Chun-Hong Huang
Lunghwa University of Science and Technology
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Publication
Featured researches published by Chun-Hong Huang.
joint conferences on pervasive computing | 2009
Ching-Sheng Wang; Chun-Hong Huang; Yong-Si Chen; Li-Jie Zheng
The Radio Frequency Identification (RFID) positioning based on the signal strength is the well know and feasible method. But the researches based on signal strength only usually make unsatisfied positioning error because of the instable of RFID signal. In this paper, we propose an indoor RFID positioning system which is based on the analysis of signal strength, the layout of sensing region, and the tracks of users. Different from the other RFID positioning systems, we use only one RFID reader with user, and the tags are layout in the positioning area systematically. The system integrates two phase work of positioning: analysis of signal strength in overlapping sensing area (Level 1), and analysis of users movement directions with signal comparison (Level 2). The experiments show that the proposed mechanism improves the accuracy of positioning successfully.
Journal of Networks | 2011
Chun-Hong Huang; Su-Li Chin; Li-Hua Hsin; Jason C. Hung; Yi-Pei Yu
The major purpose of this paper is to develop a Web-based E-learning Platform for physical education. The Platform provides sports related courseware which includes physical motions, exercise rules and first-aid treatment. The courseware is represented using digital multimedia materials which include video, 2D animation and 3D virtual reality. Courseware within digital multimedia materials not only can increase the learning efficient but also inspires students’ strong interest in learning, especially in the area of Physical Education. The design concept of our project is based on ADDIE model with the five basic phases of analysis, design, development, implementation, and evaluation. Via the usage of this Web-based E-learning platform, user can learn the relative knowledge about sports at anytime and in everyplace. We hope to let players perform efficient self learning for sports skills, indirectly foster mutual help, cooperation, nice norms of law-abiding via the learning of exercise rules, and become skilled at accurate recreation knowledge and first-aid expertise. Moreover, coaches can use the system as a teaching facility to mitigate loading on teaching.
ieee international conference on ubi-media computing | 2010
Chun-Hong Huang; Chuan-Feng Chiu; Su-Li Chin; Li-Hua Hsin; Yi-Pei Yu
The major purpose of this paper is to establish a Sports E-learning Platform in order to provide athletic related teaching materials, such as physical motions and exercise rules. The platform can integrate the Multimedia teaching materials which include video and 2D animation. Multimedia contents of teaching material not only increase the learning efficient but also the interesting of learning, especially in the area of Physical Education. The design concept of our works is based on ADDIE model of ISD (Instruction System Design) theory with the purposes of analysis, design, development, implementation, & evaluation. Via the usage of this physical education E-learning platform, we hope to let players perform efficient self learning for sports skills, indirectly foster mutual help, cooperation, nice norms of law-abiding via the learning of athletic rules, and become skilled at accurate recreation knowledge & first aid expertise. Moreover, coaches can use this system as a teaching facility.
embedded and ubiquitous computing | 2005
Hsuan Pu Chang; Wen Chih Chang; Yun Long Sie; Nigel H. Lin; Chun-Hong Huang; Timothy K. Shih; Qun Jin
With advanced technologies, computer devices have become smaller and powerful. As a result, many people enjoy ubiquitous learning using mobile devices such as Pocket PCs. Pocket PCs are easy to carry and use as a distance learning platform. In this paper, we focus on the issues of transferring the current PC based Sharable Content Object Reference Model (SCORM) to Pocket PC based. We will also introduce the Pocket SCORM Run-Time Environment (RTE) which has been developed in our lab. Pocket SCORM architecture is able to operate, even when the mobile device is off-line. It will keep the students’ learning record. When it is on line, the records will then be sent back to Learning Management System (LMS). With memory limitation, we provides course caching algorithm to exchange the course content on the Pocket SCORM.
embedded and ubiquitous computing | 2005
Su-Li Chin; Chun-Hong Huang; Chia-Tong Tang; Jason C. Hung
This paper aims to develop a simulated system used for teaching and training basketball defensive strategies. Respectively, defensive strategies can be described within one method by editing video recorded from basketball games into desired clips for analysis and storing them into the database. In this paper, we used Spatial-Temporal Relationships to describe the local defensive movements by the basketball players in a game. The system will automatically capture tracks of defensive movements by the basketball players in the video clips, from which basketball coaches and players can learn various defensive strategies within the shortest period of time. The simulated system is expected to become a computerized educational aid to basketball teaching and training and to replace the unscientific and stereotyped system of basketball teaching and training.
international conference on distributed computing systems workshops | 2004
Ching-Sheng Wang; Jia-Fu Chen; Lun-Ping Hung; Chun-Hong Huang
VRML (Virtual Reality Modeling Language) is used to model the 3D object of the Web page, and become as a standard for 3D information of World Wide Web. We propose a content-based VRML 3D object retrieval system. The system can display 3D objects queries to Web browsers interactively. User may give a VRML object, and find VRML scenes that use the similar object via user interface. In this system, we propose the automatic indexing scheme of VRML database according to our Oct-tree representation method, which could filter the VRML object efficiently. Our experience shows that the system is able to retrieve 3D objects from VRML scenes satisfyingly by the proposed approaches.
joint conferences on pervasive computing | 2009
Chun-Hong Huang; T. L. Won; Chun-Yeh Liu; Yen-Da Chen; Yung-Hui Chen
This paper aims to develop a Multiple-video-based E-learning Platform for Physical Education. The sports actions of teaching material can be shot and described by editing video into some desired clips for teaching and learning, and they would be stored into the action database. In this paper, we utilize multiple videos to display the sports action clips with three angle views which include in the front, the right front side and the left front side. The design concept is based on Instruction System Design(ISD). As a result, users can learn various sports skill within the shortest period of time by looking at the actions from our system. The system is expected to become a computerized education aid to sports action teaching and training, and to be the scientific and un-stereotyped system in Physical Education.
ieee international conference on ubi-media computing | 2008
Chun-Hong Huang; Nick C. Tang; Wei-Sung Yeh; Che-Min Hsieh; Yi-Chun Liao
In this paper, an adaptive approach to skeleton detection is presented.First, we proposed a method to combine thinning and tracking algorithm which can find the skeleton tracking points, and the points would be reconstructed by using multiple cameras to obtain the 3D coordinates the X, Y, and Z-axis coordinates. The coordinates can be converted into three-dimensional human avatar. The joints of human avatar can be found by the thinning algorithm, and using object tracking to find the joints when the objects are disappeared. The avatar can be applied to the application such as Human computer interaction, entertainments, etc.
2015 8th International Conference on Ubi-Media Computing (UMEDIA) | 2015
Jason C. Hung; Wen-Hsing Kao; Chun-Hong Huang; Wei-Hao Chang; Hui-Qian Chen; Guey-Shya Chen; Min-Feng Lee
Just in a few decades, the rapidly developed wireless networks and the intelligent information systems popularity had so dramatically changed our daily lives. From the view of the ubiquitous computing, which context and ambient awareness [5]respected omnipresent computing allow users to receive the location corresponded and suitable information at any time in anywhere through portable computing device[6], combined with varieties of mature wireless communication technology, that also provide a novel Edutainment model for users. In this thesis, we try to establish a diverse and high scalability of the ubiquitous navigation and learning environment, comply nowadays ubiquitous services with Petri net, that enrich human-computer interaction, and makes ours leisure activities more diversify and adaptive.[4][7] From researchers studies we found that the task-based navigation mode hint ones self-challenge, via the internal interaction model of the task that aspired users imagination, curiosity and joy, as well as through immediate reward feedback mechanism, competitive and adventure elements, which also passionate users are willing to concentrate their effort tasks. Thus, by introducing the task elements will be much benefit in leisure and learning navigation field.
U-MEDIA '14 Proceedings of the 2014 7th International Conference on Ubi-Media Computing and Workshops | 2014
Martin M. Weng; Jason C. Hung; Jing De Weng; Neil Y. Yen; Chun-Hong Huang
Since the ubiquitous computing was proposed and developed for many years and the matured develop of location based research, personal user information and e-travel, our research provides a personal and useful tour guide mechanism and adaptive learning content when user traveling in anywhere they interesting. This research hopes user not only have fun during tour but also provides several knowledge they may interests about the tour places. This research extends former experiences on the development of location based research, and integrate the Petri Net methods to produce the task based procedure during the travel for user, we called it MOPN (Mission oriented Petri-Net)Besides, this research also proposes a user portfolio synchronize mechanism to provide user more adaptive and personal content based on former user background and using experience. With the results of this research, most user indicated that they have more fun with proposed system during the travel and also got lots of useful knowledge from the mission.