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Yu-Chun Hsu

dblp:39/9792 · DBLP profile ↗
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7ranked-venue papers
0as first author
4since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 54% Human-robot interaction · 46%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual humans
virtual human crowd
0.922021
Effects of Language Familiarity in Simulated Natural Dialogue with a Virtual Crowd of Digital Humans on Emotion Contagion in Virtual Reality · VR 2021
Effects of Interacting with a Crowd of Emotional Virtual Humans on Users' Affective and Non-Verbal Behaviors · VR 2020
Human-robot interaction
affective interaction
0.112020
Effects of Interacting with a Crowd of Emotional Virtual Humans on Users' Affective and Non-Verbal Behaviors · VR 2020

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

electrodermal activity measurement · 0.9
YearPublicationVenuePosition
2025 FSLearning: An Efficient Federated Split Learning Framework for Privacy-Preserving Disease Prediction
Xiaoqian Jiang, Yu-Chun Hsu, Arif Ozgun Harmanci, Hongchang Gao, Xinghua Shi
AIME (1)3
2025 Robust privacy amidst innovation with large language models through a critical assessment of the risks
abstract
OBJECTIVE: This study evaluates the integration of electronic health records (EHRs) and natural language processing (NLP) with large language models (LLMs) to enhance healthcare data management and patient care, focusing on using advanced language models to create secure, Health Insurance Portability and Accountability Act-compliant synthetic patient notes for global biomedical research. MATERIALS AND METHODS: The study used de-identified and re-identified versions of the MIMIC III dataset with GPT-3.5, GPT-4, and Mistral 7B to generate synthetic clinical notes. Text generation employed templates and keyword extraction for contextually relevant notes, with One-shot generation for comparison. Privacy was assessed by analyzing protected health information (PHI) occurrence and co-occurrence, while utility was evaluated by training an ICD-9 coder using synthetic notes. Text quality was measured using ROUGE (Recall-Oriented Understudy for Gisting Evaluation) and cosine similarity metrics to compare synthetic notes with source notes for semantic similarity. RESULTS: The analysis of PHI occurrence and text utility via the ICD-9 coding task showed that the keyword-based method had low risk and good performance. One-shot generation exhibited the highest PHI exposure and PHI co-occurrence, particularly in geographic location and date categories. The Normalized One-shot method achieved the highest classification accuracy. Re-identified data consistently outperformed de-identified data. DISCUSSION: Privacy analysis revealed a critical balance between data utility and privacy protection, influencing future data use and sharing. CONCLUSION: This study shows that keyword-based methods can create synthetic clinical notes that protect privacy while retaining data usability, potentially improving clinical data sharing. The use of dummy PHIs to counter privacy attacks may offer better utility and privacy than traditional de-identification.
Yao-Shun Chuang, Atiquer Rahman Sarkar, Yu-Chun Hsu, Noman Mohammed, Xiaoqian Jiang
J. Am. Medical Informatics Assoc.3
2021 The Combination of Graph Neuron Network and Multi-Task Learning Model for Cancer Drug Combination Prediction
Kanglin Hsieh, Xiaoqian Jiang, Yu-Chun Hsu
AMIA4
2021 Effects of Language Familiarity in Simulated Natural Dialogue with a Virtual Crowd of Digital Humans on Emotion Contagion in Virtual Reality
abstract
This investigation compared the emotional impact caused by a crowd of affective virtual humans (VHs) that communicated in the users' native or foreign language. We evaluated the users' affective reactions to a crowd of VHs that exhibited distinct emotional expressions. A total of four emotions were presented, which were Positive, Negative, Neutral, and Mixed. The VHs performed verbal and non-behaviors accordingly. Under the Mixed condition, the VHs were divided into three groups equally and each group was uniquely assigned one of the three emotions (i.e., positive, negative, and neutral). Users collected ten items from a virtual reality market. To complete the tasks, they interacted using natural speech with the emotional VHs. Three language conditions were investigated: one condition in USA and another two conditions in Taiwan. The group of participants in USA interacted with the VHs in English; and the two groups of participants in Taiwan interacted with the VHs using a foreign (English) language and a native (Mandarin) language respectively. We discovered that the medium of communication or language familiarity had a strong influence on participants' emotional reactions. When participants interacted in a foreign language with VHs with a positive emotional disposition, we found their positive emotional reactions were subdued and negative reactions were elevated. However, this was not the case when participants interacted with VHs in their native language, as their emotional reactions were contingent on the emotional disposition of the VHs.
Matias Volonte, Chang-Chun Wang, Elham Ebrahimi, Yu-Chun Hsu, Kuan-Yu Liu, Sai-Keung Wong, Sabarish V. Babu
VR4
2020 Real-time Crop Classification Using Edge Computing and Deep Learning
abstract
In recent years, edge computing and deep learning have been successfully performed processing and classification tasks in a variety of fields including agriculture. Therefore, this research aims to use unmanned aerial vehicle (UAV) for agriculture applications with integrating edge computing and deep learning techniques. This research experiment was carried out in the NCHU Experimental Farm. The DJI Matrice 100 drone with ASUS Tinker Board S embedded system, which connects a Logitech C925e webcam to capture images are used in this study. The ASUS Tinker Board S runs a folder monitoring program and sends images over the 4G LTE network to the backend server whenever new images are captured and stored. The backend server runs a pre-trained image semantic segmentation model and provides image inference service. The image inference results with the associated segmented image will be sent to the mobile device of the drone controller, and a dynamic flight control action can be triggered. The image semantic segmentation model adopts SegNet network architecture. For a comparison purpose, another network architecture, FCN-AlexNet, was also trained and validated. The preliminary results show SegNet outperformed FCN-AlexNet in image semantic segmentation tasks in terms of the evaluation between training and validation. The average inference speed of the semantic image segmentation model is 0.7s with segmentation identification accuracy is 89%. The promising results shed light on many agriculture applications, such as crop growth condition assessment, fertilizer management, and yield prediction. Additionally, this research provides possible solutions for the labor shortage issue of agriculture which is a common challenge in an aging community like Taiwan and many countries worldwide.
Ming-Der Yang, Hsin-Hung Tseng, Yu-Chun Hsu, Wei Chen Tseng
CCNC3
2020 Effects of Interacting with a Crowd of Emotional Virtual Humans on Users' Affective and Non-Verbal Behaviors
abstract
In this contribution we examined the effects on users during interaction with a virtual human crowd in an immersive virtual reality environment. We developed an agent-based crowd model with rich properties including eye gaze, facial expression, body motion, and verbal and non-verbal behaviors. The scenario was a virtual market in which the users needed to gather specific items. In a betweensubjects design, users interacted with a virtual human crowd that showed opposite valenced emotional expressions. There are four conditions in the between-subjects design. These includes different affective virtual crowds namely, Positive, Negative, Neutral, and a Mix condition. The Mix group is defined by a combination of Positive, Negative and Neutral emotional expressive characters. Depending on the specific condition, the virtual humans showed specific verbal and non-verbal behaviors. During the experiment we collected objective measures such as skin electrodermal activity, total time in the simulation, the number of interactions with the agents and performance measures. The subjective measures were the differential emotional survey (DES), and a user experience survey. We reported our findings with an in-depth analysis.
Matias Volonte, Yu-Chun Hsu, Kuan-Yu Liu, Joe P. Mazer, Sai-Keung Wong, Sabarish V. Babu
VR2
2019 Interaction with proactive and reactive agents in box manipulation tasks in virtual environments
abstract
Abstract This paper studies the user collaboration experience with proactive and reactive agents in transporting boxes in virtual environments. Two main characters, the avatar and the agent, are controlled by a user and a controller, respectively. The user and the agent communicate with each other by voice. The agent can be proactive or reactive. The user follows the instruction issued by the proactive agent, whereas the user instructs the reactive agent to perform actions. The goal is to transport boxes to goal positions with orientation constraints. We conducted a user study to analyze the behaviors of participants in several aspects, including task completion time, path length, control experience, and co‐presence experience. We report our findings and make suggestions for future development.
Kuan-Yu Liu, Matias Volonte, Yu-Chun Hsu, Sabarish V. Babu, Sai-Keung Wong
Comput. Animat. Virtual Worlds3