Publication statistics

Pub. period:2001-2011
Pub. count:8
Number of co-authors:21


Number of publications with 3 favourite co-authors:

Guozhong Dai:
Vidya Setlur:
Wencan Luo:



Productive colleagues

Jingtao Wang's 3 most productive colleagues in number of publications:

Shumin Zhai:67
Jennifer Mankoff:45
Feng Tian:29

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Jingtao Wang


Publications by Jingtao Wang (bibliography)

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Krebs, Dave, Conrad, Alexander, Hauskrecht, Milos and Wang, Jingtao (2011): MARBLS: a visual environment for building clinical alert rules. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 67-68. Available online

Physicians and nurses usually rely on hospital information systems (HIS) for detecting a variety of adverse clinical conditions and reminding repetitive treatments. However, the acquisition of alert rules expected by HIS from experts remains a challenging, error-prone, and time-consuming process. In this work, we present MARBLS (Medical Alert Rule BuiLding System) -- a visual environment to facilitate the design and definition of clinical alert rules. MARBLS enables a two-way, synchronized visual rule workspace and visual query explorer. Monitoring rules can be built by manipulating block components in the rule workspace, by querying and generalizing region of interests in the visual query explorer via direct manipulations, or a combination of both. Informal testing with doctors has shown positive feedback.

© All rights reserved Krebs et al. and/or ACM Press

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Wang, Jingtao, Zhai, Shumin and Canny, John (2010): SHRIMP: solving collision and out of vocabulary problems in mobile predictive input with motion gesture. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 15-24. Available online

Dictionary-based disambiguation (DBD) is a very popular solution for text entry on mobile phone keypads but suffers from two problems: 1. the resolution of encoding collision (two or more words sharing the same numeric key sequence) and 2. entering out-of-vocabulary (OOV) words. In this paper, we present SHRIMP, a system and method that addresses these two problems by integrating DBD with camera based motion sensing that enables the user to express preference through a tilting or movement gesture. SHRIMP (Small Handheld Rapid Input with Motion and Prediction) runs on camera phones equipped with a standard 12-key keypad. SHRIMP maintains the speed advantage of DBD driven predictive text input while enabling the user to overcome DBD collision and OOV problems seamlessly without even a mode switch. An initial empirical study demonstrates that SHRIMP can be learned very quickly, performed immediately faster than MultiTap and handled OOV words more efficiently than DBD.

© All rights reserved Wang et al. and/or their publisher

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Tian, Feng, Lv, Fei, Wang, Jingtao, Wang, Hongan, Luo, Wencan, Kam, Matthew, Setlur, Vidya, Dai, Guozhong and Canny, John (2010): Let's play Chinese characters: mobile learning approaches via culturally inspired group games. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1603-1612. Available online

In many developing countries such as India and China, low educational levels often hinder economic empowerment. In this paper, we argue that mobile learning games can play an important role in the Chinese literacy acquisition process. We report on the unique challenges in the learning Chinese language, especially its logographic writing system. Based on an analysis of 25 traditional Chinese games currently played by children in China, we present the design and implementation of two culturally inspired mobile group learning games, Multimedia Word and Drumming Strokes. These two mobile games are designed to match Chinese children's understanding of everyday games. An informal evaluation reveals that these two games have the potential to enhance the intuitiveness and engagement of traditional games, and children may improve their knowledge of Chinese characters through group learning activities such as controversy, judgments and self-correction during the game play.

© All rights reserved Tian et al. and/or their publisher

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Wang, Jingtao, Soroker, Danny and Narayanaswami, Chandra (2010): Event maps: a collaborative calendaring system for navigating large-scale events. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3691-3696. Available online

Event Maps is a novel, rich and interactive web-based system targeted at improving the experience of attending and organizing large, multi-track conferences. Through its zoomable Tabular Timeline, users can navigate the conference schedule, seamlessly moving between global and local views. Through a compact decoration widget named Active Corners, Event Maps enables contextual asynchronous collaboration before, during, and after the conference. Organizers can easily create or import conference schedules via a backend interface, and also use the provided analytic toolkits to get insights from visiting patterns and statistics.

© All rights reserved Wang et al. and/or their publisher

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Wang, Jingtao, Zhai, Shumin and Canny, John (2006): Camera phone based motion sensing: interaction techniques, applications and performance study. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 101-110. Available online

This paper presents TinyMotion, a pure software approach for detecting a mobile phone user's hand movement in real time by analyzing image sequences captured by the built-in camera. We present the design and implementation of TinyMotion and several interactive applications based on TinyMotion. Through both an informal evaluation and a formal 17-participant user study, we found that 1. TinyMotion can detect camera movement reliably under most background and illumination conditions. 2. Target acquisition tasks based on TinyMotion follow Fitts' law and Fitts law parameters can be used for TinyMotion based pointing performance measurement. 3. The users can use Vision TiltText, a TinyMotion enabled input method, to enter sentences faster than MultiTap with a few minutes of practicing. 4. Using camera phone as a handwriting capture device and performing large vocabulary, multilingual real time handwriting recognition on the cell phone are feasible. 5. TinyMotion based gaming is enjoyable and immediately available for the current generation camera phones. We also report user experiences and problems with TinyMotion based interaction as resources for future design and development of mobile interfaces.

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Kam, Matthew, Wang, Jingtao, Iles, Alastair, Tse, Eric, Chiu, Jane, Glaser, Daniel, Tarshish, Orna and Canny, John (2005): Livenotes: a system for cooperative and augmented note-taking in lectures. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 531-540. Available online

We describe Livenotes, a shared whiteboard system and educational practice that uses wireless communication and tablet computing to support real-time conversations within small groups of students during lectures, independent of class size. We present an interface design that enables group members to interact with one another by taking lecture notes cooperatively, as well as to augment student note-taking by providing instructor slides in the background to annotate over. Livenotes was designed to facilitate more efficient, stimulating modes of learning that other collaborative approaches do not. We report how the system impacts cooperative learning in an undergraduate class and how students interacted with background slides in the workspace. We conclude with directions for improving the system and learning practice.

© All rights reserved Kam et al. and/or ACM Press

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Wang, Jingtao and Mankoff, Jennifer (2003): Theoretical and architectural support for input device adaptation. In: Proceedings of the 2003 ACM Conference on Universal Usability 2003. pp. 85-92. Available online

The graphical user interface (GUI) is today's de facto standard for desktop computing. GUIs are designed and optimized for use with a mouse and keyboard. However, modern trends make this reliance on a mouse and keyboard problematic for two reasons. First, people with disabilities may have trouble operating those devices. Second, with the popularization of wireless communication and mobile devices such as personal data assistants, the mouse and keyboard are often replaced by other input devices. Our solution is a tool that can be used to translate a user's input to a form recognizable by any Windows-based application. We argue that a formal model of input is necessary to support arbitrary translations of this sort. We present a model, based on Markov information sources, that extends past work in its ability to handle software-based input such as speech recognition, and to measure relative device bandwidth. We also present our translation tool, which is based on our model, along with four applications built using that tool.

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Wang, Jingtao, Zhai, Shumin and Su, Hui (2001): Chinese Input with Keyboard and Eye-Tracking: An Anatomical Study. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 349-356. Available online

Chinese input presents unique challenges to the field of human computer interaction. This study provides an anatomical analysis of today's standard Chinese input process, which is based on pinyin, a phonetic spelling system in Roman characters. Through a combination of human performance modeling and experimentation, our study decomposed the Chinese input process into sub-tasks and found that choice reaction time and numeric keying, two component resulted from the large number of homophones in Chinese, were the major usability bottlenecks. Choice reaction alone took 36% of the total input time in our experiment. Numeric keying for multiple candidates selection tends to take the user's attention away from the computer visual screen. We designed and implemented the EASE (Eye Assisted Selection and Entry) system to help maintaining complete touch-typing experience without diverting visual (spacebar) and implicit eye-tracking to replace the numeric keystrokes. Our experiment showed that such a system could indeed work, even with today's imperfec teye-tracking technology.

© All rights reserved Wang et al. and/or ACM Press

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