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Dive into the research topics where Guanyun Wang is active.

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Featured researches published by Guanyun Wang.


human factors in computing systems | 2016

xPrint: A Modularized Liquid Printer for Smart Materials Deposition

Guanyun Wang; Lining Yao; Wen Wang; Jifei Ou; Chin-Yi Cheng; Hiroshi Ishii

To meet the increasing requirements of HCI researchers who are looking into using liquid-based materials (e.g., hydrogels) to create novel interfaces, we present a design strategy for HCI researchers to build and customize a liquid-based smart material printing platform with off-the-shelf or easy-to-machine parts. For the hardware, we suggest a magnetic assembly-based modular design. These modularized parts can be easily and precisely reconfigured with off-the-shelf or easy-to-machine parts that can meet different processing requirements such as mechanical mixing, chemical reaction, light activation, and solution vaporization. In addition, xPrint supports an open-source, highly customizable software design and simulation platform, which is applicable for simulating and facilitating smart material constructions. Furthermore, compared to inkjet or pneumatic syringe-based printing systems, xPrint has a large range of printable materials from synthesized polymers to natural micro-organism-living cells with a printing resolution from 10μm up to 5mm (droplet size). In this paper, we will introduce the system design in detail and three use cases to demonstrate the material variability and the customizability for users with different demands (e.g., designers, scientific researchers, or artists).


Science Advances | 2017

Harnessing the hygroscopic and biofluorescent behaviors of genetically tractable microbial cells to design biohybrid wearables

Wen Wang; Lining Yao; Chin-Yi Cheng; Teng Zhang; Hiroshi Atsumi; Luda Wang; Guanyun Wang; Oksana Anilionyte; Helene Steiner; Jifei Ou; Kang Zhou; Chris Wawrousek; Katherine Petrecca; Angela M. Belcher; Rohit Karnik; Xuanhe Zhao; Daniel I. C. Wang; Hiroshi Ishii

We harnessed the hygroscopic and biofluorescent behaviors of microbial cells to design sweat-responsive biohybrid wearables. Cells’ biomechanical responses to external stimuli have been intensively studied but rarely implemented into devices that interact with the human body. We demonstrate that the hygroscopic and biofluorescent behaviors of living cells can be engineered to design biohybrid wearables, which give multifunctional responsiveness to human sweat. By depositing genetically tractable microbes on a humidity-inert material to form a heterogeneous multilayered structure, we obtained biohybrid films that can reversibly change shape and biofluorescence intensity within a few seconds in response to environmental humidity gradients. Experimental characterization and mechanical modeling of the film were performed to guide the design of a wearable running suit and a fluorescent shoe prototype with bio-flaps that dynamically modulates ventilation in synergy with the body’s need for cooling.


human factors in computing systems | 2017

WeaveMesh: A Low-Fidelity and Low-Cost Prototyping Approach for 3D Models Created by Flexible Assembly

Ye Tao; Guanyun Wang; Caowei Zhang; Nannan Lu; Xiaolian Zhang; Cheng Yao; Fangtian Ying

To meet the increasing requirements of HCI researchers who are prototyping a variety of forms to create novel interfaces under a ubiquitous situation, we present WeaveMesh, a low-fidelity and low-cost rapid prototyping system that produces 3D objects in a mesh structure. Inspired by hand-weaving craft, WeaveMesh supports a highly customizable software platform, which is applicable for simulating and facilitating freeform surface constructions composed of woven lines arranged in a regular grid, which can serve as a guide for easy assembly. In addition, mobilizable connectors are suggested to support flexible assembly, which can be revised, recycled, and reused to facilitate short iterations. Furthermore, compared to common additive and subtractive techniques, WeaveMesh has a better balance between time and material saving. In this paper, we will introduce the system in detail and demonstrate the feasibility of the technique through various 3D models in the area of interactive media, products and architecture.


user interface software and technology | 2014

Trainer: a motion-based interactive game for balance rehabilitation training

Guanyun Wang; Ye Tao; Dian Yu; Chuan Cao; Hongyu Chen; Cheng Yao

In physiotherapy, the traditional approach of using fixed aids to train patients to keep their balance is often ineffective, due to the tendency of people to lose interest in the training or to lose confidence in their ability to finish the training. A Trainer system is proposed on traditional physiotherapy treatment methods to allow patients to play qualified and immersive games with a mobile aid. Using RF localization and self-balancing technology, the system allows patients to control a vehicle with their sense of balance. This platform provides a series of game feedback interface which involves part-body motion in sitting manipulation therapy to make the rehabilitation more flexible and more effective. This paper reports the designing and the control of the Trainer, the experimental evaluations of the performance of system, as well as an exploration of the future work in detail. Our work is intended to improve the patient experience of the physiotherapy rehabilitation using games with instinctive ways of controlling mobile instruments.


human factors in computing systems | 2016

CompuWoven: A Computer-Aided Fabrication Approach to Hand-Woven Craft

Ye Tao; Nannan Lu; Caowei Zhang; Guanyun Wang; Cheng Yao; Fangtian Ying

Weaving is a traditional technology for making everyday products by hand that involves interlacing planar pieces to endow tough and pliable properties, (e.g., bamboo and stiff paper) to create 3D shapes. The technique has been extensively applied throughout history by various means, and is favored due to its low cost, accessibility, and environmental friendliness. Traditional weaving technology, however, requires accumulated craft expertise and actual production through numerous iterations, which is generally very time-consuming -- this limits its design aesthetic and ubiquitous use. Inspired by these problems, we present a novel hand-woven fabrication approach called CompuWoven to customize and weave 3D objects from planar pieces. The key idea is to establish an approach for producing 3D objects that is similar to weaving tradition, but without the need for manual experience. In addition, CompuWoven eliminates the former need for supporting structures, reduces actual physical material waste and allows for more complicated and irregular designs.


tangible and embedded interaction | 2015

Constructive Play: Designing for Role Play Stories with Interactive Play Objects

Guanyun Wang; Ye Tao; Enmao Liu; Yunfan Wang; Cheng Yao; Fangtian Ying

Objects, whether toys or not, are likely to become the center of childrens game, which can trigger childrens exploration and imagination, and build the worlds environmental and psychological statements by manipulating something, to enhance the autonomy of children and inspire their creativity. This paper, based on scaffolding learning theory, puts forward the learning principle of constructive play suitable for learning in play school, suitable for cognitive behaviors of children aged 5 to 8 years old, and aims to encourage children to think creatively in the course of play, rather than learning knowledge and solve problems. We redesign the images, most commonly used by children RPG storytelling, and embed interactive intelligence, to better help children play games, stimulate their imagination and creativity in storytelling, and encourage them share with their companions and parents.


human factors in computing systems | 2018

Demonstrating Printed Paper Actuator: A Low-cost Reversible Actuation and Sensing Method for Shape Changing Interfaces

Guanyun Wang; Tingyu Cheng; Youngwook Do; Humphrey Yang; Ye Tao; Jianzhe Gu; Byoungkwon An; Lining Yao

We demonstrate Printed Paper Actuator as a low cost, reversible and electrical actuation and sensing method. This is a novel but easily accessible enabling technology that expands upon the library of actuation-sensing materials in HCI. By integrating three physical phenomena, including the bilayer bending actuation, the shape memory effect of the thermoplastic and the current-driven joule heating via conductive printing filament, we developed the actuator by simply printing a single layer conductive Polylactide (PLA) on a piece of copy paper via a desktop fused deposition modeling (FDM) 3D printer


international conference on computer graphics and interactive techniques | 2017

Toon-chat: a cartoon-masked chat system for children with autism

Cheng Zheng; Caowei Zhang; Xuan Li; Xin Liu; Chuqi Tang; Guanyun Wang; Cheng Yao; Fan Zhang; Wenjie Xu; Fangtian Ying

Children with Autism Spectrum Disorder (ASD) have social communication difficulties partly due to unusual visual processing strategy on human faces. However, their strategies are similar on cartoon faces as normal chilren. In this paper, we present Toon-Chat, a video chat system with virtual cartoon masks to help ASD children enhance communication and emotion comprehension skills. The system is tested in a series of ABA training lessons and the results are promising.


international conference on computer graphics and interactive techniques | 2015

A weaving creation system for bamboo craft-design collaborations

Ye Tao; Guanyun Wang; Xiaolian Zhang; Cheng Yao; Fangtian Ying

As one of the most ancient crafts in the handicraft times, bamboo weaving dates back to thousands of years ago. The diversified bamboo weaving methods can be used to fabricate daily necessities, such as fan, basket, dustpan, etc. With the development of modern manufacturing technology, however, bamboo handicrafts are no longer popular, significantly due to their lack of modern aesthetic value. Organizations like the World Crafts Council (WCC) try to integrate traditional crafts into modern life, but the cooperation between designer and craftsman involves repeated communications via a laborious manual process. Therefore an interactive system is proposed herein to support the process from design inspiration to pattern abstraction to product creation. The MetamoCrochet system uses thermochromic ink to customize the patterns on woolen textile [Okazaki, et al. 2014]. Igarashi and Mitani presented a design system for card weaving to support the design of patters [Igarashi and Mitani 2014]. These cases which mainly focus on textile design, are easily modified and created in the process of knitting. However, the composition of patterns on bamboo-weaved products is difficult to modify, and can hardly be recreated during the weaving process, due to the hardness and toughness of bamboo material. Starting from the inspiration source for patterns, our system aims to, by presetting the patterns, simplify the bamboo-weaving craft and integrate modern aesthetic value into the design of daily products in modern times.


international conference on computer graphics and interactive techniques | 2015

xPrint: from design to fabrication for shape changing interfaces by printing solution materials

Guanyun Wang; Lining Yao; Wen Wang; Jifei Ou; Chin-Yi Cheng; Hiroshi Ishii

Intensive research regarding shape changing interfaces using novel stimuli-responsive materials have been conducted for the past few years. In this report, we propose to use an integrated system called xPrint platform to seamlessly combine digital design with prototype fabrication for producing shape changing interfaces. This platform with pre-programming transformation interfaces design is applicable for micron-level deposition of a wide range of materials regardless of its viscosity and other physical properties, and it provides features including high-throughput, improved accuracy, and high flexibility.

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Ye Tao

Zhejiang University

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Lining Yao

Massachusetts Institute of Technology

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Chin-Yi Cheng

Massachusetts Institute of Technology

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Hiroshi Ishii

Massachusetts Institute of Technology

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Jifei Ou

Massachusetts Institute of Technology

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Wen Wang

Massachusetts Institute of Technology

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Helene Steiner

Massachusetts Institute of Technology

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