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Featured researches published by Shiaw-Tsyr Uang.


international conference on human computer interaction | 2011

Effects of presence on causing cybersickness in the elderly within a 3D virtual store

Cheng-Li Liu; Shiaw-Tsyr Uang

Along with elderly societys coming, computers with an internet connection used at home can provide this population a new channel to access to information and services, and can also be used to manage internet shopping tasks. One of the primary advantages of virtual environment (VE) technology applied in web shops is its ability to provide a 3D perspective to customers for more real sense on goods and shopping environment. The presence is a great appeal for the elderly experienced in the 3D virtual store. How to improve the presence of 3D virtual store is a challenge for the shopkeepers and programmers. But, whether it is easy to produce cybersickness in the elderly when the presence is improved, or not? The objectives of this study are to explore the effects of depth perception cues and display modes on presence and incidence of cybersickness in the elderly within a 3D virtual store. The results show that participants in high level depth perception cues with 3D monitor (with circular polarized glasses) will experience greater presence than other displays (HMD and TFT-LCD). However, a feeling of presence may add to the incidence of cybersickness(r = 0.671, p = 0.000). Although the feeling of presence in TFT-LCD display is poor than 3D monitor and HMD, the symptoms of cybersickness are the slightest.


ambient intelligence | 2016

Effects of depth perception cues and display types on presence and cybersickness in the elderly within a 3D virtual store

Cheng-Li Liu; Shiaw-Tsyr Uang

As the population ages, home computers with an Internet connection can provide the elderly with a new way to access information and services and manage Internet shopping tasks. One of the primary advantages of virtual environment (VE) technology for online shopping is its ability to provide a three-dimensional (3D) perspective to customers for a more realistic sense of the goods and the shopping environment. A sense of presence is one of the critical components required for an effective VE. However, side effects such as cybersickness may be caused by the display medium. When the quality of depth perception cues is poor, will the elderly’s experience of cybersickness influence their feeling of presence and performance of goods searching during exposure within a 3D virtual store with 3D displays? An experiment addressed associations among presence, cybersickness, and performance in a 3D virtual store with autostereoscopic, stereoscopic and monocular displays with good and poor depth perception cues in an elderly sample. The results showed that the virtual store with an autostereoscopic display with high-quality depth perception cues will produce good sense and realism in stereopsis to allow the elderly to experience presence within a virtual store. However, if the depth perception cues are poor, 3D displays, and especially stereoscopic displays, are not recommended; elderly users may lose interest in a 3D virtual store due to even more serious cybersickness than that experienced with a monocular display.


international conference on human computer interaction | 2013

The development of an innovative design process for eco-efficient green products

Shiaw-Tsyr Uang; Cheng-Li Liu

Along with the technological advances and the rapid flow of information, people continue to create more innovative technology products in order to make life more convenience and comfortable than the past. However, huge industrial processes bring significant changes in the environment, the earths resources are getting to dry up, the natural environment and ozonosphere have been destroyed, and leading serious threats to the survival of the Earths species. Therefore, in recent years, environmental awareness began to be respected, and people explore green issues, hoping to make the earth resources and living things can be survival sustainable. This research attempts to integrate 39 engineering parameters of TRIZ with 7 eco-efficient elements to construct a green product design matrix, and use the patents of LED lights to verify the validity of this innovative green product design process. The green product design process of this research may allow designers to generate green products by improving eco-efficient elements as well as resolving conflict design issues, and assist organizations to increase competitiveness and to achieve sustainable development goals.


international conference of design, user experience, and usability | 2011

A Product Design Approach by Integrating Axiomatic Design and TRIZ

Shiaw-Tsyr Uang; Cheng-Li Liu; Mali Chang

The purpose of this research intends to integrate the strengths of axiomatic design (AD) theory and theory of inventive problem solving (TRIZ). This study establishes a systematic product design model by adopting some major tools from AD and TRIZ such as functional requirements, design parameters, design matrix, contradiction matrix and inventive principles. Furthermore, the proposed model’s efficiency is analyzed and evaluated by a case study of a Handheld GPS product. Results indicate that the design model which combines with two theories can find out the usability problems and solutions efficiently. When applying the proposed model on product redesign or new product development may avoid the cost waste and increase the design efficiency and usability during the product design and development processes.


international conference on human computer interaction | 2009

Goods-Finding and Orientation in the Elderly on 3D Virtual Store Interface: The Impact of Classification and Landmarks

Cheng-Li Liu; Shiaw-Tsyr Uang; Chen-Hao Chang

The internet 3D virtual store has received wide attention from researchers and practitioners due to the fact that it is one of the most killing applications customers can feel in a real shopping environment and possibly increase satisfaction. Though numerous studies have been performed on various issues of the internet store, some research issues relating to the spatial cognition of the elderly when immersed in a 3D virtual store still await further empirical investigation. The objective of this study was to examine how elderly users acquire spatial cognition in an on-screen virtual store. Specifically, the impact of presence and absence of goods-classification on the acquisition of route and survey knowledge was examined. Since landmarks are associated with both route and survey knowledge, we expected to observe the impact of different types of landmarks with both presence and absence of goods-classification. The experimental results indicated that the presence of goods-classification was more important in constructing route knowledge than in absence, and the time of duration of goods-finding would be shorter. However, we also found that the measuring scores of survey knowledge in presence of goods-classification were not significantly larger than in absence. In addition, the measuring scores of route knowledge were the largest and the time of duration of goods-finding was shorter while the presence of goods-classification combined with landmark in the type of alphanumeric + 2D picture + 3D object. Simultaneously, it could be found in absence of goods-classification. Therefore, while the goods-classification is absent, the landmarks could be seemed as redundant codes for goods-finding in 3D virtual store.


international conference on cross-cultural design | 2013

A Study of the Effects of Display Atmospherics and Control Mode of 3D Virtual Store on Consumer Behavior in the Elderly

Cheng-Li Liu; Shiaw-Tsyr Uang

Online shopping has become quite popular since its first arrival on the internet. Some research has indicated that the older population is growing rapidly worldwide and is becoming an increasingly important demographic to understand. However, previous studies on cognitive aging have found that certain aspects of human information-processing abilities are negatively correlated with age. This study will discuss the effects of online store atmospherics collocating with control mode applied on 3D virtual store vision displaying for improving usability and acceptability in the elderly. The objectives of this study are to evaluate the cognition and emotion of the elderly on 3D virtual store atmospherics and control mode. It was found that the recognition and presence was positively related to emotion for the elderly, and then, emotion is positively and directly related to customers’ behavioral intention. There was the best effect in recognition and presence by the central-cabinet layout.


Archive | 2018

A Study of Sustained Attention Improving by Fuzzy Sets in Supervisory Tasks

Cheng-Li Liu; Ruei-Lung Lai; Shiaw-Tsyr Uang

In supervisory task, the operator needs not do any thing over prolonged periods of time, but must keep a certain level of attention to detect more serious signals for confirming the problems of the system. When the activity is to be performed for a continuous period of time, the ability to maintain attention may be severely impaired. The purpose of this study is to develop a quantitative sustained attention measuring model by fuzzy sets, which integrates the concepts of hit, false alarm and response time. Then, an alarm system is developed for improving performance of the sustained attention in supervisory task. The experimental results showed that the effect of the system is good for improving performance of sustained attention.


international symposium on computer consumer and control | 2016

A Study of Effects of Perceptual Cues on Presence for the Elderly in 3D Virtual Store

Cheng-Li Liu; Shiaw-Tsyr Uang

Virtual environments (VEs) technology applied in web shops provided a 3D perspective to customers for more real sense on goods and shopping environment. A sense of presence is one of the critical components required by any effective VEs. However, previous studies on cognitive aging have found that certain aspects of human information-processing abilities are negatively correlated with age. Therefore, when the quality of depth perceptual cues is good, whether the perceptual confliction for the elderly will be less to influence the feeling of presence or not? An experiment addressed presence, and performance of 3D virtual store in the elderly participation with auto-stereoscopic, stereoscopic and monocular display in good/poor depth perceptual cues. Results showed that 3D virtual store via auto-stereoscopic display with high quality depth perceptual cues will produce good sense and realism in stereopsis. However, the response time of objects-searching with 3D displays was longer than monocular display.


fuzzy systems and knowledge discovery | 2012

A study of sickness induced within a 3D virtual store and combated with fuzzy control in the elderly

Cheng-Li Liu; Shiaw-Tsyr Uang

Computers with an internet connection used at home can provide the elderly a new channel to access to information and services. However, most VEs lack information such as peripheral vision, responsiveness to limb-movement and, more often than not, subdued response to pleasantness. A further confounding factor is that some users exhibit symptoms that parallel those of classical motion sickness, both during and after the VE experience. Therefore, this study investigated the factors that contribute to sickness among the elderly when immersed into a 3D virtual store. The results of the first experiment showed that the rate of simulator sickness questionnaire (SSQ) scores increases significantly with navigational rotating speed and duration of exposure. In applying these findings, the fuzzy control was used to develop a fuzzy sickness warning system with contributing factors. The results of the second experiment showed that the proposed system can efficiently determine the level of sickness based on the associated subjective sickness estimates and combat sickness induced within a 3D virtual store.


international conference on human computer interaction | 2009

The Effects of an Anti-glare Sleeve Installed on Fluorescent Tube Lamps on Glare and Reading Comfort

Shiaw-Tsyr Uang; Cheng-Li Liu; Mali Chang

Our previous study has demonstrated the benefits of a reflective sleeve to redirect lighting and to enhance luminous intensity of fluorescent tube lamps in certain light projecting angles. A reflective sleeve is composed of a plastic reflector and a transparent refractor. However, the intensive centralized lighting may increase the possibilities of producing glare. In this study, the transparent refractor of the sleeve is replaced with a diffuser to compose an anti-glare sleeve. This study adopts measurement, optical software simulation, and experiment methods to investigate the effects of an anti-glare sleeve on redirecting lighting and reducing glare. The results demonstrate that luminous intensity towards viewing objects of a fluorescent tube lamp enhances after adopting an anti-glare sleeve. In addition, software simulation indicates an anti-glare sleeve increases light uniformity and reduces glare. The subjective evaluation also shows that florescent tube lamps with anti-glare sleeves produce less light reflection on various papers and more comfortable reading.

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Mali Chang

Minghsin University of Science and Technology

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Kuo-Wei Su

University of Science and Technology

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