Neng-Hao Yu

National Chengchi University, T’ai-pei, Taipei, Taiwan

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Publications (10)0 Total impact

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    ABSTRACT: Current touch-based UIs commonly employ regions near the corners and/or edges of the display to accommodate essential functions. As the screen size of mobile phones is ever increasing, such regions become relatively distant from the thumb and hard to reach for single-handed use. In this paper, we present two techniques: CornerSpace and BezelSpace, designed to accommodate quick access to screen targets outside the thumb's normal interactive range. Our techniques automatically determine the thumb's physical comfort zone and only require minimal thumb movement to reach distant targets on the edge of the screen. A controlled experiment shows that BezelSpace is significantly faster and more accurate. Moreover, both techniques are application-independent, and instantly accommodate either hand, left or right.
    Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services; 08/2013
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    ABSTRACT: Most mobile games are designed for users to only focus on their own screens thus lack of face-to-face interaction even users are sitting together. Prior work shows that the shared information space created by multiple mobile devices can encourage users to communicate to each other naturally. The aim of this work is to provide a fluent view-stitching technique for mobile phone users to establish their information-shared view. We present MagMobile: a new spatial interaction technique that allows users to stitch views by simply putting multiple mobile devices close to each other. We describe the design of spatial-aware sensor module which is low cost and easy to be obtained into phones. We also propose two collaborative games to engage social interactions in the co-located place.
    Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia; 12/2012
  • 09/2012;
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    ABSTRACT: This paper proposes convenient and useful approaches to automatically calibrate the projectors of a multi-resolution display. The proposed approaches estimate both the keystone effect and misalignment of the projections with an assistance of a color camera. Structured light patterns are employed to construct the geometric relationship between projectors and the projection surface, and then pre-warp the images so that they appear undistorted as a result. Experimental results demonstrate that the proposed approaches successfully reduce the human-effort and lower the calibration time of multi-resolution display calibration task.
    Multimedia and Expo (ICME), 2011 IEEE International Conference on; 08/2011
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    ABSTRACT: Virtual keyboards and controls, commonly used on mobile multi-touch devices, occlude content of interest and do not provide tactile feedback. Clip-on Gadgets solve these issues by extending the interaction area of multi-touch devices with physical controllers. Clip-on Gadgets use only conductive materials to map user input on the controllers to touch points on the edges of screens; therefore, they are battery-free, lightweight, and low-cost. In addition, they can be used in combination with multi-touch gestures. We present several hardware designs and a software toolkit, which enable users to simply attach Clip-on Gadgets to an edge of a device and start interacting with it.
    Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, Santa Barbara, CA, USA, October 16-19, 2011; 01/2011
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    ABSTRACT: Creating accurate layouts of graphical objects is an important activity in many graphics applications, such as design tools, presentation software or diagram editors. In this paper, we are contributing Natural and Effective Layout ...
    ACM International Conference on Interactive Tabletops and Surfaces, ITS 2011, Kobe, Japan, November 13-16, 2011; 01/2011
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    ABSTRACT: We present TUIC, a technology that enables tangible interaction on capacitive multi-touch devices, such as iPad, iPhone, and 3M's multi-touch displays, without requiring any hardware modifications. TUIC simulates finger touches on capacitive displays using passive materials and active modulation circuits embedded inside tangible objects, and can be used with multi-touch gestures simultaneously. TUIC consists of three approaches to sense and track objects: spatial, frequency, and hybrid (spatial plus frequency). The spatial approach, also known as 2D markers, uses geometric, multi-point touch patterns to encode object IDs. Spatial tags are straightforward to construct and are easily tracked when moved, but require sufficient spacing between the multiple touch points. The frequency approach uses modulation circuits to generate high-frequency touches to encode object IDs in the time domain. It requires fewer touch points and allows smaller tags to be built. The hybrid approach combines both spatial and frequency tags to construct small tags that can be reliably tracked when moved and rotated. We show three applications demonstrating the above approaches on iPads and 3M's multi-touch displays.
    Proceedings of the International Conference on Human Factors in Computing Systems, CHI 2011, Vancouver, BC, Canada, May 7-12, 2011; 01/2011
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    ABSTRACT: Many map systems are created to help the user finding a place or define a route to follow. Google Map extends the concept of "surfing the map" by adding a street view that allows the user to explore a place from real pictures, creating the same feeling of walking through the streets. The horizontal 2D map and vertical panoramic street view, however, cause usability problems, while operating with traditional computer mouse and keyboards and presenting by single vertical or horizontal display. This paper presents a new table system composed of a horizontal tabletop screen and a vertical screen. The map view and the street view are displayed on the horizontal and vertical displays of our system respectively. Users can place the tangible pawn on the 2D map to have direct access of the street view from the pawn's point of view. In the user study, we compare our system with a standard computer system in the navigation task. The results reported that our system improves the intuitiveness of use, efficiency of city exploring and ease of remembrance on spaces that are not familiar beforehand. We also discuss limitations of using tangible objects for map navigation.
    Proceedings of the 18th International Conference on Multimedea 2010, Firenze, Italy, October 25-29, 2010; 01/2010
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    ABSTRACT: We propose two approaches to sense tangible objects on capacitive touch screens, which are used in off-the-shelf multi-touch devices such as Apple iPad, iPhone, and 3M's multi-touch displays. We seek for the approaches that do not require modifications to the panels: spatial tag and frequency tag. Spatial tag is similar to fiducial tag used by tangible tabletop surface interaction, and uses multi-point, geometric patterns to encode object IDs. Frequency tag simulates high-frequency touches in the time domain to encode object IDs, using modulation circuits embedded inside tangible objects to simulate high-speed touches in varying frequency. We will show several demo applications. The first combines simultaneous tangible + touch input system. This explores how tangible inputs (e.g., pen, easer, etc.) and some simple gestures work together on capacitive touch panels.
    01/2010;
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    ABSTRACT: In this paper, we propose the seamless multimedia system Yongzheng Emperor's interactive tabletop, which has been incorporated into the special exhibition "Harmony and Integrity: The Yongzheng Emperor and His Times" at the National Palace Museum in Taiwan. The multimedia system features the innovative use of physical artifacts - Yongzheng figurines and a model of Yongzheng-era calendar clock as tangible user interfaces, which have been used to activate on the Surface the emperor's life at court and chronological events of his times. Museum audiences can naturally and intuitively explore the Emperor's stories by the use of hand gestures. The system vividly connects the modern world of the audiences with the emperor's virtual world, engaging museum audiences in the most interactive and compelling way to learn about the emperor. The paper aims to present the development of the seamless tabletop system in a historical museum context, including design principles, implementation, applications, and effectiveness of the system. Our contribution in this project is to demonstrate a new exhibition display model for the museum sector.
    Proceedings of the 18th International Conference on Multimedea 2010, Firenze, Italy, October 25-29, 2010; 01/2010

Publication Stats

25 Citations

Top Journals

Institutions

  • 2012
    • National Chengchi University
      T’ai-pei, Taipei, Taiwan
  • 2010–2011
    • National Taiwan University
      • Graduate Institute of Networking and Multimedia
      T’ai-pei, Taipei, Taiwan