Pin-Sung Ku

Orcid: 0000-0001-5645-7825

According to our database1, Pin-Sung Ku authored at least 22 papers between 2017 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
ECSkin: Tessellating Electrochromic Films for Reconfigurable On-skin Displays.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., May, 2024

Exploring On-Skin Prototyping Toolkits for Wearable Creation: A Workshop Study with Middle School Students.
Proceedings of the 2024 ACM International Symposium on Wearable Computers, 2024

2023
SweatSkin: Rapidly Prototyping Sweat-Sensing On-Skin Interface Based on Microfluidics.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., December, 2023

SkinLink: On-body Construction and Prototyping of Reconfigurable Epidermal Interfaces.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2023

2022
Patch-O: Deformable Woven Patches for On-body Actuation.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
SkinKit: Construction Kit for On-Skin Interface Prototyping.
Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 2021

Delocalizing Strain in Interconnected Joints of On-Skin Interfaces.
Proceedings of the ISWC 2021: Proceedings of the 2021 ACM International Symposium on Wearable Computers, 2021

JetController: High-speed Ungrounded 3-DoF Force Feedback Controllers using Air Propulsion Jets.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Demonstration of JetController: High-speed Ungrounded Force Feedback Controllers Using Air Propulsion Jets.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

HapticSeer: A Multi-channel, Black-box, Platform-agnostic Approach to Detecting Video Game Events for Real-time Haptic Feedback.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
ThreadSense: Locating Touch on an Extremely Thin Interactive Thread.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Zippro: The Design and Implementation of An Interactive Zipper.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
PeriText: Utilizing Peripheral Vision for Reading Text on Augmented Reality Smart Glasses.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

PersonalTouch: Improving Touchscreen Usability by Personalizing Accessibility Settings based on Individual User's Touchscreen Interaction.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
EyeExpress: Expanding Hands-free Input Vocabulary using Eye Expressions.
Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings, 2018

Wink it: investigating wink-based interactions for smartphones.
Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2018

ActiveErgo: Automatic and Personalized Ergonomics using Self-actuating Furniture.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
PeriText+: utilizing peripheral vision for reading text on augmented reality smart glasses.
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 2017

Eyeexpression: exploring the use of eye expressions as hands-free input for virtual and augmented reality devices.
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 2017

CircuitSense: Automatic Sensing of Physical Circuits and Generation of Virtual Circuits to Support Software Tools.
Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology, 2017

CurrentViz: Sensing and Visualizing Electric Current Flows of Breadboarded Circuits.
Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology, 2017

Party Animals: Creating Immersive Gaming Experience for Physically Co-present VR and Non-VR Players.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017


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