Number of co-authors:14
Number of publications with 3 favourite co-authors:Li Tian:Yu Zhong:Hao Wang:
Mingming Fan's 3 most productive colleagues in number of publications:Ravin Balakrishnan:108Yuanchun Shi:30Xin Li:23
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Publications by Mingming Fan (bibliography)
Fan, Mingming, Gravem, Dana, Cooper, Dan M. and Patterson, Donald J. (2012): Augmenting gesture recognition with erlang-cox models to identify neurological disorders in premature babies. In: Proceedings of the 2012 International Conference on Uniquitous Computing 2012. pp. 411-420. Available online
In this paper we demonstrate a Markov model based technique for recognizing gestures from accelerometers that explicitly represents duration. We do this by embedding an Erlang-Cox state transition model, which has been shown to accurately represent the first three moments of a general distribution, within a Dynamic Bayesian Network (DBN). The transition probabilities in the DBN can be learned via Expectation-Maximization or by using closed-form solutions. We test this modeling technique on 10 hours of data collected from accelerometers worn by babies pre-categorized as high-risk in the Newborn Intensive Care Unit (NICU) at UCI. We show that by treating instantaneous machine learning classification values as observations and explicitly modeling duration, we improve the recognition of Cramped Synchronized General Movements, a motion highly correlated with an eventual diagnosis of Cerebral Palsy.
© All rights reserved Fan et al. and/or ACM Press
Fan, Mingming, Li, Xin, Zhong, Yu, Tian, Li, Shi, Yuanchun and Wang, Hao (2011): Surprise Grabber: a co-located tangible social game using phone hand gesture. In: Proceedings of ACM CSCW11 Conference on Computer-Supported Cooperative Work 2011. pp. 625-628. Available online
Social network games (SNGs) are among the most popular games recently. Different from the asynchronous and online based SNGs, we present Surprise Grabber to see how tangible gesture interface could benefit the synchronous co-located social game. In Surprise Grabber, users control a virtual grabber's moving in 3D game to catch the gifts by using their camera phone. An efficient code running on the phone detects hand motion, delivers results to Serve PC and provides feedbacks in real time. Distinguished from online SNGS, all players stand together in front of a public display. The results of the pilot user studies showed that: 1) Gesture interface was easy to catch up and made the game more immersive; 2) Occasionally inaccuracy in hand motion detection made the game more competitive instead of frustrating players; 3) Players' performances were obviously influenced by the social atmosphere; 4) In most cases, players' performances became better or worse at the same time.
© All rights reserved Fan et al. and/or their publisher
Fan, Mingming and Shi, Yuanchun (2011): Back-to-Back: A Novel Approach for Real Time 3D Hand Gesture Interaction. In: Proceedings of the 2011 International Conference on Advances in Computer-Human Interactions 2011. pp. 101-105. Available online
In this paper, we present Back-to-Back, a novel real time hand gesture interface for 3D interaction based on double cameras. Back-to-Back dexterously makes use of the geometric complement of two back-to-back cameras. Held in hand, Back-to-Back could deduce hand's 3D motion in real time. The basic idea is to extract good corner points from the image sequences captured by two cameras separately and track them while moving. By comparing the motions of two groups of points, the hand's translation and rotation could be deduced accurately as well as other motion parameters. Back-to-Back is a prototype for gestural interaction on mobile devices equipped with two cameras. To further demonstrate its usability, we then analyze the requirements of 3D navigation task and design a strategy to navigate in 3D Space naturally by using Back-to-Back.
© All rights reserved Fan and Shi and/or IEEE
Yu, Chun, Shi, Yuanchun, Balakrishnan, Ravin, Meng, Xiangliang, Suo, Yue, Fan, Mingming and Qin, Yongqiang (2010): The satellite cursor: achieving MAGIC pointing without gaze tracking using multiple cursors. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 163-172. Available online
We present the satellite cursor -- a novel technique that uses multiple cursors to improve pointing performance by reducing input movement. The satellite cursor associates every target with a separate cursor in its vicinity for pointing, which realizes the MAGIC (manual and gaze input cascade) pointing method without gaze tracking. We discuss the problem of visual clutter caused by multiple cursors and propose several designs to mitigate it. Two controlled experiments were conducted to evaluate satellite cursor performance in a simple reciprocal pointing task and a complex task with multiple targets of varying layout densities. Results show the satellite cursor can save significant mouse movement and consequently pointing time, especially for sparse target layouts, and that satellite cursor performance can be accurately modeled by Fitts' Law.
© All rights reserved Yu et al. and/or their publisher
Fan, Mingming, Zhang, Liang and Shi, Yuanchun (2008): Hand's 3D movement detection with one handheld camera. In: Feiner, Steven K., Thalmann, Daniel, Guitton, Pascal, Frohlich, Bernd, Kruijff, Ernst and Hachet, Martin (eds.) VRST 2008 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology October 27-29, 2008, Bordeaux, France. pp. 255-256. Available online
Zhang, Liang, Shi, Yuanchun and Fan, Mingming (2008): UCam: direct manipulation using handheld camera for 3d gesture interaction. In: El-Saddik, Abdulmotaleb, Vuong, Son, Griwodz, Carsten, Bimbo, Alberto Del, Candan, K. Selcuk and Jaimes, Alejandro (eds.) Proceedings of the 16th International Conference on Multimedia 2008 October 26-31, 2008, Vancouver, British Columbia, Canada. pp. 801-804. Available online
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