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Cheng-Lung Lin

dblp:65/483 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Systems, architecture and hardware · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2

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
2 papers
Haptics and multimodal interaction · 77% Immersive interaction · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic feedback
skin stretch feedback
0.412020
Gaiters: Exploring Skin Stretch Feedback on Legs for Enhancing Virtual Reality Experiences · CHI 2020
Haptics and multimodal interaction › haptic feedback
whole-body haptic feedback
0.412019
TilePoP: Tile-type Pop-up Prop for Virtual Reality · UIST 2019
Immersive interaction
virtual reality
0.112020
Gaiters: Exploring Skin Stretch Feedback on Legs for Enhancing Virtual Reality Experiences · CHI 2020

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

user evaluation · 0.4psychophysical study · 0.4preliminary user evaluation · 0.4
YearPublicationVenuePosition
2020 Gaiters: Exploring Skin Stretch Feedback on Legs for Enhancing Virtual Reality Experiences
abstract
We propose generating two-dimensional skin stretch feedback on the user's legs. Skin stretch is useful cutaneous feedback to induce the perception of virtual textures and illusory forces and to deliver directional cues. This feedback has been applied to the head, body, and upper limbs to simulate rich physical properties in virtual reality (VR). However, how to expand the benefit of skin stretch feedback and apply it to the lower limbs, remains to be explored. Our first two psychophysical studies examined the minimum changes in skin stretch distance and stretch angle that are perceivable by participants. We then designed and implemented Gaiters, a pair of ungrounded, leg-worn devices, each of which is able to generate multiple two-dimensional skin stretches on the skin of the user's leg. With Gaiters, we conducted an exploratory study to understand participants' experiences when coupling skin stretch patterns with various lower limb actions. The results indicate that rich haptic experiences can be created by our prototype. Finally, a user evaluation indicates that participants enjoyed the experiences when using Gaiters and considered skin stretch as compelling haptic feedback on the legs.
Da-Yuan Huang, Shuo-Wen Hsu, Cheng-Lung Lin, Yeu-Luen Chiu, Chu-En Hou, Bing-Yu Chen 0004
CHI4
2019 TilePoP: Tile-type Pop-up Prop for Virtual Reality
abstract
We present TilePoP, a new type of pneumatically-actuated interface deployed as floor tiles which dynamically pop up by inflating into large shapes constructing proxy objects for whole-body interactions in Virtual Reality. TilePoP consists of a 2D array of stacked cube-shaped airbags designed with specific folding structures, enabling each airbag to be inflated into a physical proxy and then deflated down back to its original tile shape when not in use. TilePoP is capable of providing haptic feedback for the whole body and can even support human body weight. Thus, it allows new interaction possibilities in VR. Herein, the design and implementation of TilePoP are described in detail along with demonstrations of its applications and the results of a preliminary user evaluation conducted to understand the users' experience with TilePoP.
Shan-Yuan Teng, Cheng-Lung Lin, Chi-Huan Chiang, Tzu-Sheng Kuo, Li-Wei Chan 0001, Da-Yuan Huang, Bing-Yu Chen 0004
UIST2
2013 Design and Implementation of Media Content Sharing Services in Home-Based IoT Networks
abstract
The penetration ratio of broadband networks into residential areas increases rapidly by the wide distribution of Internet service providers and networks. People are able to distribute and play various media content with many types of networked multimedia devices for home multimedia entertainment in residential environments. This paper addresses a new idea of home-based IoT networks where home-networked devices are able to communicate with others in a friendly, networked manner instead of traditional manual configurations and wired cabling operations. Accordingly, this paper proposes a novel intelligent media distribution system based on a home-based IoT network. The design of this system integrates UPnP, face recognition, intelligent human-machine interface, and family database technologies. UPnP-compatible HNDs With UPnP, networked devices can discover neighboring devices in a network. Face recognition is incorporated and so provides the UPnP networked devices with the capability of identifying the operating user in front of them. When a user moves in a home-based network, the intelligent human-machine interface allows a user to enforce any media content to be distributed to or displayed onto the UPnP-based device nearby the user. Furthermore, this paper presents a prototypical development, as well as a real demonstration with experimental UPnP-based network devices in home networks. Therefore, the study in this paper enables a ubiquitous media distribution service in home-based IoT network environments.
Chih-Lin Hu, Hung-Tsung Huang, Cheng-Lung Lin, Nguyen Huu Minh Anh, Yi-Yu Su, Pin-Chuan Liu
ICPADS3
2007 Sharing information of three-dimensional geographic locations through mobile devices
abstract
People who travel to a place may not know well about the information of the sites. Fortunately, people may have a personal device such as a mobile phone which has a digital camera and broadband wireless accesses, and the device can serve as a convenient equipment to access the information of geographic locations when people visit the place. This paper presents a system, called the GLOBE (GLobe On moBilE), consisting of a mobile, a client and a server. The GLOBE mobile is a mobile phone equipped with GPS, height, direction, angle sensors which are used to estimate the three-dimensional (3D) geographic location on the earth of the objects in the photo. The GLOBE client and server can manage these photos with 3D location information, annotate the objects on the photo, associate the information and travel notes with the photos, and share their photos with people on the Internet. Therefore, people just use the GLOBE mobile to take a picture on the object that they feel interested during a trip, and can immediately obtain the information of the object by searching on the GLOBE server. The proposed system helps people to learn information behind sites and objects they visited, and helps users to manage and share the information during a trip.
Cheng-Lung Lin, Xin-Zhong Chen, Kuan-Ju Lin, Shiao-Li Tsao
ICPADS1