學術出版;;Publications
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收集所有交通大學研究人員與學生個人或團體所發表之各項學術著作,涵蓋期刊論文、教師專書、學位論文等項。;;Collections of Publications of NCTU Researchers and Students Like Journal Papers and Thesis.
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Item type:Item, A case-based reasoning approach to generating new product ideas(2006-08-01) ;Wu, Muh-Cherng ;Lo, Ying-Fu ;Hsu, Shang-Hwa ;工業工程與管理學系Department of Industrial Engineering and ManagementThis paper presents an approach to facilitate the generation of new product ideas. In this approach, a product is represented by a vector, which involves a number of product attributes. These attributes are defined based on the user-centered design (UCD) paradigm. That is, the context of use and interactions with users for the product is described by these attributes. By the product representation, a product database can be established. For a benchmarking product, we use the case-based reasoning (CBR) technique to retrieve those products, which are "sufficiently relevant" to the benchmarking one, from the database. The functions of the retrieved products are the candidate new ideas to be added on the benchmarking product. These retrieved products are screened manually to identify creative and valuable ideas. A prototype system of this approach has been implemented. Experiments show that the proposed approach outperforms the brainstorming technique, which has been widely used in industry.Item type:Item, AN ASSESSMENT OF THE EFFECTS OF NAVIGATION MAPS ON DRIVERS' MENTAL WORKLOADS(2014-06-01) ;Chao, Chin-Jung ;Lin, Chia-Hsyang ;Hsu, Shang-Hwa ;工業工程與管理學系Department of Industrial Engineering and ManagementThis study compares the mental workloads and subjective feelings of drivers navigating different road patterns using different formats of electronic and paper maps. The results show drivers experience lower mental workloads when using 2D electronic maps compared to 3D electronic maps. Significant differences in galvanic skin responses were observed for navigation map formats with different road intersection patterns. The low- and high-frequency components of heart rate variability showed significant differences between map formats for regular road intersections, but no significant differences between map formats for irregular road intersections. Statistically significant effects on subjective feelings were found between different map formats and road intersection patterns. The wider implications of the study results for the design and use of navigation map interfaces are discussed.Item type:Item, A predictive model for acute allograft rejection of liver transplantation(2018-03-15) ;Liu, Chien-Liang ;Soong, Ruey-Shyang ;Lee, Wei-Chen ;Chen, De-HsuanHsu, Shang-HwaOrthotopic liver transplantation (OLT) has become an increasingly used treatment for end-stage liver disease. However, acute allograft rejection is still a problem in postoperative care of liver transplantation with immunosuppressive therapy and it can lead to allograft damage and harm the survival of liver transplantation patient. This work proposes to use data-driven approach to build a predictive model for acute rejection. We consider not only prediction accuracy, but also interpretability of the prediction outcome in building the predictive model, so that the medical staffs can identify how the prediction is induced from data. The experiments use the real data provided by liver transplantation intensive care unit (ICU) of Chang Gung Memorial Hospital, Taiwan. In this work, the data is from a medical center, in which the patient data ranges from 2004 to 2013, and the number of data records is approximately 2 million. To the best of our knowledge, this is the first work using a large-scale database to focus on liver transplantation and generate interpretable rules that could be used by medical staffs. We compare with several methods, including SVM, ANN and random forest, and the experimental results indicate that the proposed method is comparative, and provides interpretable results. Central to the proposed method is to consider interpretability, and the goal is to provide interpretable results for the medical staffs to make decisions. The proposed transformation algorithms belong to data-driven approaches, so they could be applied to other intelligent or expert systems. Moreover, the outcomes are presented in rule format, which could be used by medical staffs and other expert systems. (C) 2017 Elsevier Ltd. All rights reserved.Item type:Item, Implementation of a Human-Centric GUI for Next-Generation Intensive Care Unit(2014-01-01) ;Lu, Tsung-Che ;Hsu, Shang-Hwa ;Tzeng, Sing-Jia ;Chang, Che-MingVan, Lan-DaIn the intensive care unit (ICU), the situations of the critical patients vary rapidly. To give the patient the necessary medical treatment, the medical staffs need to response in no time. However, making the diagnosis is not easy since there is tremendous information to be processed in ICU. In this paper, a prototype human-centric graphical user interface (GUI) based on ecological interface design (EID) is implemented by C# that is compatible with Microsoft Windows system. The human-centric GUI integrates the necessary information and will help the medical staffs to interpret them efficiently. The waveforms of artificial vital signs are displayed to show the variations of those signs instantly. Besides, the GUI can display the heart/lung/kidney indicators in radar charts to assist medical staffs aware of abnormal indicators in a visual way.Item type:Item, Improved Intrinsic Motivation and Muscle Activation Patterns in Reaching Task Using Virtual Reality Training for Stroke Rehabilitation: A Pilot Randomized Control Trial(2014-01-01) ;Fan, Shih-Chen ;Su, Fong-Chin ;Chen, Sheng-Shiung ;Hou, Wen-HsuanSun, Jui-ShengIn long-term rehabilitation, stoke survivors might experience low motivation and poor adhesion to treatments. In such cases, off-the-shelf virtual reality (OTSVR) gaming systems can be a viable solution. The purpose of this exploratory study was to evaluate the effects of an affordable OTSVR treatment on patients\' motivation and motor capacities. The ultimate goal is to apply the advantages of the OTSVR system to the design of future systems. Twenty participants completed the follow-up assessment. Four parallel groups received treatments for three weeks: 1) virtual reality (VR) via Wii gaming; 2) conventional therapy; 3) a placebo board game; 4) no treatment. The training effects were evaluated immediately after and four weeks after treatment. Surface electromyographic activity for a reaching task was obtained from five muscles, and the time-to-peak (TTP) contractions, time that a muscle takes to reach maximum contractions, was used as a kinesiological parameter. Any functional gains were evaluated using the Jebsen-Taylor Hand Function Test and the Stroke Impact Scale. The VR group immediately demonstrated significantly shorter TTP contractions in their biceps and flexor carpi radialis compared to the those of the board game and no treatment groups (p < 0.05). The TTP contraction change between the VR group and the conventional therapy group did not have significant differences. The VR group having a marginally retentional improvement in the deltoids (p = 0.059). No long-term benefits persisted in any other muscle. However, the VR group showed higher intrinsic motivation than those of the other groups. In this pilot study, OTSVR gaming had immediate effects on motor recovery and provided motivation for treatment compliance in stroke patients.Item type:Item, AN ASSESSMENT OF THE EFFECTS OF NAVIGATION MAPS ON DRIVERS\' MENTAL WORKLOADS(2014-06-01) ;Chao, Chin-Jung ;Lin, Chia-Hsyang ;Hsu, Shang-Hwa ;工業工程與管理學系Department of Industrial Engineering and ManagementThis study compares the mental workloads and subjective feelings of drivers navigating different road patterns using different formats of electronic and paper maps. The results show drivers experience lower mental workloads when using 2D electronic maps compared to 3D electronic maps. Significant differences in galvanic skin responses were observed for navigation map formats with different road intersection patterns. The low- and high-frequency components of heart rate variability showed significant differences between map formats for regular road intersections, but no significant differences between map formats for irregular road intersections. Statistically significant effects on subjective feelings were found between different map formats and road intersection patterns. The wider implications of the study results for the design and use of navigation map interfaces are discussed.Item type:Item, THE EFFECTS OF DIFFERENT NAVIGATION MAPS ON DRIVING PERFORMANCE(2012-10-01) ;Hsu, Shang-Hwa ;Lin, Chia-Hsyang ;Chao, Chin-Jung ;工業工程與管理學系Department of Industrial Engineering and ManagementThis study evaluated the driving performance of drivers presented with 2D and 3D electronic navigation maps and a traditional paper map with various route structures. A heads-up display was used to show the different driving conditions for each navigation map system. Results revealed that the drivers using an electronic navigation map performed better compared to the drivers using a paper map. The results also indicated that drivers who used 2D-regular pattern or 2D-irregular corner maps performed more efficiently than the drivers who used a 3D-regular pattern or 3D-irregular corner maps in reaching their destinations. In addition, drivers can save time and fuel by using 2D navigation maps in unfamiliar regions.Item type:Item, Kannon: Ubiquitous Sensor Actuator technologies for elderly living and care - A Multidisciplinary Effort in National Chiao Tung University, Taiwan(2006) ;Zao, John K. ;Hu, Jwu-Sheng ;Chiou, Jin-Chern ;Huang, Yu-LunLi, Shu-ChenA team of researchers including computer scientists, electrical and control engineers, architects, industrial designers, human factor engineers, and cognitive scientists in the National Chiao Tung University (NCTU), Taiwan, along with their overseas collaborators launched the project Kannon, a multidisciplinary effort to develop Adaptive Assistive Technologies that can be deployed incrementally into existing private/public spaces and collaborate opportunistically to offer monitoring, assisting, communicating and rejuvenating services to healthy elders. The team combined the state-of-art information, communication and robotic know-how with the activity oriented method for product design and the modular functional approach in modern architecture in order to devise a holistic support for successful aging. This paper presents the philosophy, approach and first fruits of this project.Item type:Item, ASSESSING EFFECTIVENESS OF VARIOUS AUDITORY WARNING SIGNALS IN MAINTAINING DRIVERS' ATTENTION IN VIRTUAL REALITY-BASED DRIVING ENVIRONMENTS(2009-06-01) ;Lin, Chin-Teng ;Chiu, Tien-Ting ;Huang, Teng-Yi ;Chao, Chih-FengLiang, Wen-ChiehDrivers' fatigue contributes to traffic accidents, so drivers must maintain adequate alertness. The effectiveness of audio alarms in maintaining driving performance and characteristics of alarms was studied in a virtural reality-based driving environment. Response time to the car's drifting was measured under seven conditions: with no warnings and with continuous warning tones (500 Hz, 1750 Hz, and 3000 Hz), and with tone bursts at 500 Hz, 1750 Hz, and 3000 Hz. Analyses showed the audio warning signals significantly improved driving. Further, the tones' spectral characteristics significantly influenced the effectiveness of the warning.Item type:Item, A STUDY OF FITTS' LAW ON GOAL-DIRECTED AIMING TASK WITH MOVING TARGETS(2011-08-01) ;Chiu, Tien-Ting ;Lin, Chun-Ling ;Young, Kuu-Young ;Lin, Chin-TengHsu, Shang-HwaMost research based on Fitts' law define a log-linear relationship between temporal and spatial accuracy in goal-directed aiming tasks using stationary targets. Whether this relationship holds or not when the targets have varying velocities, and how the behavioral strategies and physical activities may change accordingly are of interest. The aim of this study was to investigate the relationship between temporal and spatial accuracy in goal-directed aiming tasks with moving targets. Participants were asked to aim at two target widths using a joystick. Results demonstrated that in a goal-directed aiming task there was a negative effect on performance when target velocity was increased or target width was decreased. Participants moved faster and then made more systematic errors in a high-velocity target condition. Results may be applicable to the complex perceptual-motor behavior of people who perform tasks using computers.