Associate Professor at Computer Science and Information Engineering, National Taiwan University
Every person exists in three types of reality. First, people live in a physical reality where things follow the common laws of physics. Second, people have their individual imagined realities where things act as wishes. Third, using computer technologies, people can create virtual realities in which the existence and behavior of people’s representations and objects is programmed and can follow arbitrary rules, defined entirely by people and not by the boundaries of physics. These three realities are highly correlated but not necessarily the same. By exploring the mismatch between these three realities, we see new concepts, new techniques, and new devices emerging, interfacing and extending these three instantiations of a reality towards one ultimate reality where creation, abstraction and embodiment are met.

Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems, 2026
We present FlueBricks, a construction kit for acoustic reasoning via building and customizing flute-like instruments. By assembling generator, resonator, and connector modules that embody various aeroacoustic properties, users gain deeper understanding of how blowhole, tube length, and tone-hole placement alter onset, …

Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology, 2024
We introduce Rhapso, a 3D printing system designed to embed a diverse range of continuous fiber materials within 3D objects during the printing process. This approach enables integrating properties like tensile strength, force storage and transmission, or aesthetic and tactile characteristics, directly into low-cost …

The 9th Annual Conference of Taiwanese Association of Computer-Human Interaction, 2023
FeltingReel is a soft fabrication system that allows users to create a 3D non-woven textile with various structural strengths. Our system coils wool yarn onto a central reel to form a basic shape and uses actuated barbed needles to refine it. By controlling the coiling tension and the felting times, our system varies …

The 9th Annual Conference of Taiwanese Association of Computer-Human Interaction, 2023
We present a badminton training system that focuses on the backhand short service. Unlike the prior motor skill training systems which focus on the trainee's posture, our system analyzes the process of moving joints with the open kinetic chain (OKC), which helps align movement and minimize muscle use for better joint …

Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Reality Rifts are interfaces between the physical and the virtual reality, where incoherent observations of physical behavior lead users to imagine comprehensive and plausible end-to-end dynamics. Reality Rifts emerge in interactive physical systems that lack one or more components that are central to their operation, …

Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Polarized light mosaics (PLMs) are color-changing structures that alter their appearance based on the orientation of incident polarized light. While a few artists have developed techniques for crafting PLMs by hand, the underlying material properties are difficult to reason about; there exist no tools to bridge the …

Adjunct Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022
We propose Garnish into Thin Air, dynamic and three-dimensional food presentation with acoustic levitation. In contrast to traditional plating on the dishes, we make the whole garnishing process an interactive experience to stimulate users’ appetite by leveraging acoustic levitation’s capacity to decorate edibles …

Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022
We present Flaticulation, a method to laser cut joints that clutch two cut-in-place flat boards at designated articulated angles. We discover special T-patterns added on the shared edge of two pieces allowing them to be clutched at a bending angle. We analyze the structure and propose a parametric model regarding the …

Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 2022
We present AirRacket, perceptual modeling and design of ungrounded, directional force feedback for virtual racket sports. Using compressed air propulsion jets to provide directional impact forces, we iteratively designed for three popular sports that span a wide range of force magnitudes: ping-pong, badminton, and …

The 34th Annual ACM Symposium on User Interface Software and Technology, 2021
We present PneuSeries, a series of modularized inflatables where their inflation and deflation are propagated in-between stage by stage to form various shapes. The key component of PneuSeries is the bidirectional check valve that passively regulates the air flowing in/out from/to adjacent inflatables, allowing each of …

The 34th Annual ACM Symposium on User Interface Software and Technology, 2021
Optical illusions have been brought into recent video games to enhance gaming experiences. However, a large corpus of optical illusions remains unused, while few games incorporate illusions seamlessly. To mitigate the gap, we propose a workflow to guide game designers in applying optical illusions to their video games, …

Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, 2021
We present TexelBlocks, modular blocks that dynamically change their surfaces to support rich physical interactions. The core component of each block is a motorized crawler belt with a set of material patches attached to it, allowing each of the TexelBlocks to change their surface independently and be concatenated into …

2021 IEEE Virtual Reality and 3D User Interfaces (VR), 2021
We present Impossible Staircase, a real-walking virtual reality system that allows users to climb an infinite virtual tower. Our set-up consists of an one-level scaffold and a lifter. A user climbs up the scaffold by real walking on a stairway while wearing a head-mounted display, and gets reset to the ground level by …

22nd International Conference on Human-Computer Interaction with Mobile Devices and Services, 2020
Strength training improves overall health, well-being, physical appearance, and sports performance, with training programs specifying variables such as sets, repetitions, rest time, weight, and tempo. The repetitive nature of strength training, typically performed at fixed tempo, has made it challenging to develop …

Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
We present Haptic-go-round, a surrounding platform that allows deploying props and devices to provide haptic feedbacks in any direction in virtual reality experiences. The key component of Haptic-go-round is a motorized turntable that rotates the correct haptic device to the right direction at the right time to match …

2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019
Procedural generation in virtual reality (VR) has been used to adapt the virtual world to various indoor environments, fitting different geometries and interiors with virtual environments. However, such applications require that the physical environment be known or pre-scanned prior to use to then generate the …

Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Although virtual reality hardware is now widely available, the uptake of real walking is hindered by the fact that it requires often impractically large amounts of physical space. To address this, we present VirtualSpace, a novel system that allows overloading multiple users immersed in different VR experiences into …

Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
We present a system that complements virtual reality experiences with passive props, yet still allows modifying the virtual world at runtime. The main contribution of our system is that it does not require any actuators; instead, our system employs the user to reconfigure and actuate otherwise passive props. We …

Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology, 2017
Human actuation is the idea of using people to provide large-scale force feedback to users. The Haptic Turk system, for example, used four human actuators to lift and push a virtual reality user; TurkDeck used ten human actuators to place and animate props for a single user. While the experience of human actuators was …

Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
We propose a class of passive haptics that we call Sparse Haptic Proxy: a set of geometric primitives that simulate touch feedback in elaborate virtual reality scenes. Unlike previous passive haptics that replicate the virtual environment in physical space, a Sparse Haptic Proxy simulates a scene's detailed geometry by …

Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
We explore how to add haptics to walls and other heavy objects in virtual reality. When a user tries to push such an object, our system actuates the user's shoulder, arm, and wrist muscles by means of electrical muscle stimulation, creating a counter force that pulls the user's arm backwards. Our device accomplishes …

Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology, 2015
TurkDeck is an immersive virtual reality system that reproduces not only what users see and hear, but also what users feel. TurkDeck produces the haptic sensation using props, i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the …

Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015
We present \"Level-Ups\", computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted to the bottom of the boot that extends vertically. Unlike …

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2014
Motion platforms are used to increase the realism of virtual interaction. Unfortunately, their size and weight is proportional to the size of what they actuate. We present haptic turk, a different approach to motion platforms that is light and mobile. The key idea is to replace motors and mechanical components with …

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2013
Automatic screen rotation improves viewing experience and usability of mobile devices, but current gravity-based approaches do not support postures such as lying on one side, and manual rotation switches require explicit user input. iRotateGrasp automatically rotates screens of mobile devices to match users' viewing …

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2013
Multitouch tablets, such as iPad and Android tablets, support virtual keyboards for text entry. Our 64-user study shows that 98% of the users preferred different keyboard layouts and positions depending on how they were holding these devices. However, current tablets either do not allow keyboard adjustment or require …

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2012
We present iRotate, an approach to automatically rotate screens on mobile devices to match users' face orientation. Current approaches to automatic screen rotation are based on gravity and device orientation. Our survey of 513 users shows that 42% currently experience auto-rotation that leads to incorrect viewing …

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2011
We present TUIC, a technology that enables tangible interaction on capacitive multi-touch devices, such as iPad, iPhone, and 3M's multi-touch displays, without requiring any hardware modifications. TUIC simulates finger touches on capacitive displays using passive materials and active modulation circuits embedded …