Number of co-authors:19
Number of publications with 3 favourite co-authors:Pei-Luen Patrick Rau:3Xia Wang:2David Pinelle:2
Jun Liu's 3 most productive colleagues in number of publications:Carl Gutwin:116Sriram Subramanian:46Pei-Luen Patrick R..:30
It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them.
-- Steve Jobs, 1998
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Publications by Jun Liu (bibliography)
Rau, Pei-Luen Patrick, Liu, Jun, Verhasselt, Stephan, Kato, Toshikazu and Schlick, Christopher M. (2011): Different time management behaviors of Germans, Chinese and Japanese. In: Proceedings of ACM CSCW11 Conference on Computer-Supported Cooperative Work 2011. pp. 701-704.
We are studying how to design a collaborative time management system to facilitate intercultural collaborations considering cultural differences. In this paper, we present the results of a pilot study comparing time management behaviors of Germans, Chinese and Japanese. The results revealed that Germans and Japanese use time management mechanics and goal setting and priorities more frequently than Chinese. Japanese and Chinese have higher preference for organization than Germans. All three groups use more time management mechanics than goal setting and priorities. The implications for time management system design were discussed.
© All rights reserved Rau et al. and/or their publisher
Liu, Jun, Liu, Ying, Rau, Pei-Luen Patrick, Li, Hui, Wang, Xia and Li, Dingjun (2010): How socio-economic structure influences rural users' acceptance of mobile entertainment. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2203-2212.
Mobile entertainment services are rapidly and widely developing. However, in emerging markets like Chinese rural area, entertainment related services are still not fully accepted by mobile phone users. This primary research aimed to study Chinese rural people's acceptance for mobile entertainment, to provide comprehensive models, and to explain the problem from its socio-economic roots. Interview and survey data were collected. Using explorative factor analysis method, two mobile entertainment acceptance models were built: one for rural people in North China and the other in East China. The models show that "social influence" is the most influential factor for north rural users while users' "self efficacy" carries the largest weight in East China. Both factors are more important than "product and service quality". The socio-economic roots of the results were analyzed from the differences between the traditional interdependent society in North China and the more independent society in East China. It primarily reveals the possibility to predict users' technology acceptance with socio-economic variables. Implications for mobile entertainment design were discussed.
© All rights reserved Liu et al. and/or their publisher
Li, Hui, Liu, Ying, Liu, Jun, Wang, Xia, Li, Yujiang and Rau, Pei-Luen Patrick (2010): Extended KLM for mobile phone interaction: a user study result. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3517-3522.
Facing with the fast development of mobile phones, the designers need to evaluate user performance for early responding to the potential interaction problems. Previous studies show that the original Keystroke-Level Model (KLM) has been successfully used in conventional computer-based interaction design. However, with the emphasizing of the next-generation design and new interactions in mobile phones, the existing KLM cannot fulfill all range of mobile-based tasks. This research aims to present discussions on extending KLM for mobile phone interaction. In addition to the basic operators in conventional KLM, another fourteen new operators and a new concept -- operator block were proposed. This extended KLM will help designers to reach a full-fledged user performance model for mobile phone interaction.
© All rights reserved Li et al. and/or their publisher
Berlin, Eugen, Liu, Jun, Laerhoven, Kristof van and Schiele, Bernt (2009): Coming to grips with the objects we grasp: detecting interactions with efficient wrist-worn sensors. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 57-64.
The use of a wrist-worn sensor that is able to read nearby RFID tags and the wearer's gestures has been suggested frequently as a way to both detect the objects we interact with and to identify the interaction. Making such a prototype feasible for longer-term deployments is far from solved however, as plenty of challenges remain in the hardware, embedded algorithms, and the overall design of such a bracelet-like device. This paper presents several of the challenges that emerged during the development of a functioning prototype that is able to sense interaction data for several days. We focus in particular on RFID tag reading range optimization, efficient data logging methods, meaningful evaluation techniques, and long-term deployments.
© All rights reserved Berlin et al. and/or their publisher
Liu, Jun, Pinelle, David, Gutwin, Carl and Subramanian, Sriram (2008): Improving digital handoff in shared tabletop workspaces. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 9-16.
Liu, Jun, Pinelle, David, Sallam, Samer, Subramanian, Sriram and Gutwin, Carl (2006): TNT: improved rotation and translation on digital tables. In: Proceedings of the 2006 Conference on Graphics Interface 2006. pp. 25-32.
Digital tabletop systems allow users to work on computational objects in a flexible and natural setting. Since users can easily move to different positions around a table, systems must allow people to orient artifacts to their current position. However, it is only recently that rotation and translation techniques have been specifically designed for tabletops, and existing techniques still do not feel as simple and efficient as their real-world counterparts. To address this problem, we studied the ways that people move and reorient sheets of paper on real-world tabletops. We found that in almost all cases, rotation and translation are carried out simultaneously, and that an open-palm hand position was the most common way to carry out the motion. Based on our observations, we designed a new set of reorientation techniques that more closely parallel real-world motions. The new techniques, collectively called TNT, use three-degree-of-freedom (3DOF) input to allow simultaneous rotation and translation. A user study showed that all three variants of TNT were faster than a recent technique called RNT; in addition, participants strongly preferred TNT.
© All rights reserved Liu et al. and/or Canadian Information Processing Society
Liu, Jun (2005): A novel solution to mass information storage. In: Li, Qi and Liang, Ting-Peng (eds.) Proceedings of the 7th International Conference on Electronic Commerce - ICEC 2005 August 15-17, 2005, Xian, China. pp. 703-705.
Chong, Michael M. S., Tan, Han Negg, Liu, Jun and Gay, Robert K. L. (1994): Geometric representation for structural analysis in image postprocessing. In Computers & Graphics, 18 (2) pp. 209-218.
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