Timothy K. Shih

National Central University, Taoyuan City, Taiwan, Taiwan

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Publications (304)69.96 Total impact

  • [Show abstract] [Hide abstract]
    ABSTRACT: Recently, eye-tracking has been widely applied in a wide spectrum of fields for both academic researches and Business. In this study, we concentrate on the analysis of instant (and often subconscious) information generated from interactions between an individual and devices, such as a PC, laptop, and mobile phone. We present the experiment design to capture and extract the viewing patterns in Twitter using the eye-tracking technology. We show a set of experiment results based on the analysis of eye gazing data, in order to demonstrate how the subjects look for specified keywords in the Twitter timeline, which can further contribute to categorization of viewing patterns.
    Proceedings of the 2013 IEEE 10th International Conference on Ubiquitous Intelligence & Computing and 2013 IEEE 10th International Conference on Autonomic & Trusted Computing; 12/2013
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    ABSTRACT: Sharing information and resources on the Internet has become an important activity for education. The use of ubiquitous devices makes it possible for learning participants to be engaged in an open and connected social environment, and also allows the learning activities to be performed at any time and any place. In this study, the discovery of correlation among shared resources is concentrated. A hypothetical scenario is considered that the information, such as photos and thoughts, is applicable to be shared with implicit context (i.e., geographical information) by learners through a practical implementation, PadSCORM, on a mobile device. Two major contributions are achieved. First, the correlations among resources are determined through usage experiences mining and geographical information adjustment. It then assists learners in filtering out redundant information by highlighting the significance of resources. Second, an intelligent searching algorithm is proposed to visualize adaptive routes to facilitate search process and to enrich the learning activity. The empirical experiments revealing the feasibility and performance (e.g., accuracy and effectiveness) are conducted in the universities in North Taiwan. Copyright © 2012 John Wiley & Sons, Ltd.
    International Journal of Communication Systems 06/2013; 26(6). · 1.11 Impact Factor
  • Xiaokang Zhou, Neil Y. Yen, Qun Jin, Timothy K. Shih
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    ABSTRACT: Recently, social networking sites such as Facebook and Twitter are becoming increasingly popular. The high accessibility of these sites has allowed the so-called social streams being spread across the Internet more quickly and widely, as more and more of the populations are being engaged into this vortex of the social networking revolution. Information seeking never means simply typing a few keywords into a search engine in this stream world. In this study, we try to find a way to utilize these diversified social streams to assist the search process without relying solely on the inputted keywords. We propose a method to analyze and extract meaningful information in accordance with users’ current needs and interests from social streams using two developed algorithms, and go further to integrate these organized stream data which are described as associative ripples into the search system, in order to improve the relevance of the results obtained from the search engine and feedback users with a new perspective of the sought issues to guide the further information seeking process, which can benefit both search experience enrichment and search process facilitation.
    Multimedia Tools and Applications 03/2013; 63(1). · 1.01 Impact Factor
  • Neil Y. Yen, Timothy K. Shih, Qun Jin
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    ABSTRACT: Sharing resources and information on the Internet has become an important activity for education. In distance learning, instructors can benefit from resources, also known as Learning Objects (LOs), to create plenteous materials for specific learning purposes. Our repository (called the MINE Registry) has been developed for storing and sharing learning objects, around 22,000 in total, in the past few years. To enhance reusability, one significant concept named Reusability Tree was implemented to trace the process of changes. Also, weighting and ranking metrics have been proposed to enhance the searchability in the repository. Following the successful implementation, this study goes further to investigate the relationships between LOs from a perspective of social networks. The LONET (Learning Object Network), as an extension of Reusability Tree, is newly proposed and constructed to clarify the vague reuse scenario in the past, and to summarize collaborative intelligence through past interactive usage experiences. We define a social structure in our repository based on past usage experiences from instructors, by proposing a set of metrics to evaluate the interdependency such as prerequisites and references. The structure identifies usage experiences and can be graphed in terms of implicit and explicit relations among learning objects. As a practical contribution, an adaptive algorithm is proposed to mine the social structure in our repository. The algorithm generates adaptive routes, based on past usage experiences, by computing possible interactive input, such as search criteria and feedback from instructors, and assists them in generating specific lectures.
    ACM Transactions on Intelligent Systems and Technology (TIST). 03/2013; 4(2).
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    ABSTRACT: Observe the most progressive conference system in the market, a higher meeting quality is always being pursued with better equipment, no matter on the personalized laptop, touch pad, direct microphone, or other high quality recording video equipment. It is known that to establish this system with low price is difficult. This paper aims to solve this predicament and contributes a higher quality to the smart meeting room. Hence, we combine Microsoft Kinect and Bluetooth techniques to build an smart conference system with personalized Bluetooth supported equipment to identify each participant's identity, and use these IDs to search the central database in order to retrieve his/her contact information (phone number, email, web storage space and text, or meeting records). Consequently, the system uses Kinect as a gesture recognition device to detect each person's skeletons with multi functions (Controlling the computer, sending information, auto-uploading files, or recording personal meeting records in database). Smart meeting room can be established with simplified equipment in this way. In this smart meeting room, participants don't need to bring additional equipment but only to use his/her Bluetooth supported cell phone. As for the arrangement of the meeting room, besides the central computer, we only need Kinect to provide the gesture recognizing and detecting works, and to record the meeting records (text and video). This simplified smart conference room can provide great benefits for the users, this is the main purpose of this paper.
    Network-Based Information Systems (NBiS), 2013 16th International Conference on; 01/2013
  • Xiaokang Zhou, Jian Chen, Qun Jin, Timothy K. Shih
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    ABSTRACT: In this study, we concentrate on learning activity sharing and individualized recommendation based on dynamical user correlations, in order to support and facilitate the web-based learning process integrated with social streams. A user correlation-based learning activity model is built to demonstrate the relations among user, learning task and learning activity. Based on these, an integrated method is proposed to provide a target user with the possible learning activity as the next learning step, which is expected to enhance the learning efficiency. Finally, design of a Moodle-based prototype system is discussed.
    Proceedings of the 11th international conference on Advances in Web-Based Learning; 09/2012
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    ABSTRACT: This paper discusses the technical issues related to the Macro University framework. First we present the characteristics of the Macro University, from which the design principles are derived. Then we describe Macro University's software architecture and networking infrastructure. Since the Macro University is a federation of virtual universities, the format and protocol for open information exchange will be very important. Another often neglected issue is the technical tools to facilitate evaluation and assessment. A third issue is a universal interface for distance learning.
    International Journal of Computer Processing Of Languages 04/2012; 13(03).
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    ABSTRACT: With the popularity of Web 2.0, social networks have become an important channel for people to keep in contact. It is common to have hundreds of friends for a user on Face book. Thus it is quite difficult for the user to keep track on all friends¡¦ emotion and to express his/her care to them in a timely manner, which we think is essential in keeping the friendship. The Wall on Face book includes a user¡¦s personal posts that reveal his/her emotion and is a good source for friends to show their care. However, it also contains messages from friends and applications. In the proposed emotion care services, the system filters Wall messages from all friend accounts first. The results are posts by friends and they are analyzed for emotional states, respectively. Then the emotional states are transformed into an attention index. All friends are then ranked by their attention indices. The user can choose the top-ranked friends to read corresponding posts. He/she can also respond with his/her care instantly via follow-up posts. The application named Friends Smile has been developed and published on Face book.
    01/2012;
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    ABSTRACT: In this paper, we demonstrate a new motion in painting technique to allow users to change the dynamic texture used in a video background for special effect production. For instance, the dynamic texture of fire, smoke, water, cloud, and others can be edited through a series of automatic algorithms. Motion estimations of global and local textures are used. Video blending techniques are used in conjunction with a color balancing technique. The editing procedure will search for suitable patches in irregular shape blocks, to reproduce a realistic dynamic background, such as large waterfall, fire scene, or smoky background. The technique is suitable for making science fiction movies. We demonstrate the original and the falsified videos in our website at http://163.13.127.36/www/AINA12. Although video falsifying may create a moral problem, our intension is to create special effects in movie industry.
    Advanced Information Networking and Applications (AINA), 2012 IEEE 26th International Conference on; 01/2012
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    ABSTRACT: Now a day, due to the advanced computer and network technologies, we could find that more and more e-learning platforms has been developed. But they may not easily acceptable for learners and to promote their learning motivation efficiently. Game-Based Learning could be a way to attract people to enjoy their learning activities. In this research, we have developed the Ubiquitous Adventure RPG (Role Play Game) Game-Based Learning system. We also make an effort on development the system according to the learning game experience. We hope that the Game-Based Learning system could provide the authentic research example on the Game-Based Learning domain.
    Systems, Man, and Cybernetics (SMC), 2012 IEEE International Conference on; 01/2012
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    ABSTRACT: With the population of social platform, such as Facebook, Twitter and Plurk, there are lots of users interest in playing game on social platform. It's not only the game style they want to play, but also high interaction with other users on social platform. Hence, the development of social network makes social games as a teaching tool becomes an emerging field, but in order to use the social network games for teaching, it needs to understand the game flow as an appropriate reference to be judged. In this paper, we use simulation games and social utility games of Facebook as examples. Using the flowcharts and the triangulation methods theory to analyze the characteristics of the flows by finding verbs and goals, and obtaining the differences by comparing social behavior, accumulate of experience, items collection system and tasks.
    Network-Based Information Systems (NBiS), 2012 15th International Conference on; 01/2012
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    ABSTRACT: In this paper, we demonstrate a new motion in painting technique to allow users to change the dynamic texture used in a video background for special effect production. For instance, the dynamic texture of fire, smoke, water, cloud, and others can be edited through a series of automatic algorithms. Motion estimations of global and local textures are used. Video blending techniques are used in conjunction with a color balancing technique. The editing procedure will search for suitable patches in irregular shape blocks, to reproduce a realistic dynamic background, such as large waterfall, fire scene, or smoky background. The technique is suitable for making science fiction movies. We demonstrate the original and the falsified videos in our website at http://163.13.127.36/www/AINA12. Although video falsifying may create a moral problem, our intension is to create special effects in movie industry.
    01/2012;
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    ABSTRACT: Video forgery, also referred as video falsifying, is a technique for generating fake videos by altering, combining, or creating new video contents. For instance, the outcome of a 100 m race in the olympic game is forged as an example in this paper. We track objects and segment motions using a modified mean shift mechanism. The resulting video layers can be played in different speeds and from different reference points with respect to the original video. In order to obtain a smooth movement of target objects, a motion interpolation mechanism is proposed based on reference stick figures (i.e., a structure of human skeleton) and a video inpainting mechanism. The video inpainting mechanism is performed in a quasi-3-D space via guided 3-D patch matching. Interpolated target objects and background layers are then fused. The objective is to create a forged video, which is almost indistinguishable from the original video. We demonstrate the original and the forged videos in our Web site at http://member.mine.tku.edu.tw/www/TSMC09/. Although video forgery may create moral or legal issues, which is beyond the scope of this paper, our intension is to create special effects in video editing applications.
    IEEE Transactions on Systems Man and Cybernetics Part C (Applications and Reviews) 10/2011; · 2.55 Impact Factor
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    ABSTRACT: Video inpainting is an important video enhancement technique used to facilitate the repair or editing of digital videos. It has been employed worldwide to transform cultural artifacts such as vintage videos/films into digital formats. However, the quality of such videos is usually very poor and often contain unstable luminance and damaged content. In this paper, we propose a video inpainting algorithm for repairing damaged content in digitized vintage films, focusing on maintaining good spatiotemporal continuity. The proposed algorithm utilizes two key techniques. Motion completion recovers missing motion information in damaged areas to maintain good temporal continuity. Frame completion repairs damaged frames to produce a visually pleasing video with good spatial continuity and stabilized luminance. We demonstrate the efficacy of the algorithm on different types of video clips.
    IEEE Transactions on Multimedia 09/2011; · 1.75 Impact Factor
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    06/2011: pages 37 - 50; , ISBN: 9781119970422
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    ABSTRACT: Service computing aims to provide IT and computing resources to users in a way that it simply serves them. However, many issues remain in, such as portability, interoperability, and heterogeneity of diverse services, in addition to service modeling, creation, deployment, discovery, recommendation, composition, and delivery, in order to provide a service that best fits user needs and contexts at the time. In this study, we propose a new model of flowable services. Its primary purpose is to realize seamless integration and provision of diverse services in an intuitive "flowable" way maximally close to the "flow" of users' activities and thoughts, and as pertinent as possible to their needs, thus gain the most satisfaction. In this paper, we propose and discuss a human-centric framework of flow able services toward service assurance. We further describe the evaluation of the model, and an application scenario for adaptive delivery of personalized learning service under the proposed framework.
    Autonomous Decentralized Systems (ISADS), 2011 10th International Symposium on; 04/2011
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    Journal of Multimedia. 01/2011; 6:129-138.
  • Neil Y. Yen, Timothy K. Shih, Qun Jin, Li-Chieh Lin
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    ABSTRACT: Sharing resources and information on Internet has become an important activity for education. The MINE Registry, a branch of distributed repository, inherited the architecture of CORDRA has been developed for storing and sharing Learning Objects. Following the usage experiences, especially those being utilized to generate the lecture, the interaction structure is defined to clarify the relationships among Learning Objects. The methods to social network analysis are applied to quantify the implicit correlations and to evaluate the interdependency. In addition, an intelligent mining algorithm is proposed to explore the developed interaction structure and automatically generates lecture templates corresponding to the query criteria. The concentration of this study is to facilitate the complex and time-consuming process of creating lectures through a simple search mechanism. The implemented system has demonstrated the preliminary results and the feasibility are also revealed by the evaluation results.
    Advances in Web-Based Learning - ICWL 2011 - 10th International Conference, Hong Kong, China, December 8-10, 2011. Proceedings; 01/2011
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    ABSTRACT: In this paper, we propose a method to find feature in human object that used SURF algorithm, and use this information into 3D coordinate that use coordinate system transformation. In our method, first we use thinning algorithm to obtained skeleton of object, and find the endpoints in skeleton. In the second step, we try to use those endpoints to cluster skeleton, and the part number of cluster is six. Then, to cluster human object that use cluster skeleton result. Third, we use SURF algorithm to find the feature in each part in the cluster object image. In this step, we also use SAD method to ensure are correct of feature points that after SURF algorithm treatment. Finally we use the coordinate system transformation method. In this step, we use image coordinate system into world coordinate system, and show those result in our experiments result.
    Advances in Multimedia Modeling - 17th International Multimedia Modeling Conference, MMM 2011, Taipei, Taiwan, January 5-7, 2011, Proceedings, Part I; 01/2011
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    ABSTRACT: This paper presents the conceptual design of a virtual 3D quiz game based on a multi-agent system (MAS) architecture aptly named QuizMASter. The QuizMASter supports formative assessment by providing adaptive testing and feedback using intelligent pedagogical agents within an immersive game-based virtual learning environment. This enables instructors to use assessment as a motivational tool within an entertaining context where students do not feel the usual pressures related to taking tests.
    ICALT 2011, 11th IEEE International Conference on Advanced Learning Technologies, Athens, Georgia, USA, 6-8 July 2011; 01/2011

Publication Stats

830 Citations
69.96 Total Impact Points

Institutions

  • 2010–2013
    • National Central University
      • Department of Computer Science & Information Engineering
      Taoyuan City, Taiwan, Taiwan
  • 1994–2012
    • Tamkang University
      • Department of Computer Science and Information Engineering
      T’ai-pei, Taipei, Taiwan
  • 2005–2011
    • Waseda University
      • • School of Human Sciences
      • • Department of Human Informatics and Cognitive Sciences
      Tokyo, Tokyo-to, Japan
    • Hosei University
      Edo, Tōkyō, Japan
  • 2006–2010
    • Asia University
      臺中市, Taiwan, Taiwan
  • 2009
    • National Taipei University
      T’ai-pei, Taipei, Taiwan
  • 2008–2009
    • National Taipei University of Education
      T’ai-pei, Taipei, Taiwan
  • 2007
    • Lunghwa University of Science and Technology
      Hsin-chu-hsien, Taiwan, Taiwan
    • University of Seoul
      Sŏul, Seoul, South Korea
    • Chihlee Institute of Technology
      Fan-ch’iao, Taipei, Taiwan
  • 2006–2007
    • Korea University
      Sŏul, Seoul, South Korea
  • 2000
    • The University of Aizu
      Hukusima, Fukushima, Japan