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Ping-Yi Wang

dblp:166/3174 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none

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

Systems, architecture and hardware · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
Games and playful interaction · 50% Design research and methods · 50%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
game design
0.512021
Game Illusionization: A Workflow for Applying Optical Illusions to Video Games · UIST 2021
Design research and methods
workflow design
0.512021
Game Illusionization: A Workflow for Applying Optical Illusions to Video Games · UIST 2021
Visualization and visual analytics › perception › visual perception
optical illusion
0.112021
Game Illusionization: A Workflow for Applying Optical Illusions to Video Games · UIST 2021

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

visual programming · 1.0
YearPublicationVenuePosition
2021 Game Illusionization: A Workflow for Applying Optical Illusions to Video Games
abstract
Optical illusions have been brought into recent video games to enhance gaming experiences. However, a large corpus of optical illusions remains unused, while few games incorporate illusions seamlessly. To mitigate the gap, we propose a workflow to guide game designers in applying optical illusions to their video games, i.e., in making more illusion games. In particular, our workflow consists of 5 stages: (1) choosing a game object, (2) searching for a matching illusion, (3) selecting an illusion mechanic, (4) integrating the selected illusion into the game, and (5) optionally revealing the illusion. To facilitate our workflow, we provide a tag database with 163 illusions that are labeled by their in-game visual elements and desired effects. We also provide example editing interfaces of 6 illusions for game designers. We walk through our workflow and showcase 6 resulting illusion games. We implemented these 6 games (with and without illusion) and conducted a 12-participant study to gain a preliminary understanding of how illusions enhance gaming experiences. To evaluate our workflow, we invited 6 game designers and 6 experienced players to follow our workflow and design their own illusion games, where 3 experienced game designers completed 2-week in-depth developments. We report their games, qualitative feedback and discuss reflection on our workflow, database and editing interfaces.
Po-Yao (Cosmos) Wang, Cong-He Xu, Ping-Yi Wang, Hsin-Yu Huang, Jen-Hao Cheng, Yu-Hsin Lin 0004, Lung-Pan Cheng
UIST3
2015 A low phase-noise class-C VCO using novel 8-shaped transformer
abstract
A 9 GHz low phase noise class-C voltage controlled oscillator (VCOs) with an 8-shaped transformer configuration using 0.18-μm CMOS technology is presented. By utilizing the 8-shaped transformer, the proposed class-C VCO can be operated at reduced dc power consumption while maintaining circuit performance in terms of phase noise and limiting EMC (Electro-Magnetic Compatibility) issues when the symmetrical structures are considered. Consuming a dc current of 5.5 mA with the supply voltage of 1.8 V, the class-C VCO exhibits a frequency tuning range of 1.4 GHz, a phase noise of -117.4 dBc/Hz at 1 MHz offset frequency away from the 8.94 GHz carrier, and a figure of merit up to 186.4 dBc/Hz.
Ping-Yi Wang, Te-Lin Wu, Ming-Yu Chen 0005, Yun-Chun Shen, Yin-Cheng Chang, Da-Chiang Chang, Shawn S. H. Hsu
ISCAS1