Portfolio–Chuan-Che (Jeff) Huang

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PORTFOLIO – CHUAN-CHE HUANG | 1


CHUAN-CHE (JEFF) HUANG PORTFOLIO – CHUAN-CHE HUANG | 2


A new musical instrument may not change the meaning of improvisation, but it will surely change how a talented musician improvises. Similarly, new toys and tools for modeling, prototyping, and simulation may not change the meaning of innovation, but they will surely change how organizations innovate. – Michael Schrage

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RESEARCH PROJECTS Stone Soup High Wire High-speed Indoor Proximity Sensing System Makino Bamboo The Hardware/Software (HW/SW) Co-Design of Embedded Systems

SELECTED HCI PROJECTS All Hands Augmented, Augment a makerspace Liquid as Light – Pour, Blend & Shake GlobalLens: visualize World Bank data PayMap: visualize credit card payment history Usability Evaluation for LectureBook

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Designed and Developed a 16-bit RISC CPU

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N-Body Simulation and Mandelbrot Set, Comparing parallel programming libraries and frameworks

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Crafted a LL1 & a LALR Parser Generator in C

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SELECTED CS PROJECTS

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Evolving Wall-Following Robots Using Genetic Programming

ARTWORKS Sketching Ann Arbor Poster Design The Box Series

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RESEARCH PROJECTS PORTFOLIO – CHUAN-CHE HUANG | 5


STONE SOUP | a collective configured proactive display Advised by Professor Mark W. Newman May 2012 - Present PORTFOLIO – CHUAN-CHE HUANG | 6


Stone Soup A collective configured proactive display Introduction Stone Soup aims to decentralize the control in the increasingly ubiquitous information displays to the general public and to empower end-users to be able to easily contribute, share, and exchange the digital information on the public displays around them. Challenge How can end-users easily configure their situated information environment? System + Collaboration Stone Soup is a proactive display that can detect who are present in the space. The content on the display can be collectively aggregated by the preferences of users in the space. Stone Soup supports a set of predetermined content that users can share, including social media streams such as Twitter, Flickr and Youtube, and web pages, publications, weather broadcasts and bus schedules. In order to lower the barriers for the general public to create and to manage their shared content, Stone Soup provides mechanisms that allow users to configure new preferences and appropriate and re-configure other users’ settings using a mobile application. Deployment We’ve deployed the system to the 400 students in the School of Information (around 60 students registered an account). During the deployment, we identified some new sets of challenges such as the lack of “playfulness” of the system. The next version of the system is currently under re-designing now.

(Left) Users could specify the information they want to see on the display using mobile phone. They could also explore other users’ settings and copy them. (Right) Any changes happened on the display would go into news feed. If users find something interesting on the public display, they could go to news feed and copy others’ settings.

The system uses a high-speed Bluetoothbased sensing system for proximity detection and a Kinect to detect the gesture for pausing and scrolling the content on the display. Responsibility: CO-Investigator. Designed and developed a web-based mobile application, bluetooth-based proximity sensing system, and the backend logic that glue together the display app and mobile app. Collaborator: Gaurav Paruthi Advisor: Mark W. Newman Skills: Python (Django), C/C++, Redis, Javascript, HTML5, CSS, Bluetooth programming (BlueZ), Interaction Design Status: In-progress

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HIGH WIRE | A physical/digital media playground for non-experts Collaborated with Professor Joshua Bard and Matthew Schulte Jun 2012 - Dec 2012 PORTFOLIO – CHUAN-CHE HUANG | 8


High Wire A physical/digital media playground for non-experts Introduction In the summer of 2012, I collaborated with faculty members and students from the UM Digital Fabrication Lab to built a room-sized landmark for the school’s largest research center–North Campus Research Complex (NCRC), a 28-building, 174-acre campus. “Collaboration” is the theme for our design, as the goal of NCRC is to encourage experts from different disciplines to cooperate together and to bring up new ideas. challenge How to transform the value “collaboration” into a concrete representation? Solution I proposed to make the installation as a flexible digital playground for people in NCRC, rather than as a statue that cannot be changed once built and deployed. Researchers at NCRC would be able to easily plug in an USB cable to the installation and reprogram a series of ambient light rods, motion sensors and microphones through Arduino programming language. Therefore, the installation becomes a place where different people could contribute their ideas together. It also embodies the collaboration goal of the research center.

Responsibility: Chief software/hardware designer and developer. Designer and developer of the ambient light system Collaborator: Joshua Bard, Matthew Schulte (Faculty Members) & Evan Kerrigan and graduate students from a UM Arch digital fabrication course Skills: C/C++, Processing, Arduino, Wiring & Soldering, Interaction Design Status: Completed

Impact Currently the installation, High Wire, is already in place. I had completed several demo applications for it. Upon constructing the installation, I explained the digital playground idea to many visitors, they were all excited about being able to create applications for the installation, and had started to imagine how they could interact with the installation. I believe empowering people to express and share their ideas is the fundamental key to facilitate collaboration.

A prototype of the flexible micro-controller shell. We leave extra space in the shell for future extension such as adding a wireless module. PORTFOLIO – CHUAN-CHE HUANG | 9


This is the initial prototype for testing

High-speed Bluetooth-based Indoor Proximity Sensing System Advised by Professor Mark W. Newman Oct 2011 - April 2012 PORTFOLIO – CHUAN-CHE HUANG | 10


High-speed Bluetooth-based Indoor Proximity Sensing System Introduction The indoor proximity detection system needed performance improvement in two researches of the Interaction Ecologies Lab. The original Bluetooth-based proximity sensing system developed in the lab took a very long time to detect visitors arrival and departure–it took more than 30 seconds for arrival and more than 1 minute for departure. Such delay prevents the system from detecting the human presence or activity accurately of a social space. Challenge Shorten the detection time of a Bluetooth-based indoor proximity sensing system as much as possible.

tools for automating the experiment

Solution Inspired by my previous experiences in parallel programming and randomized algorithms, I explored the use of multiple bluetooth adaptors running in parallel to speed up the detection time and developed a special algorithm for it. Simply reconfiguring the parameters of Bluetooth won’t solve the problem, as there is an intrinsic limitation in the Bluetooth protocol. Experiments To test the influence of different variables such as number of adaptors, distance and parameters related to Bluetooth inquiry, I created a set of programs to automate 180 trials of the experiments. Results My experiment proves that by using six adaptors, the system can detect within 3 seconds (95% accuracy) the departure and arrival event, which boost the performance by 20 times. The improvement of the system opens up the possibility for the Stone Soup project. Individual Research | Advisor: Mark W. Newman Skills: C/C++, Bluetooth Programming (BlueZ), R, PHP, Shell Scripting

The influence of using different number of bluetooth adaptors running in parallell

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MAKINO BAMBOO A fun-to-use toolkit for non-experts to explore smart objects.

Advised by Professor Predrag Klensja & Mark W. Newman Sep. 2012 - Present PORTFOLIO – CHUAN-CHE HUANG | 12


Makino Bamboo A fun-to-use toolkit for non-experts to explore smart objects Introduction We are in an ubiquitous computing age that the physical and digital worlds are intertwining. Many physical objects and materials start to be augmented with digital characteristics, and each object has a digital representation on the Cloud. Currently, limited tools are provided for non-experts to prototype and explore the use of smart objects and Internet-of-things. The technical barriers in using programing languages prevent end-users from forming a peer production environment. Challenge 1) How to empower non-expert users in exploring smart objects and Internet-ofthing? 2) How to allow non-expert users to easily program the ambient light system? Solution In response, I designed a toolkit called Makino Bamboo, which aims to provide the first step for non-experts to experiment physical/digital objects. Makino Bamboo contains 1) a set of bamboo-like light rods which is built by several LED strips, 2) an Arduino and a Raspberry PI, and 3) a tablet-based software used to compose apps for the light rods. Using a process similar to editing photos on Instagram and using a simple programming language like Scratch, non-expert users would be able to easily program applications for the light rods.

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Impact Currently I’ve completed the light system, and have designed the middlefidelity prototype of the tablet-based software in Axure. After I introduced the project to the class, my fellow classmates are inspired by the idea of moving beyond prototyping screen-based applications to allowing non-experts to innovate Internet-of-things and its applications. My passion for creating Ubicomp design tools is affirmed when hearing one graduate student said, “I just want to thank you for giving this inspiring presentation and product.”

Future Work I plan to design and implement the low-level API for the light system and then create a high-fidelity prototype of the tablet-based application in the spring of 2013. Individual Research Advisor: Prof. Predrag Klasnja & Prof. Mark W. Newman Skills: Arduino, Interaction Design Status: In-progress

Makino Bamboo allows users to create applications for the lighting system using the Wizard editor, which is similar to a combination of IFTTT and Instagram. Also, users could use Scratch language to create more complex applications PORTFOLIO – CHUAN-CHE HUANG | 14


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NINTENDO ENTERTAINMENT SYSTEM Hardware/Software (HW/SW) Co-Design of Embedded System The

Advised by Professor Ren-Song Tsay Jan 2009 - Jan 2010

F igu re 11: Demo on A R M926E J-S platform baseboard

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Nintendo Entertaining System–Hardware/Software (HW/SW) Co-Design of Embedded System Introduction Embedded system design teams are currently struggling with shortened product life-cycles while the complexity of products increases. The lack of product prototypes for communication between the SW and HW group often leads to inefficacious results. In addition, for embedded products that need to have a community of application developers, it’s important to provide a model for developers to start and test their applications as early as possible. Goal Our aim is to develop a Nintendo Entertainment System that could be run on an ARM baseboard with >40fps and evaluate the accuracy of the CoWare Architect simulation software on its prediction of the NES performance.

(Right) The system architecture of the Nintendo Entertainment System (Bottom) The software simulator we developed

Solution In this project, we analyzed and experimented with a cutting-edge HW/SW codesign method through applying it to re-implement an Nintendo Entertainment System (NES). The method includes three steps. 1) Rapid prototyping the system using C++ for functionality validation. 2) Change the C++ model to a System-C prototype that could be run on a configurable hardware simulation environment– CoWare Architect–for performance evaluation and profiling. 3) Replace the bottlenecks in the software model with hardware acceleration components using Verilog and FPGA. This method is proposed to solve the above problems. Results After we implemented the SW model, simulated it on CoWare Architect and ported the SW on ARM baseboard, we proved the efficacy of CoWare Architect and the usefulness of the new design method.

Responsibility: Developed the Picture Processing Unit of the Software (SW) model, ported the SW model onto ARM Baseboard Collaborator: Cheng-Dao Li, Cheng-Hsiang Ke, Hung-Yu Hsu, Sherry Lee, Tzu-Hsuan Hsu Advisor: Prof. Ren-Song Tsay Skills: C/C++, Qt, ARM Baseboard, Verilog Status: Completed

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SELECTED HCI COURSE PROJECTS PORTFOLIO – CHUAN-CHE HUANG | 17


Makerspace

All Hands Augmented | Augment Makerspace SI612 Pervasive Interaction Design Jan 2012 - April 2012

Cultural Probes Study PORTFOLIO – CHUAN-CHE HUANG | 18


All Hands Augmented | Augment Makerspace SI612 Pervasive Interaction Design

Introduction As the computing devices become cheaper, smaller, and ubiquitous, it opens up a new world, in which our interaction with the physical space and the ways we communicate with each other would be radically different. In collaboration with my team (“Augmenteamed”), I designed and iterated devices and applications that can empower the documentation, collaboration and social interaction in a local makerspace, All Hands Active. Challenge How to use emerging technologies to increase and facilitate the “memory sharing” in the makerspace, All Hands Active? Key Issues We identified the following problems and needs by using ethnographic interviews and cultural probe studies. 1) Although sharing project information is integral to the education and success of its members, All Hands Active currently has no standard ways to document or otherwise record the existence of projects 2) Although there is a broad range of skills and expertise represented amongst the membership of All Hands Active, this information is not broadly accessible because there is no central database that links expertise data to members. 3) It is often hard for members to find the correct tools and materials for the projects they are working on in their small and chaotic space.

(Up) Our system concept (Right) Experience prototyping session

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Process We administered a formative study, performed several rounds of group ideation and idea generation, conducted experience prototyping, and ultimately created an interactive demo demonstrating a system that we conceived to augment the space digitally. In particular, we used the ‘speed-dating’ method, a user enactment design method, to quickly test 9 types of design at the initial phase. One of the observations we found during this process is that the users liked the ‘post-it’ sized small screens for their high mobility and the privacy they provide. They also liked the large public screen for its portal function and its inclusiveness. Our team decided that ‘tablet-sized’ interface screen can synthesize the advantages of these two sizes of interactive screens. Solution & Impact We proposed and prototyped the most suitable system that consists of three main parts: a cloud-based data collation software, an advanced context-aware documentation system, and multiple tablet-sized touch interfaces available throughout the space. The system would be able to facilitate the cooperation and documentation in the space. We believe that the system can increase the memory sharing even though some context-aware computing technologies are not available currently. Our video demo can be found at https://vimeo.com/40628213.

Cultural Probe Study–We put a polaroid camera, a set of sticky pocket films and a makerspace map in All Hands Active to study how makers work in the space. Makers there could take a photo of people working and then post the photos onto the map.

Responsibility: Designed and conducted user research, created low-fi prototype and interactive prototype and video demo Collaborator: Evan Kerrigan, Szu-Hsuan Lai, Yi-Ying Lin & Isaac VanDuyn Skills: Adobe Fireworks, Interaction Design, Ethnographic Observation, Experience Prototyping, Cultural Probes, Diary Studies, Interviews, User Research Status: Completed

Storyboards explain how our system works

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Light As Liquid Pour, Blend & Shake 2013 – Present

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Light As Liquid | Pour, Blend & Shake ARCH 506 Responsive Surfaces

Overview Light as Liquid is the embodiment of my addiction in ambient light, and my obsession to the emotion these ambient light rise. I’ve dreamed up a world that humans no longer need to turn the switches of lamps to control the light, and the color of the everyday lights are not limited to yellow and white. We can simply take up a wine bottle on the dinner table, blow our emotion into the bottle, and then use the “emotion liquid” in the bottle to soak up the light. Light is just like liquid; and light embodies our feeling. System Introduction To realize this imagination, I create a real lighting installation that allows light to be manipulated in the same way as liquid. The system contains two parts, one is the cups for pouring color, the other is the light canvas. Different cups have slightly different functions – one cup is full of blue, one is red and one is green. The last cup is used to blend color together and, in the future, to allow users to shake the cup to create dynamic light pattern – just like the dynamic pattern of fluid when we shake a bottle full of water. Users can then pour this dynamic light pattern on to the canvas. The interactivity this system supports include pouring color into the light canvas, removing the color, and blending the color.

Impact My demo of the system is appreciated by many of the architects in the course and several other faculties from the U-M design school. One student says to the whole class “Jeff, I am so glad you are the last to present your work” while I was giving the demo.

Individual Project Skills: Arduino, Firmata, Python, Digital Fabrication, Tangible Computing Design

(Left) The inner structure of a light tube contains several layers of light diffusers and in the center, a LED light strip. (Middle & Right) Obviously, my sketches of ideas.

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GlobalLens: visualize world back datasets SI649 Information Visualization Overview GlobalLens is an interactive visualization with an aim to better support exploratory data analysis – to facilitate people to understand the history and the current status of different countries in the world. Problem Description While there have been systems developed, such as the Data Visualizer, to untangle the enormous data in the world bank database, we find them still unsatisfycing in several ways. The major drawback of systems like Data Visualizer is the decoupling of the world map and the statistics of each indicators. This decoupling prevents people who lack of knowledge about the geographical relationship between countries from exploring data in a more meaningful way. For example, it’s much harder to compare a country with its neighbor countries in systems like Data Visualizer. Secondly, these previous systems implicitly put a higher weight on the larger or the well developed countries – people explore countries they’ve already know, but tend ignore other smaller developing countries. Method To better support the understanding of countries statuses under the geographical context, and to better allow people to notice other smaller but less developed countries, we create a series of mid-fi prototypes and finally develop a real interactive system for people to play with.

Impact We’ve found out from the user testing that people feel this system is much playful, especially for the interactive map part. For example, people who heard of “Tanzania” but did not actually know where it is can type in the country name, and the system highlight the location and the data of the country. They then are able to explore other neighbor countries in east Africa. Click here to see the demo: http://www.globallens.an-yang.com/ Responsibility: Project Manager, UX Designer, SW Architect and Developer Collaborator: An Yang, Jiyoung, Lezhong, Wen Cui Skills: D3.js, Backbone.js, Polymaps.js

(Up) One of the mid-fi prototype (Down) The real system

System Introduction This interactive visualization contains a set of filter options that allows users to switch between various indicators and to filter out unwanted countries. The map component is tightly coupled with the X-Y plot component – users can select a set of countries on the map to filter out unwanted countries on the X-Y plot, or they can move the time slider on the right to change the colors on the maps.

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PayMap: visualize credit card payment history SI649 Information Visualization Research Questions I am interested in studying where I spent my money in other states and in Ann Arbor and how my shopping behavior changes overtime. The online bank account record didn’t provide any visual aid in answering the following questions. 1) Where did I spend my money? How much did I spend at different locations? 2) How frequently did I eat at certain restaurants? If my preference changed, when did it happen and how?

The tool facilitates the exploration and reflection of an individual’s payment data. PayMap transforms the rigid plain text on the statements into meaningful expression. Click here to see the visualization: cchuang.info/infoviz Individual Project Skill: Sketching, HTML, CSS, Javascript (Leaflet.js & D3.js), Python, Google Maps API

This project also serves as a self-reflection and reminding tools in mining past data, especially for travelers who spend their money at new places. Method I developed a tool called PayMap in JavaScript using jQuery, D3.js and Leaflet.js, which contains an interactive map, bar chart and detail payments list that aims to transform the rigid payment statements into fun and reflective personal finance tool.

Users could filter the data by time or by locations

System Introduction The visualization system I created contains two visual elements. 1) The diameter of a circle is mapped to the total payment at a store in a given period. 2) The bar chart indicates the money I spent via debit card in certain time period. When a user’s pointer hovers over a location or the time, all the payments at the location or at the week specified would show up. The information can also be filtered by locations and time. Impact With PayMap, I can compare my spending at different locations on the map; I can compare my spending at the same places over time; I can also reflect the footprints of my spending after I traveled. Upon releasing PayMap on my Facebook, I received several requests from my friends for visualizing their own account data.

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Usability Evaluation for LectureBook, an Online eTextbook service

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SI622 Evaluation of Systems & Services * Note: Because of non-disclosure agreements signed by me and the members of my team, some details, such as specific findings and recommendations, are not available for this project.

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Introduction In Jan 2012, my team conducted a comprehensive evaluation for LectureTools’s newly launched e-textbook product–LectureBook. Two courses in the University of Michigan with more than 1500 students were using LectureBook at the time. My team was in a unique position to influence an important e-textbook product in its nascent phase.

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Challenge How to improve the usability of LectureTools?

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Process Our team began the process with an initial interview with LectureTools’s CEO and the product team at their offices in Ann Arbor, Michigan, in order to get a full view of their goals of the product. Later on, we created an interaction map, conducted user interviews, created personas and scenarios, performed comparative analysis and heuristic evaluation, performed user surveying and usability testing, and offered findings and recommendations to the product team.

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Impact Upon finishing a successful statistical analysis of the 1500 registered students and several other evaluation methods, we designed and presented our findings and recommendations to LectureBook. Our presentations was well-received, and some of our recommendations are reflected in the current iteration of the LectureBook site. Responsibility: Project Manager, User Experience Researcher Collaborator: Cristina Moisa, Yu-Jen Lin, Jeff Schwarz Skills: Usability Testing, Heuristic Evaluation, Persona and Scenario Development, Competitive Analysis, Survey Design, Site Mapping, User Interview

LectureBook Interface PORTFOLIO – CHUAN-CHE HUANG | 25


SELECTED CS COURSE PROJECTS PORTFOLIO – CHUAN-CHE HUANG | 26


Designed and Developed a 16-bit RISC CPU CS 312001 Introduction to Integrated Circuit Design Challenge

I designed an IC product using the same process as TSMC’s 0.18 um CMOS technology in the course ‘Introduction to Integrated Circuit Design’. Fascinated by how central processing units inject souls into computers, I decided to design and implement my own CPU that can run programs like ones that can generate Fibonacci series. Design Concept + Instruction Set Architecture (ISA)

I adopted the strategies from MIPS and RISC, which value simplicity and minimalism, to design the instruction set architecture. The 13 instructions I designed can support arithmetic operations, data transfer, conditional branch and jump, all of which form the fundamental functions for softwares. Process

After designing the ISA, I created a system diagram and implemented a high-level representation of the circuit in register-transfer level using Verilog HDL. Later on I applied Synopsys Design Vision to synthesize the representation to a gate-level netlist, which was then transferred to the actual physical layout through Cadence SoC Encounter and verified by Layout Versus Schematic (LVS) and Design Rule Checking (DRC). Outcome – CPU The RTL and Gate-level circuit representations successfully ran the Fibonacci program I created which proves it’s usefulness, and my team received high score for the complexity of the circuit we implemented.

(Up) System Architecture (Right) Physical Layout, generated by Cadence SoC Encounter

Responsibility: Project Manager, Chief Hardware Designer and Developer Collaborator: Po-Chen Chen Skills: IC Design, Verilog PORTFOLIO – CHUAN-CHE HUANG | 27


360 300 240 180 120 60 0

Evolving Wall-Following Robots Using Genetic Programming CS 560100 Artificial Intelligence Introduction For the Artificial Intelligence course, my team member, Kuan-Hao Su, and I decided to design and implement a program that could generate wall-following robots using genetic programming. We conducted three experiments studying different combination of mutation, crossover and tournament operations and other parameters to see their influence to the performance of the algorithm.

A wall-following robot

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Learning curve of a robot generation

Challenge 1) How does different percentages of tournament and mutation operations influence the evolution of wall-following robots? 2) How does different numbers of robots in a generation influence the evolution? Wall-Following Robot & Genetic Programming In genetic programming (GP), a gene tree represents a robot. Each gene tree contains decision making and action nodes of the robot. When putting a robot into a 2D cells map, it would sense the 8 nearby cells and make decision about where to go. The goal for the robot is to walk through all the cells adjacent to the wall. Using GP, we first randomly create thousands of robots with different genes, evaluate their wall-following performances, and then retain (tournament operations), mutate, mate (crossover operation) robots or add new robots. After hundreds of generations of evolvement, the robots then learn how to follow the wall. Results We found out that 1) high percentage of tournament operations (40%) leads to bad performance as it limits the performances of robots to local optimal; 2) Increase the percentage of mutation operations to 20% leads to 20% performance boost as it prevents robots being trapped at local optimal; 3) Increase the number of genes in a generation from 3000 to 5000 increase 12% performance.

Increase the percentage of mutation operations leads to performance boost Our research received high praise from the professor as it increases everyone’s understanding of GP, and received one of the highest scores in the class. Responsibility: Software Developer, Research and Experiment Design, Data Analysis, Project Manager, Presenter Collaborator: Kuan-Hao, Su | Skills: C, Experiment Design, Data Analysis

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N-Body simulation and Mandelbrot Set, Comparing parallel programming libraries and frameworks CS 542200 Parallel Programming Challenge In a graduate level course–Parallel Programming–I implemented a set of Mandelbrot Set animation programs and N-Body simulation programs using Pthread, OpenMP and MPI. In order to know the differences between Pthread, OpenMP and MPI, I designed two experiments to study their performances.

Experiments 1) Mandelbrot Set Experiments: I implemented three Mandelbrot set programs using Pthread, OpenMP and MPI, and then studied the performance differences in terms of different number of processors, different work allocation methods, different number of rendering iteration of the Mandelbrot Set animation, and different parallel programming frameworks. 2) N-Body Simulation: I implemented three N-Body animation programs using Pthread, OpenMP and MPI, and then researched the influence of different numbers of planets and processors to the performance of calculating new positions of the planets.

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Mandelbrot Set

Result One of the most important findings was that OpenMP is very efficient in both calculating Mandelbrot Set and simulating N-Body, while Pthread and MPI have similar performance. Individual Project Skills: C, Pthread, OpenMP, MPI, Data Analysis

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Crafted a LL1 & a LALR Parser Generator in C CS 340402 Compiler Design Challenge In the Compiler Design course, students were challenged to implement a LL1 and a LALR parser. In addition to implement these two parsers, I created parser generators that could dynamically generate new parsers based on different grammars and symbol sets. System The LL1 and LALR parser generators I designed and implemented in C could take in a set of language description files include the grammar definition, symbol and keyword sets, and then generate the correspondent scanner and parser. A generated parser can read a program file and then create a syntax tree of the program. In the future, this syntax tree can then be used by the code generator to create low-level program code. Result I received one of the highest scores for the project because of the add-up complexity. Individual Project Skills: C, Compiler Design

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ARTWORKS PORTFOLIO – CHUAN-CHE HUANG | 31


Sketching Ann Arbor 2012 In summer 2012, I decided to wake up at 7am every Sunday and spent half of a day sketching the surroundings of Ann Arbor. “Architecture” is the theme of this series of drawing. These buildings are significant to me because I came across them almost everyday. I wanted to remember them. I used the fine line drawing pens to draw this series of six sketches. I decided to use pen in stead of using pencil, because I want to be very precise in every line I draw. It was a challenging task but it generated clean and neat figures.

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2012

This is a poster designed for an Social Work event at the University of Michigan.

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Submit Photos & Stories Submissions Due: Oct, 21, 2012 Exhibition: Nov, 2012 Global Social Work Week Download Application: bit.ly/sswiweek Submit to: ssw.internationalweek@umich.edu

TRAVEL ABROAD TAKE PICTURES “Share your experience living and working in another WRITE STORIES SUBMIT WAIT FOR EXHIBITION country through photos and stories. This is a way for students to express, compare, and contrast their experience in a new place, and to raise awareness for international students on campus. ”

University of Michigan, School of Social Work, International Social Work Student Association & Office of Global Activities

Eligibility: Students and Alumni from the School of Social Work that have had a cross-national experience in 2011 - 2012. Photo retrieved from Flickr, J_Arrr!

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Shilin Night Market

The largest night market in Taipei

Rivers From 1821 to 1891, water played the most important role for the development of Shilin District. Shilin was the crossover between two major rivers. Also, it was located near an important ferry which could transport goods to the two big wharf cities - Dadocheng and Banka. Farmers then began to gather their agricultural produce in Shilin, around Cixian Temple, and waiting there to transport them to the two big wharf cities. The initial Shilin market was formed.

Railroad From 1891 to 1945, the railroad was the major factor. The first railroad in Taiwan was built in 1891. It started from the big wharf city Dadocheng to Keelung Port. Ten years after 1891, the first railroad branch line was built from Dadaocheng to Tamsui Port, via Shilin. From now on, Shilin stood at the intersection of rivers and railroads, and its excellent position enabled several historical developments. The first Shilin market building was raised in 1913. The Japanese government built up this first centralized market building to manage the market, because of the increase number of vendors and the sanitation problems. This was the first expression of the tension between systematic management and the chaotic nature of Shilin market.

Road From 1945 to 1988, the road system and the popularization of education impacted Shilin Market. In 1963, there were more schools built in area around Shilin because of its convenient transportation. After Ming Chuan University moved to Shilin, the vendors in this area quickly extended to the east side to sell food to students. Shilin Market changed from an agricultural produce morning market, to a market that was active both in the morning and at night. The night market focused on the student population, and was famous for its small eateries and entertainment. The modern shape of Shilin Night Market had finally crystallized.

1821-1891 The Rivers & Cixian Temple

MRT From 1988 to 2012, Shilin Night Market grew even faster because of the Metro Rapid Transit. In this era, the traditional agricultural markets were replaced by modern wholesalers. The importance of Shilin morning market decreased. It changed from a morning/night market to a market mainly famous for its nighttime activities. Also, with the increase in size and visitor numbers, the sanitation problem became severe again. The second episode of the tension between systematic management and chaotic nature of the night market occurred. In 2002, the Old Shilin Market building was dismantled, and the vendors were moved to a temporary market building. On Dec 25, 2011, a new underground Shilin Market building opened. Every vendor in the temporary market was moved to the new underground building.

Chuan-Che Huang

Challenge Though there are still many vendors on the street, the move raised a challenging question- how could the Taipei government efficiently and systematically manage this night market to improve the sanitation quality without sacrificing its chaotic, crowded nature? When the night market was taken underground, it lost its chaotic nature. At least 140,000 people signed a petition to oppose the new underground building, because they were afraid that our cultural treasure would die when it lost its intrinsic nature. There has been a precedent: Chien-Cheng Circle Night Market, died when the government tried to move it in a systematically organized building. There are still no answers for how the new infrastructure will change Shilin Night Market. We’ll have to wait and see.

A Place of Contradictions

Shilin Night Market’s chaotic nature makes the government refer to it with the name of “tumour in an urban city”. At the same time, so many lively and diverse cultures crowded together make people regard it as a cultural treasure. How to manage Shilin Night Market systematically without sacrificing its chaotic charm is a big challenge.

Shilin Night Market 2012

This is an individual project of ARCH 531 Networked Cities which I researched and presented the history of a crossover–Shilin Night Market, the largest night market in Taipei, Taiwan.

1988-2012 Metro Rapid Transit & Underground Night Market 1945-1988 The Road & Shilin Night Market

1891-1945 The Railroad & Old Shilin Market

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The Box Series Advised by Artist Cheng-Hung Lien 2007

The Box Series is an artwork exhibition aimed at engaging engineering students to take action across these disciplines that promoted playful creativity. The project was a set of boxes with graffiti chalk drawing and blank spaces for students to engage. The boxes invited students to draw lines, color blocks or anything else that was visual and fun.

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It is said that to a man with a hammer the whole world is a nail. Our tools shape the way we see the world, and they shape the world we make. – Mark D. Gross

Chuan-Che (Jeff) Huang www.cchuang.info 404.924.0290 chuanche@umich.edu

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//end PORTFOLIO – CHUAN-CHE HUANG | 39


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