:: projects :: (or see a selected list)
::UC Berkeley CS
Authoring Illustrations of Human Movements by Iterative Physical Demonstration
DemoDraw is a multi-modal approach to generate these illustrations as the user physically demonstrates the movements. In a Demonstration Interface, DemoDraw segments speech and 3D joint motion into a sequence of motion segments, each characterized by a key pose and salient joint trajectories. Based on this sequence, a series of illustrations is automatically generated using a stylistically rendered 3D avatar annotated with arrows to convey movements. During demonstration, the user can navigate using speech and amend or re-perform motions if needed. Once a suitable sequence of steps has been created, a Refinement Interface enables fine control of visualization parameters.
- UIST2016 full paper [pdf]
- Joint work with Adobe Creative Technologies Lab and University of Waterloo.
Enhancing Cross-Device Interaction Scripting with Interactive Illustrations
DemoScript is a technique that automatically analyzes a cross-device interaction program while it is being written. DemoScript visually illustrates the step-by-step execution of a selected portion or the entire program with a novel, automatically generated cross-device storyboard visualization. In addition to helping developers understand the behavior of the program, DemoScript also allows developers to revise their program by interactively manipulating the cross-device storyboard.
Weave: Scripting Cross-Device Wearable Interaction
DemoWiz: Re-Performing Software Demonstrations for a Live Presentation
DemoWiz is a system with a refined workflow that helps presenters capture software demonstrations, edit and rehearse them, and re-perform them for an engaging live presentation. DemoWiz visualizes input events and guides presenters to see what's coming up by overlaying visual annotations of events on the screencast recording where the events happen in a video. It also provides lightweight editing for presenters to adjust video playback speed, pause frames, and add text notes.
- CHI2014 full paper
- [Demo Video]
- Intern work at Microsoft Research
DemoCut: Generating Concise Instructional Videos for Physical Demonstrations
DemoCut is a semi-automatic video editing system that improves the quality of amateur instructional videos for physical tasks. DemoCut asks users to mark key moments in a recorded demonstration using a set of marker types derived from our formative study. Based on these markers, the system uses audio and video analysis to automatically organize the video into meaningful segments and apply appropriate video editing effects.
MixT: Automatic Generation of Step-by-Step Mixed Media Tutorials
MixT is a system that automatically generates step-by-step mixed media tutorials from user demonstrations. MixT segments screencapture video into steps using logs of application commands and input events, applies video compositing techniques to focus on salient information, and highlights interactions through mouse trails.
Kinectograph: Body-Tracking Camera Control for Demonstration Videos
A large community of users creates and shares how-to videos online. It is often difficult for the authors of these videos to control camera focus, view, and position while performing their physical tasks. Kinectograph is a recording device that automatically pans and tilts to follow specific body parts, e.g., hands, of a user in a video. It utilizes a Kinect depth sensor to track skeletal data and adjusts the camera angle via a 2D pan-tilt gimbal mount. Users control and configure Kinectograph through a tablet application with real-time video preview.
::MIT Media Lab
Raconteur: From Chat to Stories
People who are not professional storytellers usually have difficulty composing travel photos and videos into a coherent and engaging story. However, consider putting the same person in a conversation with a friend – suddenly the story comes alive. Raconteur is a system for conversational storytelling that encourages people to make coherent points. It performs natural language processing in real-time on a text chat between a storyteller and a viewer and recommends appropriate media items from a library. A large commonsense knowledge base and a novel commonsense inference technique are used to identify story patterns.
Designing Interactive Narrative for Children
Based on the story "Guess How Much I Love You" by S. McBratney and A. Jeram, this interactive narrative system aims to teach young children the concepts of measurement and comparison through the conversation between two characters. It explores the design space of enhancing interactive narrative using a commonsense knowledge database to understand players' intention and generate relevant narration dynamically.
- ELO2010 full paper [pdf]
Goal-Oriented Interfaces for Consumer Electronics
Consumer electronics devices are becoming more complicated, intimidating users. These devices do not know anything about everyday life or human goals, and they show irrelevant menus and options. Roadie interprets user's intentions using common-sense reasoning and helps the device display relevant information to reach the user's goal. We constructed the Roadie interface to real consumer electronics devices: a television, set top box, and smart phone.
- [Demo Video] (MIT LabCAST)
Burn Your Memory Away: One-time Use Video Capture and Storage Device to Encourage Memory Appreciation
Modern ease of access to technology enables many of us to obsessively document our lives. However, much of the captured digital content is often disregarded and forgotten on storage devices, with no concerns of cost or decay. PY-ROM is a prototype design of a matchstick-like video recording and storage device that burns itself away after being used. This encourages designers to consider lifecycles and human-computer relationships by integrating physical properties into digitally augmenting everyday objects.
Stress OutSourced: A Haptic Social Network via Crowdsourcing
Stress OutSourced (SOS) is a peer-to-peer network that allows anonymous users to send each other therapeutic massages to relieve stress. By applying the emerging concept of crowdsourcing to haptic therapy, SOS brings physical and affective dimensions to our already networked lifestyle while preserving the privacy of its members.
- CHI2009 alt.chi paper [pdf].
- Also shown at SIGGRAPH 2010.
- [Demo Video]
- [Project page]
- Fashioning Technology [web] (05/13/09)
- Makezine blog [web] (05/17/09)
- talk2myShirt [web] (05/26/09)
- TechNewsDaily [link] over MSNBC [link] (07/27/10)
- gizmag [link](07/30/10)
- Gizmodiva [link] (08/03/10)
- Teamwork with Keywon Chung, Carnaven Chiu, and Xiao Xiao.
:: UbiComp Lab, National Taiwan University
During cooking process, family cooks are commonly unaware of how many calories go into their prepared meals. This work presents a smart kitchen with Ubicomp technology to improve home cooking by providing the number of calories of ingredients that are used in prepared meals. In doing so, family cooks can more effectively control the meal calories based on family needs. Our kitchen has sensors to track the number of calories in food ingredients, and then provides real-time feedback to users on these values.
- Persuasive 2008 paper [pdf]
- CHI 2007 wip paper (People's Choice Award) [pdf]
- UbiComp 2006 paper [pdf]
- IEEE Pervasive Computing Magazine 2010 paper [pdf]
- M.S. thesis 2008 [pdf] [slides]
- [Demo Video]
- [Cooking Video Example]
- Serious Games Market [link],
- Insight (台大智活) [link] (in Chinese)
- Economic Daily News (經濟日報) [link] (in Chinese)
- Teamwork with Jenhao Chen
Ubicomp Technologies for Play-Based Occupational Therapy
Ubicomp technologies can assist parents and occupational therapists in modifying behaviors in young children. In occupational therapy, an effective mean to motivate child behavior change is by designing playful activities which leverages the desire of children to play to induce their behavioral change. By embedding digital technology into activities, Ubicomp technologies can be used to enhance the effectiveness of play-based occupational therapy. We demonstrated two playful activity designs targeting on slow eating and tooth brushing behaviors in young children.
Designing Smart Everyday Objects
We surveyed and classified smart everyday objects based on the relation between the object’s digital (new) and its traditional functions, and the relation between the object’s digital (new) object-human interaction and its traditional object-human interaction. Then, we attempted to map out a design space for digital function and interaction of smart everyday objects.
- HCI International 2007 paper [pdf]
- Teamwork with Jenhao Chen
Being a Food Vendor in Nightmarket
We developed a multi-modal, interactive and role-playing game for people to experience selling food in a disruptive night market environment.