Projects
We developed a LeetCode-inspired platform for users to practice writing smart contracts. Upon solving specific challenges, users receive unique Non-Fungible Tokens (NFTs) associated with the respective problem. This platform provides an interactive learning environment, motivating users to deepen their smart contract development skills through practical coding challenges. NFTs serve as tangible rewards for each problem, encouraging active participation.
A commemorative game for the 50th anniversary of the College of Engineering at National Tsing Hua University. The game integrates knowledge from various engineering disciplines, allowing users to play while gaining insights into the basic knowledge and history of the College of Engineering.

In this RPG game, players take on the role of a stray cat and must navigate survival by completing storyline quests and interacting with characters and objects within the game world.

A commercial website for San Yu Tang, where users can place orders for Taiwanese tea products. International users can also make purchases by switching language preferences. The website serves as an e-commerce platform, facilitating the seamless purchase of tea products globally.

This project utilized the WiiFit Balance Board to investigate user balance disparities between playing first-person shooter (FPS) games in 2D mode and virtual reality (VR) environments. The study aimed to discern variations in balance information and user interactions when engaging with FPS games in different gaming setups.
Accepted by TAICHI Posters 2022

This study explored using virtual scenarios to trigger drug cravings and physical responses, finding that cravings did not last beyond VR sessions for 19 participants. The research highlights the importance of tailoring scenarios to patients' recovery stages and contexts, offering insights for designing VR-based psychotherapy.
Accepted by CHI LBW 2024

Physiological Data
Annotation System
Drug addiction is a chronic condition marked by compulsive behavior and cognitive challenges, yet research on VR-based treatment remains limited. This researc extends our work on the CravingProbe system, which uses VR scenarios with drug cues to induce cravings for therapeutic introspection. We introduce a new interactive interface for therapists, demonstrated through a practical demo with the authors as patients and attendees as therapists.
Accepted by CSCW Demos 2024

This study developed an algorithm to quantify focus using EEG data and explored its impact on VR immersion. A pre-study confirmed the algorithm’s ability to distinguish between focused and relaxed states. The focus score was then visualized in various ways within a VR system, with an exploratory study highlighting the environmental scheme as the most effective for enhancing user engagement and positive emotions. Design guidelines were also proposed for optimizing neurofeedback visualization in future VR applications.
Accepted by MobileCHI Papers 2024

We developed an EEG-based algorithm and interface to visualize arousal states in asymmetric multiplayer VR games. This reduces differences between VR and non-VR players, enhancing social connection and presence. We also designed a study to evaluate the impact on the gaming experience.
Accepted by Ubicomp Posters 2024
