Jun Hu

Jun Hu
Eindhoven University of Technology | TUE · Department of Industrial Design

PhD

About

356
Publications
133,920
Reads
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2,828
Citations
Introduction
Dr. Jun Hu is a Senior Member of ACM, currently an Associate Professor in Design Research on Social Computing, and the Scientific Director for the Professional Doctorate in Engineering program in User System Interaction at Department of Industrial Design (ID) , Eindhoven University of Technology (TU/e), a Distinguished Adjunct Professor at Jiangnan University and a Guest Professor at Zhejiang University.
Additional affiliations
January 2013 - present
Eindhoven University of Technology
Position
  • Professor (Associate)

Publications

Publications (356)
Article
(1) Background: Augmented reality (AR) game-based learning, has received increased attention in recent years. Fantasy is a vital gaming feature that promotes engagement and immersion experience for children. However, situating learning with AR fantasy to engage learners and fit pedagogical contexts needs structured analysis of educational scenarios...
Article
Full-text available
Mementoes act as emotional companions that anchor stories. Older adults typically have a rich knowledge of family mementoes. However, storytelling and preservation of mementoes are still problematic for them: their mementoes are still mostly in physical format, which is difficult to share and preserve. Additionally, digital applications and website...
Conference Paper
Full-text available
For a small group of office workers who share the same workspace and the task load, leveraging their social skills and awareness could further increase their mutual awareness of each other’s work-related stress. This paper presents a case study of a one-week deployment of a shared, anonymous heart rate variability (HRV) data visualization system at...
Article
Full-text available
Engaging people with dementia (PWD) in meaningful activities is the key to promote their quality of life. Design towards a higher level of user engagement has been extensively studied within the human-computer interaction community, however, few extend to PWD. It is generally considered that increased richness of experiences can lead to enhanced en...
Chapter
When children engage in virtual learning, they frequently experience a lack of motivation and concentration. Virtual and augmented reality Game-based learning (GBL) is a promising option for increasing learning motivation and can provide a more immersive context. While AR fantasy makes learning more engaging, avatar self-similarity provides players...
Article
Full-text available
It is challenging to create an immersive and engaging remote education setting properly, especially for children who are less motivated and quickly distracted by virtual learning activities that fall short of leveraging the immersive design potential. To maximize the educational potential of AR game-based learning, designers need to align fantastic...
Article
Full-text available
The original article was published with incorrect affiliation for Prof Matthias Rauterberg. The correct affiliation is Department of Industrial Design, Eindhoven University of Technology, Eindhoven, Netherlands.
Article
Positive peer interaction in nursing homes has been consistently recognized as essential to residents’ life quality. However, low rates of resident-to-resident interaction were found to be pervasive. Our research explores the potential of applying public display systems to promote residents’ unplanned co-located interaction. This article describes...
Article
Augmented Reality serious games have become an emerging solution to positively influence the learning experience for children born in the digital age. However, systematic and empirically tested design guidelines for AR serious games remain largely unexplored. In this study, we investigated the design guidelines by designing and developing four AR s...
Article
Full-text available
Social interactions significantly impact the quality of life for people with special needs (e.g., older adults with dementia and children with autism). They may suffer loneliness and social isolation more often than people without disabilities. There is a growing demand for technologies to satisfy the social needs of such user groups. However, eval...
Article
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Purpose The development of assistive technologies that support people in social interactions has attracted increased attention in HCI. This paper presents a systematic review of studies of Socially Assistive Systems targeted at older adults and people with disabilities. The purpose is threefold: (1) Characterizing related assistive systems with a s...
Article
Full-text available
With the rapidly increasing penetration of touchscreens in various application sectors, more sophisticated and configurable haptic effects can be rendered on touchscreens (e.g., buttons). In this paper, we presented a design process to instantiate a wide range of vibrotactile stimuli for rendering various virtual buttons on touchscreens. We study t...
Chapter
Full-text available
ChemiKami is an Augmented Reality card game aiming to introduce chemical elements to students before they are formally being taught chemistry. We designed an avatar representation for each chemical element as well as an application card related to each element. Players can complete the game task by putting the correctly matched avatar card and appl...
Article
Due to the sudden transition towards online learning caused by COVID-19, we realized the urgency of deepening our understanding of the distributed collaborative design process. We conducted critical incident interviews to identify the challenges that design students and professional designers encountered and how they overcame them in their work. Ba...
Chapter
Full-text available
In contrast with reading a comic book where a reader needs to flip the physical pages, in d-Comics (digital comics) there are no physical pages and no page-flipping interaction. The screen sizes for displaying the comics, as well as the way a reader can interact with the content varies between different electronic devices. The author intended segme...
Chapter
Full-text available
This paper analyzes intelligent products’ design from the perspective of enhancing the user experience to understand natural interaction in intelligent products’ development. According to the people-oriented natural interaction characteristics, this paper analyzes intelligent products’ development and discusses the future development trends. From t...
Article
This issue of the Proceedings of the ACM on Human-Computer Interaction features contributions in the intersection of human-computer interaction and software engineering, with further disciplines blending into a rich set of scientific works. 2021 is the first time the annual conference on Engineering Interactive Computing Systems (EICS) is hosted in...
Article
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Slow breathing guiding applications increasingly emerge, showing promise for helping knowledge workers to better cope with workaday stress. However, standard breathing guidance is non-interactive, with rigid paces. Despite their effects being proved, they could cause respiratory fatigue, or lack of training motivation, especially for novice users....
Article
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There are different ways to deliver Cognitive Behavioral Therapy for Insomnia (CBT-I), of which in-person (face to face) is the traditional delivery method. However, the scalability of in-person therapy is low. Digital Cognitive Behavioral Therapy for Insomnia (dCBT-I) is an alternative and there are tools on the market that are validated in clinic...
Article
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Social signals (e.g., facial expression, gestures) are important in social interactions. Most of them are visual cues, which are hardly accessible for visually impaired people, causing difficulties in their daily living. In human–computer interaction (HCI), assistive systems for social interactions are getting increasing attention due to related te...
Poster
Participating in physical activity at a moderate-and-vigorous-intensity-level is recommended for teenagers to advance in health benefits. However, due to the fitness differences, the amount of physical activity to reach the recommended intensity varies among teenagers. Therefore, tailoring the physical intensity of each teenager's fitness level is...
Conference Paper
Active participation in physical activity (PA) is beneficial for teenagers’ physical and mental development [1]. Moreover, it can also prevent childhood obesity and cardiovascular diseases [2]. However, extensive studies have shown that most adolescents (12-15 years) tend to drop out from regular PA [3,4], partly due to lack of interests [4]. Physi...
Chapter
There have been few products or research efforts on designing for people with intellectual disabilities. The caretaking companies have no enough caretakers to keep an eye on the clients with intellectual disabilities, who are suffering from circadian rhythm disorder. We report on the design of a system to detect the sleeping behavior of people with...
Article
Full-text available
The well-being of people with dementia (PWD) living in long-term care facilities is hindered due to disengagement and social isolation. Animal-like social robots are increasingly used in dementia care as they can provide companionship and engage PWD in meaningful activities. While most previous human–robot interaction (HRI) research studied engagem...
Chapter
This paper reports the implementation of the Story-me system, consisting of a slots-machine-like device used by older adults, and a cellphone application used by their children, which aims to facilitate intergenerational life story and family memento story sharing. In the field study, seven pairs of participants (each pair consisting of an elderly...
Article
Full-text available
With the development of sensing technology and the popularization of quantified-self devices, there are increasing types of health-related data that can be sensed, visualized and presented to the user. However, most existing quantified-self applications are designed to support self-management and self-reflection; only a few studies so far have inve...
Article
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INTRODUCTION: Quantified-self application is widely used in sports and health management; the type and amount of data that can be detected and fed back to the user are growing rapidly. However, only a few studies discussed the social attributes of quantified-self data, especially in the context of cycling. OBJECTIVES: To design and evaluate SocialB...
Article
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The aging society has arrived, and more and more older adults are living in a nursing home. However, institutional care settings are often described as places where residents suffer from social isolation. Under this context, we describe the process of translating into fieldwork into interactive systems facilitating elderly residents’ social interac...
Chapter
Full-text available
Quantified-self application is widely used in sports and health management; the type and amount of data that can be fed back to the user are growing rapidly. However, only a few studies discussed the social attributes of quantified-self data, especially in the context of cycling. In this study, we present “SocialBike,” a digital augmented bicycle t...
Chapter
Full-text available
In this paper, we describe how we translated contextual inquiry into design opportunities from which a framework regarding storytelling and eight design concepts were emerged, and adopted Pugh’ matrix and user consultation to evaluate these concepts. To be specific, based on the findings of contextual inquiries with older adults and caregivers, a f...
Chapter
Full-text available
This paper shows an experimental simulation system that simulates the experience of social cycling in the process of design research. The system has been used in two iterative studies to evaluate different design concepts related to cycling and social interaction. We introduce the build and implementation of the simulation system and discuss the ro...
Chapter
Mementos act as emotional companions that anchor stories. Current related research is not applicable for the elderly, as they focus more on digital mementos, while the elderly’s mementos are normally physical. Additionally, digital devices supporting capture and recording are generally inaccessible for them. The above makes elderly’s storytelling a...
Article
Full-text available
Gaze behaviors contain rich information regarding a person's emotions and engagements. Reciprocal eye contact can invoke feelings of liking between two strangers. But blind people cannot perceive and establish the eye contact with sighted counterparts, causing their feelings of social isolation and low confidence in conversations. Thus, our researc...
Article
Full-text available
Designing interactive systems that are pragmatic, attractive and easy to use for older adults is challenging. Participatory design, as an approach to enhance the mutual understanding between designers and end users, has been proved to be useful to improve the quality of design for older people. However, PD research has long been criticized for exte...
Article
There appears to be a mismatch between current interactive media and intergenerational storytelling, which leads to the elderly are often viewed as passive consumers, rather than active creators of story content. In this paper, we present our study aiming to facilitate storytelling of older adults living in the care facilities with their children,...
Article
Full-text available
Eye contact is crucial in social interactions, linking with sincerity and friendliness. However, blind people cannot see and make eye contact when they communicate with sighted people. It influences the involvement of blind people in blind-sighted conversations. Based on this context, we implemented Social glasses with an eye-tracking system, aimin...
Conference Paper
Full-text available
Augmented reality game-based learning has become an emerging trend in the field of education as it has the potential to increase children's learning motivation for subjects such as mathematics. However, to achieve the benefits for children effectively, AR serious games need to be appropriately designed, especially in respect to their novel interact...
Conference Paper
Full-text available
Through a literature review, we explore fantasy in serious games, the function of fantasy, and what contributes to fantasy. This research firstly regards fantasy as a game characteristic, focusing on the definition of fantasy in games. We find two directions: Mental activities and Artifacts. We construct a taxonomy of fantasy from multiple aspects....
Conference Paper
Social interaction between care home residents was found to be limited and positive peer relationships were difficult to establish. Our research explores the potential of designing socio-technical interventions through digitally augmenting residents’ daily activities in public spaces. In this paper, we present ‘R2S’, a system aiming to support resi...
Conference Paper
Full-text available
Institutional care settings are often described as places where residents suffer from social isolation. In the past decades, conventional social interventions changed very little and had many limitations. Our research explores the potential of integrating technologies into public caring environments. In this paper, we present "R2S", a flexible plat...
Article
Full-text available
Driving is a social activity: Drivers need to coordinate and cooperate with each other to share the infrastructure. The relationship between drivers influences their driving behavior and experience. Lights, horn and speed are the most frequently used means to exchange information, limiting both the range and the bandwidth of the connectivity and le...
Article
Full-text available
Excessive workplace stress affects the individual’s health as well as social collaborations, so the management of stressors is essential. However, an individual worker who only subjectively reflects on his or her individual and social stressors may misinterpret them, and thus not be able to manage them. This paper aims at engaging workplace stress...
Conference Paper
Full-text available
Comics as a storytelling medium is constructed by panel sequences. The comics author defines how the panel sequences are segmented with specific storytelling intentions to enhance aspects such as: curiosity, suspense, surprise, emphasis, storytelling pace, etc. In printed comics, the intended segmentations are embodied because they are physically p...
Conference Paper
Full-text available
This paper presents a novel approach to monitor office workers’ behavioral patterns and heart rate variability. We integrated an EMFi sensor into a chair to measure the pressure changes caused by a user’s body movements and heartbeat. Then, we employed machine learning methods to develop a classification model through which different work behaviors...
Conference Paper
Full-text available
This paper presents an unobtrusive method for automatic detection of atrial fibrillation (AF) from single-channel ballistocardiogram (BCG) recordings during sleep. We developed a remote data acquisition system that measures BCG signals through an electromechanical-film sensor embedded into a bed’s mattress and transmits the BCG data to a remote dat...
Article
Full-text available
In the past decades, we have experienced a great rise in the expectancy of human life, meanwhile, the population ageing also becomes a world-wide phenomenon that brings critical challenges in different fields, like safety, mobility, health care and social wellbeing. Along with the declining physical and mental health in ageing process and the shrin...
Conference Paper
Designing interactive systems that are pragmatic, attractive and easy to use for older adults is challenging. Participatory design, as an approach to enhance the mutual understanding between designers and end users, has been proved to be useful to improve the quality of design for older people. However, PD research has long been criticized for exte...
Conference Paper
Full-text available
The wellbeing of people with dementia in long-term care facilities is hindered, as they spend most of their time alone with little engagement in meaningful activities and an absence of pleasant sensory stimulation. We designed an interactive system called LiveNature that adopts a novel combined approach involving an ambient display unit and an inte...
Conference Paper
In this paper, we present our ongoing work Story-Me, which consists of a slots-machine-like device used by older adults, and a cellphone application used by their children. It aims to facilitate intergenerational story-sharing regarding life story and family memento story, between older adults living in nursing home and their children. A detailed d...
Conference Paper
Full-text available
Participating in physical activity (PA) is beneficial for adolescents' physical and mental development. Therefore, many studies have been conducted to design and evaluate interactive interventions to facilitate adolescents' PA. Despite the knowledge produced by this large number of studies, the field of Human-Computer Interaction (HCI) still lacks...
Conference Paper
Augmented Reality is becoming an emerging trend in the development of play-and-learn experience and increasingly accessible to children. However, there is a lack of understanding of how to design AR games to effectively improve children's learning experience, especially with respect to the novel interaction and representation paradigms that AR affo...
Chapter
In this paper, we present the design, prototyping and implementation of i-Ribbon—a wearable device designed to support weight loss through digitally-augmented social expression. Starting with an Obesity Awareness Ribbon, we introduced the exploration process and formation of the i-Ribbon concept. Prototypes of different fidelity were built during t...
Chapter
Full-text available
Along with the declining physical and mental condition, the living range and the social circle of elderly people shrink gradually, which indicates a relatively negative effect on the social connectedness of the elderly. The rapid development of the Internet and related technologies, however, bring new opportunities for researchers and designers to...
Conference Paper
Full-text available
Institutional care settings are often described as places where residents suffer from social isolation. Although sharing media preferences, consumption patterns and practices is believed to be effective to trigger communications and develop friendships between older adults, it rarely happens in care homes. Our research explores the potential to pro...