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Dive into the research topics where Chenglei Yang is active.

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Featured researches published by Chenglei Yang.


international conference on pervasive computing | 2007

A RFID & Handheld Device-Based Museum Guide System

Yafang Wang; Chenglei Yang; Shijun Liu; Rui Wang; Xiangxu Meng

A museum guide system which is based on handheld devices (e.g. PDAs, short for Personal Digital Assistants) is presented in this paper. Radio-frequency identification (RFID) is used to navigate and get the index number of exhibit. Compared to traditional guide systems, such as tape or CD guide machine, this system provides visitors good visual and audio experience with multimedia technologies. Visitors can either roam at their pleasures and browse the expositive information from the device themselves, or sit on chairs searching for information and relevant interesting knowledge.


Archive | 2014

What? How? Where? A Survey of Crowdsourcing

Xu Yin; Wenjie Liu; Yafang Wang; Chenglei Yang; Lin Lu

Crowdsourcing system recruits an undefined group of people to accomplish tasks proposed by a requester in a short time with low cost. Crowdsourcing makes great contributions in many fields. Building a crowdsourcing system faces many challenges, such as how to motivate people, how to decompose and assign tasks, how to control quality, how to aggregate contributions. In this paper, we explain what the crowdsourcing is and propose three necessary characters as criteria to judge a crowdsourcing system. Then, we introduce solutions to those challenges of crowdsourcing system. Finally, we talk about where crowdsourcing can be used and choose two fields to illustrate the usefulness of crowdsourcing.


Computer-aided Design | 2012

G1 continuous approximate curves on NURBS surfaces

Yi-Jun Yang; Wei Zeng; Chenglei Yang; Xiangxu Meng; Jun-Hai Yong; Bailin Deng

Curves on surfaces play an important role in computer aided geometric design. In this paper, we present a parabola approximation method based on the cubic reparameterization of rational Bezier surfaces, which generates G1 continuous approximate curves lying completely on the surfaces by using iso-parameter curves of the reparameterized surfaces. The Hausdorff distance between the approximate curve and the exact curve is controlled under the user-specified tolerance. Examples are given to show the performance of our algorithm. Highlights? We present a method to generate G1 continuous approximate curves on NURBS surfaces. ? We give the cubic reparameterizations of rational Bezier surfaces. ? The Hausdorff distance between the approximate and exact curves is controlled. ? The approximate curve is lying completely on the NURBS surface. ? Iso-parameter curves of the reparameterized surfaces constitute the resulting curve.


ubiquitous computing | 2016

A framework for physiological indicators of flow in VR games: construction and preliminary evaluation

Yulong Bian; Chenglei Yang; Fengqiang Gao; Huiyu Li; Shisheng Zhou; Hanchao Li; Xiaowen Sun; Xiangxu Meng

Flow experience is often considered as an important standard of ideal user experience (UX). Till now, flow is mainly measured via self-report questionnaires, which cannot evaluate flow immediately and objectively. In this paper, we constructed a physiological evaluation model to evaluate flow in virtual reality (VR) game. The evaluation model consists of five first-level indicators and their respective second-level indicators. Then, we conducted an empirical experiment to test the effectiveness of partial indicators to predict flow experience. Most results supported the model and revealed that heart rate, interbeat interval, heart rate variability (HRV), low-frequency HRV (LF-HRV), high-frequency HRV (HF-HRV), and respiratory rate are all effective indicators in predicting flow experience. Further research should be conducted to improve the evaluation model and conclude practical implications in UX and VR game design.


ieee international conference on ubi-media computing | 2010

The personalized service customization based on multimedia resources in digital museum grid

Chengwei Yang; Rui Wang; Lu Wang; Chenglei Yang; Shijun Liu; Xiangxu Meng

In order to fully make use of the digital multimedia resources, improve the flexibility of museum system and adapt to the users requirement on demand, we present a personalized service customization approach on Digital Museum platform based on data grid technology. It shields the heterogeneity of resources via data access service, so that the enormous dispersed multimedia resources can be effectively accessed and integrated. Then, personalized service composition customization and portal customization technology are proposed. At the end of this paper, it is applied on the customization application instances: the construction of 3D scene modeling and personalized portal interface in the archaeological Digital Museum and ancient digital technologies museum of Shandong University as a running case study.


human factors in computing systems | 2017

Supporting Easy Physical-to-Virtual Creation of Mobile VR Maze Games: A New Genre

Wei Gai; Chenglei Yang; Yulong Bian; Chia Shen; Xiangxu Meng; Lu Wang; Juan Liu; Mingda Dong; Chengjie Niu; Cheng Lin

With the fast development of virtual reality games, one of the key research questions is how players may express their creativity and participate in the process of game design. In this paper, we present a new game genre which combines user-controlled game design in physical space with game play in virtual space on a mobile device. The new system supports authoring by anyone, creating virtual reality games that can be easily modified or developed for physical space, and be used anywhere by novice end-users without any knowledge of tracking technology. We present the design and implementation of the system, as well as a user experiment. Findings illustrate that the proposed system promotes participation and provides a richer, more interactive and engaging experience.


Sensors | 2016

Device Data Ingestion for Industrial Big Data Platforms with a Case Study

Cun Ji; Qingshi Shao; Jiao Sun; Shijun Liu; Li Pan; Lei Wu; Chenglei Yang

Despite having played a significant role in the Industry 4.0 era, the Internet of Things is currently faced with the challenge of how to ingest large-scale heterogeneous and multi-type device data. In response to this problem we present a heterogeneous device data ingestion model for an industrial big data platform. The model includes device templates and four strategies for data synchronization, data slicing, data splitting and data indexing, respectively. We can ingest device data from multiple sources with this heterogeneous device data ingestion model, which has been verified on our industrial big data platform. In addition, we present a case study on device data-based scenario analysis of industrial big data.


computer supported cooperative work in design | 2005

Design and implementation of enabled grid-based digital museum

Hai Guo; Hui Xiang; Xiangxu Meng; Chenglei Yang; Lu Wang; Jian Li

Digital museums become necessary when we have to present the precious collections to more and more visitors while preventing the state of preservation of the collections deteriorating over the time. It has significance to share and protect expensive museum resources. However, most current digital museum systems present the vast amount information in a static and primitive fashion and are not fully capable of dealing with generally heterogeneous and isolated resources. In this paper, we propose a grid-enabled digital museum system to improve the quality, availability and variety of the information presentation and sharing by incorporating grid-computing technologies. By designing cooperative grid services, we could efficiently and effectively organize, present and share the resources over the grid. The framework and workflow of the system are illustrated and the implementation details are also given.


international conference on e-learning and games | 2009

An XML-Based interface customization model in digital museum

Rui Wang; Chengwei Yang; Jinyu Xu; Chenglei Yang; Xiangxu Meng

In this paper we present a XML-based interface customization model used in the construction of digital museum. Traditional component developing methods pay more attention to the function implementation. Meanwhile the interface and function realization are generally written together. In contrast the system interface is hard to implement and bald. Indeed, users usually want to customize Web interface as they like, namely interface customization. That is they want to realize the Web interface customized and dynamically. The presented model in this paper can achieve the separation of interface and function. The system architecture is composed of three layers, which are presentation layer, operation layer and data layer. In our model we employ XML as the main technology for the system construction. And the configuration process is also depicted in the paper. At the end of the paper, we give some applications of this model: the construction of the Web interfaces of the Archaeological Digital Museum of Shandong University and the Ancient Digital Technologies Museum.


Science in China Series F: Information Sciences | 2009

Expressive line drawings of human faces from range images

Yuezhu Huang; Ralph Robert Martin; Paul L. Rosin; Xiangxu Meng; Chenglei Yang

We propose a novel technique to extract features from a range image and use them to produce a 3D pen-and-ink style portrait similar to a traditional artistic drawing. Unlike most previous template-based, component-based or example-based face sketching methods, which work from a frontal photograph as input, our system uses a range image as input. Our method runs in real-time for models of moderate complexity, allowing the pose and drawing style to be modified interactively. Portrait drawing in our system makes use of occluding contours and suggestive contours as the most important shape cues. However, current 3D feature line detection methods require a smooth mesh and cannot be reliably applied directly to noisy range images. We thus present an improved silhouette line detection algorithm. Feature edges related to the significant parts of a face are extracted from the range image, connected, and smoothed, allowing us to construct chains of line paths which can then be rendered as desired. We also incorporate various portrait-drawing principles to provide several simple yet effective nonphotorealistic portrait renderers such as a pen-and-ink shader, a hatch shader and a sketch shader. These are able to generate various life-like impressions in different styles from a user-chosen viewpoint. To obtain satisfactory results, we refine rendered output by smoothing changes in line thickness and opacity. We are careful to provide appropriate visual cues to enhance the viewer’s comprehension of the human face. Our experimental results demonstrate the robustness and effectiveness of our approach, and further suggest that our approach can be extended to other 3D geometric objects.

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Yulong Bian

Shandong Normal University

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Lei Wu

Shandong University

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Li Pan

Shandong University

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Lin Lu

Shandong University

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