Chia-Hui Lin’s research while affiliated with National Taipei University of Technology and other places

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Publications (9)


Hit Around: Substitutional Moving Robot for Immersive and Exertion Interaction with Encountered-Type Haptic
  • Article

March 2025

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11 Reads

IEEE Transactions on Visualization and Computer Graphics

Yu-Hsiang Weng

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Kuan-Ning Chang

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[...]

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Wen-Hsin Chiu

Previous works have shown the potential of immersive technologies to make physical activities a more engaging experience. With encountered-type haptic feedback, users can perceive a more realistic sensation for exertion interaction in substitutions reality. Although substitutional reality has utilized physical environments, props, and devices to provide encountered-type haptic feedback, these cannot withstand the fierce force of humans and do not give feedback when users move around simultaneously, such as in combat sports. In this work, we present Hit Around, a substitutional moving robot for immersive and exertion interaction, in which the user can move and punch the virtual opponent and perceive encountered-type haptic feedback anywhere. We gathered insight into immersive exertion interaction from three exhibitions with iterative prototypes, then designed and implemented the hardware system and application. To understand the ability of mobility and weight loading, we conducted two technical evaluations and a laboratory experiment to validate the feasibility. Finally, a field deployment study explored the limitations and challenges of developing immersive exertion interaction with encountered-type haptics.








Digital and Traditional Learning: Learning Styles with Music and Technology for Early Childhood Education
  • Conference Paper
  • Full-text available

June 2023

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82 Reads

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Mask2Hand: Learning to Predict the 3D Hand Pose and Shape from Shadow

May 2022

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10 Reads

We present a self-trainable method, Mask2Hand, which learns to solve the challenging task of predicting 3D hand pose and shape from a 2D binary mask of hand silhouette/shadow without additional manually-annotated data. Given the intrinsic camera parameters and the parametric hand model in the camera space, we adopt the differentiable rendering technique to project 3D estimations onto the 2D binary silhouette space. By applying a tailored combination of losses between the rendered silhouette and the input binary mask, we are able to integrate the self-guidance mechanism into our end-to-end optimization process for constraining global mesh registration and hand pose estimation. The experiments show that our method, which takes a single binary mask as the input, can achieve comparable prediction accuracy on both unaligned and aligned settings as state-of-the-art methods that require RGB or depth inputs.

Citations (3)


... Apart from this new type of game controls, XR bears the potential to have a profound influence on the spectator experience. VR can enrich the online streaming of esports games based on immersive videos (Cacho-Elizondo et al., 2020;Chang et al., 2024), while attributes such as motion controls can be added through AR (Cacho-Elizondo et al., 2020). Furthermore, three-dimensional spectator experiences can offer viewers new opportunities for interaction and allow to involve them directly in the gaming experience (Kim et al., 2018;Lu & Xu, 2023;Numan et al., 2019). ...

Reference:

Extended Reality in Esports: Opportunities, Challenges and Future Research Avenues - An Experts’ Perspective
Metapunch X: Combing Multidisplay and Exertion Interaction for Watching and Playing E-sports in Multiverse
  • Citing Conference Paper
  • July 2024

... [Lee et al. 2019] is the first work that estimates 3D single-hand pose from binary silhouettes, which requires additional depth supervision during the training stage. Under the same setting, Chang et al. [2023] achieve comparable performance as state-of-the-art RGBbased and depth-based methods without relying on depth information. However, both works focus on single-hand inputs. ...

Mask2Hand: Learning to Predict the 3D Hand Pose and Shape from Shadow
  • Citing Conference Paper
  • October 2023

... Robot control can be driven by user intention from EEG (61)(62)(63)(64), by predicting movement-based EMG signals (65-67) or based on kinematics features derived from robots and Inertial Measurement Unit (IMU) (68). NNs are particularly implemented to predict end-effector orientation from joint angles (69). ...

Classification of EEG Signals Using a Common Spatial Pattern Based Motor-Imagery for a Lower-limb Rehabilitation Exoskeleton
  • Citing Conference Paper
  • July 2023