论文成果 / Publications
2011
uPlatform: A Customizable Multi-user Windowing System for Interactive Tabletop
Abstract
Interactive tabletop has shown great potential in facilitating face-to-face collaboration in recent years. Yet, in spite of much promising research, one important area that remains largely unexplored is the windowing system on tabletop, which can enable users to work with multiple independent or collaborative applications simultaneously. As a consequence, investigation of many scenarios such as conferencing and planning has been rather limited. To address this limitation, we present uPlatform, a multi-user windowing system specifically created for interactive tabletop. It is built based on three components: 1) an input manager for processing concurrent multi-modal inputs; 2) a window manager for controlling multi-user policies; 3) a hierarchical structure for organizing multi-task windows. All three components allow to be customized through a simple, flexible API. Based on uPlatform, three systems, uMeeting, uHome and uDining are implemented, which demonstrate its efficiency in building multi-user windowing systems on interactive tabletop.
uMeeting, an Efficient Co-located Meeting System on the Large-Scale Tabletop
Abstract
In this paper, we present the uMeeting system, a co-located meeting system on the large-scale tabletop. People are used to sitting around a table to hold a meeting. It is natural and intuitive. The table has a central role to support team activities. Horizontal surfaces rather than vertical ones have inherent features to support the co-located meeting. Existing tabletops aren’t large enough to support more than 4 people’s meeting and the display area for each person is not large enough. Thus we develop uTable, a large-scale multi-touch tabletop. Based on uTableSDK we developed earlier, we develop uMeeting system that supports co-located meeting on the large tabletop uTable.
Surprise Grabber: a co-located tangible social game using phone hand gesture
Abstract
Social network games (SNGs) are among the most popular games recently. Different from the asynchronous and online based SNGs, we present Surprise Grabber to see how tangible gesture interface could benefit the synchronous co-located social game. In Surprise Grabber, users control a virtual grabber's moving in 3D game to catch the gifts by using their camera phone. An efficient code running on the phone detects hand motion, delivers results to Serve PC and provides feedbacks in real time. Distinguished from online SNGS, all players stand together in front of a public display. The results of the pilot user studies showed that: 1) Gesture interface was easy to catch up and made the game more immersive; 2) Occasionally inaccuracy in hand motion detection made the game more competitive instead of frustrating players; 3) Players' performances were obviously influenced by the social atmosphere; 4) In most cases, players' performances became better or worse at the same time.
A rotation based method for detecting on-body positions of mobile devices
Abstract
We present a novel rotation based method for detecting where a mobile device is worn on a user's body that utilizes the fusion of the data from accelerometer and gyroscope. Detecting the position of a mobile device could improve the performance of on-body sensor based human activity recognition and the adaptability of many mobile applications. In our method, the radius and angular velocity for a position is calculated based on the data read from the sensors integrated in a mobile device. We have evaluated our method with an experiment to detect four commonly used positions: breast pocket, trouser pocket, hip pocket and hand.
Smart home on smart phone
Abstract
Mobile phone with high accessibility and usability is regarded as the ideal interface for the users to monitor and control the approaching smart home environment. Moreover, networking technologies and protocols have been advanced enough to support a universal monitoring and controlling interface on smart phones. This paper presents HouseGenie, an interactive, direct manipulation application on mobile, which supports a range of basic home monitoring and controlling functionalities as a replacement of individual remotes of smart home appliances. HouseGenie also addresses several common requirements that may be behind the vision, such as scenario, short-delay alarm, area restriction and so on. We demonstrate that HouseGenie not only provides intuitive presentations and interactions for smart home management, but also improves user experience comparing to present solutions.
PicoPet: "Real World" digital pet on a handheld projector
Abstract
We created PicoPet, a digital pet game based on mobile handheld projectors. The player can project the pet into physical environments, and the pet behaves and evolves differently according to the physical surroundings. PicoPet creates a new form of gaming experience that is directly blended into the physical world, thus could become incorporated into the player's daily life as well as reflecting their lifestyle. Multiple pets projected by multiple players can also interact with each other, potentially triggering social interactions between players. In this paper, we present the design and implementation of PicoPet, as well as directions for future explorations.
A Scalable Passive RFID-Based Multi-User Indoor Location System
Abstract
RFID-based indoor location systems have been proved to be both accurate and cost-effective. However, current implementations mainly use active tags which suffer the issues of batteries replacement, installation, maintenance and per-unit cost. Besides, as the number of users grows, how to guarantee the stability and high speed transmission of the location information can be challenging. To address these challenges, 1) we propose a passive RFID-based system for localizing multi-users, and 2) detecting human motion from various types of embedded sensors to be supplemented. In addition, we also implement a reliable transmission protocol to guarantee the location data transition between RF nodes based on dynamic PRI. According to the performance analysis, the tracking accuracy of our system is well assured. Its quick responsiveness and good scalability, as well as low cost on energy and infrastructure, make this system a more cost-effective and easy-to-deploy solution for stable indoor positioning.
XINS: the anatomy of an indoor positioning and navigation architecture
Abstract
Location-Based Service (LBS) is becoming a ubiquitous technology for mobile devices. In this work, we propose a signal-fusion architecture called XINS to perform effective indoor positioning and navigation. XINS uses signals from inertial navigation units as well as WiFi and floor-map constraints to detect turns, estimate travel distances, and predict locations. XINS employs non-intrusive calibration procedures to significantly reduce errors, and fuses signals synergistically to improve computational efficiency, enhance location-prediction accuracy, and conserve power.
Integrating Smart Classroom and Language Services
Abstract
The real-time interactive virtual classroom with tele-education experience is an important approach in distance learning. However, most current systems fail to meet the new challenges raised by the development of the serviceoriented architecture. First, the learning systems should be able to facilitate easier integration of increasingly dedicated services, such as language services on the Internet. Second, the learning systems must open their internal interfaces as web services to other systems, so as to enable deeper integration of these systems and easier deployment. Third, the systems are expected to provide flexible interfaces to support mobile device interaction. To address these issues, we build a prototype system, called Open Smart Classroom, by upgrading the original Smart Classroom into a service-oriented open system. With the help of Language Grid services, two Open Smart Classrooms deployed in Tsinghua University and Kyoto University are connected and experimental co-classes have been successfully held. The results of the user study show that integrating Smart Classroom and language services is an interesting and promising approach to building future multicultural distant learning systems.