Papers by Jiung-yao Huang

Springer eBooks, 2009
This paper presents a study of networking the mobile augmented reality system with the convention... more This paper presents a study of networking the mobile augmented reality system with the conventional networked virtual environment and it is called the networked mixed reality environment in this study. The 3D virtual campus is an ongoing project aiming to explore the techniques how to design such a networked mixed reality environment. This study starts with investigating the temporal and spatial synchronization issues between the mobile computing system and the conventional networked virtual reality system. The proposed solutions are then followed by a demonstration prototyping system, called Multiplayer Mobile Mixed Reality(M 3 R) system. The tips of implementing the M 3 R system are presented in the end. The 3D virtual campus project successfully demonstrates the promise of building a pervasive virtual environment between the live player and the virtual player. Inspired by the preliminary success, further experiments and application are currently being examined.

Computer Standards & Interfaces, 2018
This is a PDF file of an unedited manuscript that has been accepted for publication. As a service... more This is a PDF file of an unedited manuscript that has been accepted for publication. As a service to our customers we are providing this early version of the manuscript. The manuscript will undergo copyediting, typesetting, and review of the resulting proof before it is published in its final form. Please note that during the production process errors may be discovered which could affect the content, and all legal disclaimers that apply to the journal pertain. Highlights The study presents a user-behavior-driven augmented content display approach. A user behavior perception algorithm, that infers the current state of the user by crosschecking his/her past behavior, is presented. Five augmented content display patterns corresponding to the modeled user's behavior states are designed accordingly. The experimental results show that iDisplay can accurately infer user states and manage augmented content display efficiently.

2016 IEEE/ACIS 15th International Conference on Computer and Information Science (ICIS), 2016
Most visual applications rely on matching keypoints between two images. Due to the physical const... more Most visual applications rely on matching keypoints between two images. Due to the physical constraints of embedded devices, a descriptor with high accuracy and low memory is preferred for visual applications on mobile devices. Fast Retina Keypoint (FREAK) are known as the fastest descriptor nowadays with robustness on scale, rotation and noise. Based on the sampling points of FREAK, this paper proposes a new descriptor, RETOP, that has similar matching effectiveness as FREAK with three times faster speed. RETOP is designed according to the topography of ganglion cell density map of human retina and earn its name accordingly. Benefit from RETOP's well symmetrical structure, our experiment shows that RETOP is more efficiency than FREAK in the change of environments. Hence, RETOP make the realization of real-time visual application on mobile device on step further.

Survey on the use of applications for Deaf and Hard Hearing literacy
Deaf and Hard Hearing (D/HH) are made up of a unique community of people with their own language ... more Deaf and Hard Hearing (D/HH) are made up of a unique community of people with their own language and culture. Previous studies reveal that D/HH students have a literacy problems. Literacy is the ability to read and write. Many studies have reported that D/HH students lacking in several skills that are required for reading and writing. This paper aims to survey the expert's opinion on D/HH literacy problems. Therefore, experts were interviewed for the effects of learning application tools for D/HH students. Moreover, a survey was formulated and submitted to the experts. The results show that learning applications are important in D/HH studies. Furthermore, the capability of sign language (SL) comparing with speaking language for teaching D/HH students was also highlighted. This paper contributes to highlight the needs and the motivations to consider the usage of applications in the D/HH study.
A Design of the Gait Sensing Algorithm for the Locomotion-Based Virtual Reality System
English | 正體中文 | 简体中文 | Items with full text/Total items : 18881/37610 Visitors : 1006914 Online ... more English | 正體中文 | 简体中文 | Items with full text/Total items : 18881/37610 Visitors : 1006914 Online Users : 43. RC Version 3.2 © Powered By DSPACE, MIT. Enhanced by NTU Library & TKU Library IR teams. Scope All of 機構典藏 Adv. ...
Lecture Notes in Computer Science
J. Jacko (Ed.): Human-Computer Interaction, Part II, HCII 2007, LNCS 4551, pp. 11131122, 2007. ©... more J. Jacko (Ed.): Human-Computer Interaction, Part II, HCII 2007, LNCS 4551, pp. 11131122, 2007. © Springer-Verlag Berlin Heidelberg 2007 ... A Wearable Computing Environment for the Security of ... Jiung-yao Huang1 and Chung-Hsien Tsai2

Journal of Networks, 2011
Place-based virtual community is the trend of recent researches on pervasive computing. The purpo... more Place-based virtual community is the trend of recent researches on pervasive computing. The purpose is to enable users in a physical place to receive ubiquitous services from the environment while they communicate with each other unwittingly. The paper further promotes this idea by allowing remote users to join such a virtual community as well as to interact with members on site and calls this type of community as the place-based 3D augmented (PDA) community. With the help of the augmented reality technique, on-the-spot member can visually sense the remote users by their representing avatars. To achieve this goal, the ambient communication environment is required to support message flow among the remote users and people on site. Besides, this environment should be able to discover context passing among members of this community to provide proper services. The context issues and context-awareness approaches of PDA community are fully discussed in the paper. Finally, the infrastructure of this PDA community is also presented along with preliminary result of the prototyping environment.

2016 IEEE/ACIS 15th International Conference on Computer and Information Science (ICIS), 2016
This paper proposes a novel image tracking technique for the image-based positioning study on the... more This paper proposes a novel image tracking technique for the image-based positioning study on the mobile device. The study uses the panorama as the indoor map to localize the user. Since the number of feature points of the panorama is much larger than feature points from the image of the mobile device, the performance of matching mobile device image with the panorama will significantly affect the efficiency of the positioning. Hence, a Sorting Hat approach is proposed to filter out uncorrelated feature pairs as early as possible. The Sorting Hat is designed according to the characteristic of BRISK which is adopted as feature detection technique in this study. However, since the coordinates of the panorama is not the same as that of mobile device image, a coordinates unification is proposed to improve the effectiveness of image matching. To further improve the image matching speed during the positioning process, a Reckon-View mechanism on the panorama is also proposed. Our experiments show that the Sorting Hat approach can decide if two feature points are correlated within 0.824ms at 99.6% confidence. Furthermore, the experiment also prove that the Reckon-View mechanism can reduce the number of feature pairs computation to two-thirds of the original.

This paper describes the design of an online decision-making support system for a distributed ope... more This paper describes the design of an online decision-making support system for a distributed operational training environment. The goal of this research is to allow the user to interactively actuate an analytical simulation system to perform online decision assessment while he is playing in the operational training simulation. The interoperability between these two heterogeneous simulation systems is an important issue for this research. This paper presents an approach using High Level Architecture (HLA) standards to achieve this interoperation. This paper explores the rationale of interoperating an event-driven analytical system and a time-stepped operational training system. From this investigation, this paper identifies the interoperation interval, called the assessment era, between these two heterogeneous systems that can execute asynchronously while interacting cooperatively. Furthermore, the process of computing such an assessment era is fully discussed with a demonstration s...
The locomotion device is an input interface, which can sense the walking pace and direction of th... more The locomotion device is an input interface, which can sense the walking pace and direction of the user, for the virtual reality system. This paper presents a new type of locomotion device called Omni-direction Ballbearing Disc Platform(OBDP), which allows the user to walk naturally inside the virtual environment. Instead of using the 3D tracker, arrays of ball-bearing sensors on a disc are used to detect the pace and an orbiting frame to identify the walking direction. No other sensor, except the head tracker to detect the user's head rotation, is required on the user's body. In addition, the ball-bearing on the sensor slips the user's foot back to the center position of the disc. A prototype of the overhead crane training simulator that fully explores the advantage of the OBDP is also designed and introduced in this paper.

A Multiuser Browsing
was originally designed to support the interactionof multiple participants in the World Wide Web ... more was originally designed to support the interactionof multiple participants in the World Wide Web environment—that is, tonetwork virtual worlds via hyperlinks. However, even version 2.0 of thestandard, published in August 1998, did not fulfill this design goal. The development of VRML has nevertheless spurred broad research ondistributed multiuser VR systems. Such systems generally provide mecha-nisms for the multiuser server to “remember” the information of registeredparticipants and to process the messages communicated among them (seethe sidebar, “Related Work,” on pp. 72-73). To take advantage of the Webenvironment, however, a distributed multiuser VR system must be seam-lessly integrated with the Web architecture so that users can download virtualscene files from any supporting Web server and navigate transparently toother virtual worlds through other Web servers. Such integration wouldinclude full access to the services provided by the Web environment.In this article, we describ...

Design of the server cluster for the scalable networked virtual environment
This paper presents an architecture to design a server cluster for the scalable networked virtual... more This paper presents an architecture to design a server cluster for the scalable networked virtual environment. One of the key techniques to design such a scalable networked virtual environment is to partition the virtual world across multiple servers. However, the problem of the avatar migration from one server into another is the key issue of this approach. This paper proposes a mechanism to solve this problem. Furthermore, the mathematical model of data distribution management to control the message flow between the server and clients is also presented. With this mathematical model, the efficiency of the message flow control mechanism can be easily verified. Significantly, this model can also be used to estimate the performance of the designed server cluster. Finally, the message flow control algorithm for the proposed mechanism is presented at the end.

Currently, multimedia presentation technologies among the network are most often used in many com... more Currently, multimedia presentation technologies among the network are most often used in many communication services. Examples of those applications include video-on demand, interactive TV and the communication tools on a distance learning system and so on. In this paper, we describe how to present different multimedia objects on a web presentation system. The distributed approach is based on an extended timed Petri net model. Using characterization of extended time Petri net, we express the temporal behavior of multimedia objects; on the other hand, we introduce the concepts of user interaction. The main goal of our system is to provide a feasible method to represent a schedule and navigation of different multimedia objects with user interaction. In addition, users can dynamically modify and verify different kinds of conditions during the presentation. To verify the structural mechanism, we implement an algorithm using the Petri net diagram, analyzing the model by time schedule of ...

A Mobile Augmented Reality Learning Platform for Local Culture Course
M-learning systems enable learners to assimilate courses material anywhere in anytime. However, m... more M-learning systems enable learners to assimilate courses material anywhere in anytime. However, most of the existing M-learning systems only allow learners to passively receive knowledge without considering the temporal and spatial relationship between the learners and the environment. This paper presents a novel approach of context-aware Mobile Augmented Reality(MAR) learning platform, called Historical Time Tunnel(HTT), for the fieldtrip of local culture courses. Local culture courses are the lessons that teach students regarding the historical events of an area. AR-based M-learning systems enable learners to interactively acquire historical knowledge that are related to their current geographical location. Through such direct interaction enabled by AR interface, the knowledge acquisition efficiency can be significantly boosted. The design rationale and architecture of MAR scaffolding platform are fully described in this paper. To validate the effectiveness of MAR scaffolding syst...

The previous researches of GPS positioning for navigation all focus on performing preliminary GPS... more The previous researches of GPS positioning for navigation all focus on performing preliminary GPS data ranging error filtering by Kalman filter first and then calibration with the map matching method. However, this approach requires the accuracy of the GIS map. This paper proposes a GPS data calibration technique for navigation which entirely depends on human behavior to further calibrate GPS data from Kalman filter without map information under any unprepared environment. The study adopts the contextaware approach to fully explore user’s behavior and rectify GPS data from Kalman filter accordingly. The presented method is coined as Perceptive GPS (PGPS). It starts with extracting user’s feature data from Kalman filtered GPS data to classify his current state. Newton Markov Model (NMM) is then introduced from Hidden Markov Model to capture the user’s motion state. Based on NMM, PGPS technique records the GPS carrier’s behavior into a Transition Probability Matrix (TPM). This TPM is ...

Computer Standards & Interfaces
This is a PDF file of an unedited manuscript that has been accepted for publication. As a service... more This is a PDF file of an unedited manuscript that has been accepted for publication. As a service to our customers we are providing this early version of the manuscript. The manuscript will undergo copyediting, typesetting, and review of the resulting proof before it is published in its final form. Please note that during the production process errors may be discovered which could affect the content, and all legal disclaimers that apply to the journal pertain. Highlights The study presents a user-behavior-driven augmented content display approach. A user behavior perception algorithm, that infers the current state of the user by crosschecking his/her past behavior, is presented. Five augmented content display patterns corresponding to the modeled user's behavior states are designed accordingly. The experimental results show that iDisplay can accurately infer user states and manage augmented content display efficiently.
Design a PC-CAVE Environment by Using the Parallel Rendering Approach

This paper presents an approach for perceiving GPS carrier behavior from GPS data only; hence, it... more This paper presents an approach for perceiving GPS carrier behavior from GPS data only; hence, it is called perceptive GPS (PGPS). The proposed method first extracts behavior feature from GPS data to classify a carrier’s current state. The Newton Hidden Markov Model (NHMM), which integrates Newton’s laws of motion with a Hidden Markov Model, is then introduced to model a GPS carrier’s motion state. On the basis of the NHMM, the PGPS technique records the GPS carrier’s habitual behavior in a Transition Probability Matrix (TPM), which is then used to infer the behavior of the GPS carrier from the online received GPS data. This paper also presents a series of experiments that were conducted to validate the PGPS technique and to determine the proper parameters for the algorithm. By successfully perceiving GPS carrier behavior, the system can provide more friendly services such as improving the accuracy of GPS positioning, providing live view navigation, and detecting if the GPS carriers...
The locomotion device is an input interface, which can sense the walking pace and direction of th... more The locomotion device is an input interface, which can sense the walking pace and direction of the user, for the virtual reality system. This paper presents a new type of locomotion device called Omni-direction Ballbearing Disc Platform(OBDP), which allows the user to walk naturally inside the virtual environment. Instead of using the 3D tracker, arrays of ball-bearing sensors on a disc are used to detect the pace and an orbiting frame to identify the walking direction. No other sensor, except the head tracker to detect the user's head rotation, is required on the user's body. In addition, the ball-bearing on the sensor slips the user's foot back to the center position of the disc. A prototype of the overhead crane training simulator that fully explores the advantage of the OBDP is also designed and introduced in this paper.
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Papers by Jiung-yao Huang