads · CHI 2014
Interaction techniques and input
text entry
0.112015
FlickBoard: Enabling Trackpad Interaction with Automatic Mode Switching on a Capacitive-sensing Keyboard · CHI 2015

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

user-defined elicitation study · 0.2machine learning classification · 0.2capacitive sensing · 0.2prototype development · 0.2human-factor studies · 0.2
YearPublicationVenuePosition
2018 RainCheck: Overcoming Capacitive Interference Caused by Rainwater on Smartphones
abstract
Modern smartphones are built with capacitive-sensing touchscreens, which can detect anything that is conductive or has a dielectric differential with air. The human finger is an example of such a dielectric, and works wonderfully with such touchscreens. However, touch interactions are disrupted by raindrops, water smear, and wet fingers because capacitive touchscreens cannot distinguish finger touches from other conductive materials. When users' screens get wet, the screen's usability is significantly reduced. RainCheck addresses this hazard by filtering out potential touch points caused by water to differentiate fingertips from raindrops and water smear, adapting in real-time to restore successful interaction to the user. Specifically, RainCheck uses the low-level raw sensor data from touchscreen drivers and employs precise selection techniques to resolve water-fingertip ambiguity. Our study shows that RainCheck improves gesture accuracy by 75.7%, touch accuracy by 47.9%, and target selection time by 80.0%, making it a successful remedy to interference caused by rain and other water.
Ying-Chao Tung, Mayank Goel, Isaac Zinda, Jacob O. Wobbrock
ICMI1
2015 FlickBoard: Enabling Trackpad Interaction with Automatic Mode Switching on a Capacitive-sensing Keyboard
abstract
We present FlickBoard, which combines a touchpad and a keyboard into the same interaction area to reduce hand movement between a separate keyboard and touchpad. Our main contribution is automatic mode switching between typing and pointing, and the first system capable of combining a trackpad and a keyboard into an single interaction area without the need for external switches. We developed a prototype by embedding a 58x20 capacitive sensing grid into a soft keyboard cover, and used machine learning to distinguish between moving a cursor (touchpad mode) and entering text (keyboard mode). We conducted experimental studies that show automatic mode switching classification accuracies of 98% are achievable with our technology. Finally, our prototype has a thin profile and can be placed over existing keyboards.
Ying-Chao Tung, Ta Yang Cheng, Neng-Hao Yu, Chiuan Wang, Mike Y. Chen
CHI1
2015 User-Defined Game Input for Smart Glasses in Public Space
abstract
Smart glasses, such as Google Glass, provide always-available displays not offered by console and mobile gaming devices, and could potentially offer a pervasive gaming experience. However, research on input for games on smart glasses has been constrained by the available sensors to date. To help inform design directions, this paper explores user-defined game input for smart glasses beyond the capabilities of current sensors, and focuses on the interaction in public settings. We conducted a user-defined input study with 24 participants, each performing 17 common game control tasks using 3 classes of interaction and 2 form factors of smart glasses, for a total of 2448 trials. Results show that users significantly preferred non-touch and non-handheld interaction over using handheld input devices, such as in-air gestures. Also, for touch input without handheld devices, users preferred interacting with their palms over wearable devices (51% vs 20%). In addition, users preferred interactions that are less noticeable due to concerns with social acceptance, and preferred in-air gestures in front of the torso rather than in front of the face (63% vs 37%).
Ying-Chao Tung, Chun-Yen Hsu, Han-Yu Wang, Silvia Chyou, Jhe-Wei Lin, Pei-Jung Wu, Andries Valstar, Mike Y. Chen
CHI1
2014 TouchSense: expanding touchscreen input vocabulary using different areas of users' finger pads
abstract
We present TouchSense, which provides additional touchscreen input vocabulary by distinguishing the areas of users' finger pads contacting the touchscreen. It requires minimal touch input area and minimal movement, making it especially ideal for wearable devices such as smart watches and smart glasses. For example, users of a calculator application on a smart watch could tap normally to enter numbers, and tap with the right side of their fingers to enter the operators (e.g. , -, =). Results from two human-factor studies showed that users could tap a touchscreen with five or more distinct areas of their finger pads. Also, they were able to tap with more distinct areas closer to their fingertips. We developed a TouchSense smart watch prototype using inertial measurement sensors, and developed two example applications: a calculator and a text editor. We also collected user feedback via an explorative study.
Da-Yuan Huang, Ming-Chang Tsai, Ying-Chao Tung, Min-Lun Tsai, Yen-Ting Yeh 0001, Li-Wei Chan 0001, Yi-Ping Hung, Mike Y. Chen
CHI3
2014 Glass Shooter: Exploring First-Person Shooter Game Control with Google Glass
abstract
Smart Glasses offer the opportunity to use head mounted sensors, such as gyroscope and accelerometers, to enable new types of game interaction. To better understand game play experience on Smart Glasses, we recruited 24 participants to play four current games on Google Glass that uses different interaction methods, including gyroscope, voice, touchpad, and in-air gesture. Study results showed that participants were concerned with comfort and social acceptance. Also, their favorite input method was gyroscope, and their favorite game type was First-Person Shooter (FPS) game. Hence, we implemented a FPS game on Google Glass using gyroscope for changing the viewport, and divide FPS controls into four categories: (a)Viewport Control, (b)Aim Control, (c)Fire Control, (d) Move Control. We implemented multiple control method in each category to evaluate and explore glass game control design.
Chun-Yen Hsu, Ying-Chao Tung, Han-Yu Wang, Silvia Chyou, Jer-Wei Lin, Mike Y. Chen
ICMI2