AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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You can expand the Abstract, Links and BibTex record for each paper.
2025
Tsai, Y. -J.; Liu, S. -T.; Hsu, S. -C.
The Development of an Interactive IoT Cross-Media Survey System and Real-Time Re-presentation of Mass Learning Proceedings Article
In: J., Wei; G., Margetis (Ed.): Lect. Notes Comput. Sci., pp. 145–157, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303193060-7 (ISBN).
Abstract | Links | BibTeX | Tags: Cross-media, Data Re-presentation, Internet of Things, IoT Cross-Media System, IoT cross-medium system, Learning outcome, Learning systems, Mass Learning, Media systems, Smart phones, Smartphone, Smartphones, STEM with A, Survey System, Survey systems, Surveying, Tangible User Interface, Tangible user interfaces, User interfaces, Virtual Reality
@inproceedings{tsai_development_2025,
title = {The Development of an Interactive IoT Cross-Media Survey System and Real-Time Re-presentation of Mass Learning},
author = {Y. -J. Tsai and S. -T. Liu and S. -C. Hsu},
editor = {Wei J. and Margetis G.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105008756188&doi=10.1007%2f978-3-031-93061-4_10&partnerID=40&md5=c487828eeacfdf18cf4e726e6ce28146},
doi = {10.1007/978-3-031-93061-4_10},
isbn = {03029743 (ISSN); 978-303193060-7 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15823 LNCS},
pages = {145–157},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {In this study, we propose the Interactive IoT Cross-Media Survey System, integrating tangible interaction in a game-like manner with real-time data re-presentation. This system was implemented in the “STEM with A” Interactive Exploration Hall at National Tsing Hua University in 2020. It enabled participants to use their smartphones as tangible user interfaces to “scoop-up questions” from interactive sensing points within the exhibition areas. After completing the questions, participants could “pour-in” their responses and observe digital data re-presentation artworks generated from survey results, showcasing mass learning outcomes. Furthermore, the data re-presentation content was tailored to participants’ group characteristics, showing how their responses impact the group’s overall learning outcomes with each “pour-in response.” The study achieved several key outcomes: (1) transforming traditional surveys into a gamified survey system, enhancing participants’ engagement, (2) providing real-time, group-based data re-presentations, enabling participants to contribute to the group’s learning outcomes, and (3) implementing a grouping mechanism to foster collaboration within groups and healthy competition between them. This system provides flexible and customizable data re-presentation, making it suitable for diverse environments requiring real-time data-driven engagement. Future applications can integrate emerging technologies, such as generative AI to dynamically generate questions or virtual reality to offer immersive experiences. Additionally, data re-presentations can be designed as dynamic mass artistic creations, allowing participants to become co-creators of an evolving collective masterpiece. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {Cross-media, Data Re-presentation, Internet of Things, IoT Cross-Media System, IoT cross-medium system, Learning outcome, Learning systems, Mass Learning, Media systems, Smart phones, Smartphone, Smartphones, STEM with A, Survey System, Survey systems, Surveying, Tangible User Interface, Tangible user interfaces, User interfaces, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
In this study, we propose the Interactive IoT Cross-Media Survey System, integrating tangible interaction in a game-like manner with real-time data re-presentation. This system was implemented in the “STEM with A” Interactive Exploration Hall at National Tsing Hua University in 2020. It enabled participants to use their smartphones as tangible user interfaces to “scoop-up questions” from interactive sensing points within the exhibition areas. After completing the questions, participants could “pour-in” their responses and observe digital data re-presentation artworks generated from survey results, showcasing mass learning outcomes. Furthermore, the data re-presentation content was tailored to participants’ group characteristics, showing how their responses impact the group’s overall learning outcomes with each “pour-in response.” The study achieved several key outcomes: (1) transforming traditional surveys into a gamified survey system, enhancing participants’ engagement, (2) providing real-time, group-based data re-presentations, enabling participants to contribute to the group’s learning outcomes, and (3) implementing a grouping mechanism to foster collaboration within groups and healthy competition between them. This system provides flexible and customizable data re-presentation, making it suitable for diverse environments requiring real-time data-driven engagement. Future applications can integrate emerging technologies, such as generative AI to dynamically generate questions or virtual reality to offer immersive experiences. Additionally, data re-presentations can be designed as dynamic mass artistic creations, allowing participants to become co-creators of an evolving collective masterpiece. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.