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Jinghui Cheng (34)

  • Articles de revue (7)
    • 2019
      • Article de revue
        Vierhauser, M., Bayley, S., Wyngaard, J., Xiong, W., Cheng, J., Huseman, J., Lutz, R.R. & Cleland-Huang, J. (2019). Interlocking Safety Cases for Unmanned Autonomous Systems in Shared Airspaces. IEEE Transactions on Software Engineering, 20 pages. Tiré de https://doi.org/10.1109/TSE.2019.2907595
    • 2018
      • Article de revue
        Khomh, F., Adams, B., Cheng, J., Fokaefs, M. & Antoniol, G. (2018). Software Engineering for Machine-Learning Applications: The Road Ahead. IEEE Software, 35(5), 81-84. Tiré de https://doi.org/10.1109/MS.2018.3571224
    • 2016
      • Article de revue
        Putnam, C., Dahman, M., Rose, E., Cheng, J. & Bradford, G. (2016). Best practices for teaching accessibility in university classrooms: cultivating awareness, understanding, and appreciation for diverse users. ACM Transactions Accessible Computing (TACCESS), 8(4). Tiré de https://doi.org/10.1145/2831424
      • Article de revue
        Putnam, C., Reiner, A., Ryou, E., Caputo, M., Cheng, J., Allen, M. & Singamaneni, R. (2016). Human-centered design in practice: roles, definitions, and communication. Journal of Technical Writing and Communication, 46(4), 446-470. Tiré de https://doi.org/10.1177/0047281616653491
    • 2014
      • Article de revue
        Putnam, C., Cheng, J. & Seymour, G. (2014). Therapist perspectives: Wii active videogames use in inpatient settings with people who have had a brain injury. Games for Health Journal, 3(6), 366-370. Tiré de https://doi.org/10.1089/g4h.2013.0099
    • 2013
      • Article de revue
        Putnam, C. & Cheng, J. (2013). Helping therapists make evidence-based decisions about commercial motion gaming. ACM SIGACCESS Accessibility and Computing, (107), 3-10. Tiré de https://doi.org/10.1145/2535803.2535804
    • 2010
      • Article de revue
        Zhai, Q., Guan, X., Cheng, J. & Wu, H. (2010). Fast identification of inactive security constraints in SCUC problems. IEEE Transactions on Power Systems, 25(4), 1946-1954. Tiré de https://doi.org/10.1109/TPWRS.2010.2045161
  • Communications de conférence (24)
    • 2019
      • Communication de conférence
        Cheng, J. & Guo, J.L.C. (2019). Activity-Based Analysis of Open Source Software Contributors: Roles and Dynamics. Communication présentée à 12th IEEE/ACM International Workshop on Cooperative and Human Aspects of Software Engineering (CHASE 2019), Montreal, Qc, Canada (p. 11-18). Tiré de https://doi.org/10.1109/CHASE.2019.00011
      • Communication de conférence
        Arya, D., Wang, W., Guo, J.L.C. & Cheng, J. (2019). Analysis and Detection of Information Types of Open Source Software Issue Discussions. Communication présentée à 41st IEEE/ACM International Conference on Software Engineering (ICSE 2019), Montreal, Qc, Canada (p. 454-464). Tiré de https://doi.org/10.1109/ICSE.2019.00058
      • Communication de conférence
        Wang, W., Guo, J.L.C. & Cheng, J. (2019). Usability of virtual reality application through the lens of the user community: A case study. Communication présentée à CHI Conference on Human Factors in Computing Systems (CHI EA 2019), Glasgow, United kingdom (6 pages). Tiré de https://doi.org/10.1145/3290607.3312816
    • 2018
      • Communication de conférence
        Chen, J., Goodrum, M., Metoyer, R. & Cleland-Huang, J. (2018). How do practitioners perceive assurance cases in safety-critical software systems? Communication présentée à 11th ACM/IEEE International Workshop on Cooperative and Human Aspects of Software Engineering (CHASE 2018), Gothenburg, Sweden (p. 57-60). Tiré de https://doi.org/10.1145/3195836.3195838
      • Communication de conférence
        Cheng, J. & Guo, J.L.C. (2018). How do the open source communities address usability and UX issues? An exploratory study. Communication présentée à CHI Conference on Human Factors in Computing Systems (CHI EA 2018), Montréal, Québec (6 pages). Tiré de https://doi.org/10.1145/3170427.3188467
      • Communication de conférence
        Vierhauser, M., Bayley, S., Wyngaard, J., Cheng, J., Xiong, W., Lutz, R., Huseman, J. & Cleland-Huang, J. (2018). Interlocking safety cases for unmanned autonomous systems in urban environments. Communication présentée à 40th IEEE/ACM International Conference on Software Engineering - Companion (ICSE-Companion 2018), Gothenburg, Sweden (p. 416-417). Tiré de https://doi.org/10.1145/3183440.3195035
    • 2017
      • Communication de conférence
        Putnam, C., Anderson, D.C., Hosley, W.J., Cheng, J. & Goldman, L. (2017). Cognitive rehabilitation potential of a driving simulation game for brain injury: a pilot study. Communication présentée à Annual Symposium on Computer-Human Interaction in Play - Extended Abstracts (CHI PLAY 2017), Amsterdam, The Netherlands (p. 179-185). Tiré de https://doi.org/10.1145/3130859.3131290
      • Communication de conférence
        Putnam, C., Lin, A., Subramanian, V., Anderson, D.C., Christian, E., Swaminathan, B., Yalla, S., Cotter, W., Ciccone, D. & Cheng, J. (2017). Effects of commercial exergames on motivation in brain injury therapy [Affiche]. Présenté à Annual Symposium on Computer-Human Interaction in Play - Extended Abstracts (CHI PLAY 2017), Amsterdam, The Netherlands (p. 47-59). Tiré de https://doi.org/10.1145/3130859.3131431
      • Communication de conférence
        Cheng, J., Anderson, D., Putnam, C. & Guo, J. (2017). Leveraging design patterns to support designer-therapist collaboration when ideating brain injury therapy games. Communication présentée à Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), Amsterdam, The Netherlands (p. 291-303). Tiré de https://doi.org/10.1145/3116595.3116600
      • Communication de conférence
        Guo, J., Cheng, J. & Cleland-Huang, J. (2017). Semantically enhanced software traceability using deep learning techniques. Communication présentée à IEEE/ACM 39th International Conference on Software Engineering (ICSE 2017), Buenos Aires, Argentina (p. 3-14). Tiré de https://doi.org/10.1109/ICSE.2017.9
      • Communication de conférence
        Cheng, J. & Putnam, C. (2017). Towards a prototype tool leveraging design patterns to support design of games for brain injury therapy [Affiche]. Présenté à CHI Extended Abstracts on Human Factors in Computing Systems (CHI EA 2017), Denver, Colorado (p. 1532-1538). Tiré de https://doi.org/10.1145/3027063.3053091
      • Communication de conférence
        Goodrum, M., Cleland-Huang, J., Lutz, R., Cheng, J. & Metoyer, R. (2017). What requirements knowledge do developers need to manage change in safety-critical systems? Communication présentée à 25th IEEE International Requirements Engineering Conference (RE 2017), Lisbon, Portugal (p. 90-99). Tiré de https://doi.org/10.1109/RE.2017.65
    • 2016
      • Communication de conférence
        Cheng, J., Putnam, C. & Guo, J. (2016). Always a tall order : values and practices of professional game designers of serious games for health. Communication présentée à Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), Austin, Texas (p. 217-228). Tiré de https://doi.org/10.1145/2967934.2968081
      • Communication de conférence
        Cheng, J. & Putnam, C. (2016). Choose a game : A prototype tool to support therapists use games in brain injury rehabilitation. Communication présentée à CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA 2016), San Jose, California (p. 3659-3662). Tiré de https://doi.org/10.1145/2851581.2890240
      • Communication de conférence
        Putnam, C., Cheng, J., Lin, F., Yalla, S. & Wu, S. (2016). Choose a Game : Creation and Evaluation of a Prototype Tool to Support Therapists in Brain Injury Rehabilitation. Communication présentée à CHI Conference on Human Factors in Computing Systems (CHI 2016), San Jose, California (p. 2038-2049). Tiré de https://doi.org/10.1145/2858036.2858258
      • Communication de conférence
        Cheng, J., Mulholland, J. & Shankar, A. (2016). Using the Kano model to balance delight and frustration for an enterprise application [Affiche]. Présenté à CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA 2016), San Jose, California (p. 3021-3027). Tiré de https://doi.org/10.1145/2851581.2892284
    • 2015
      • Communication de conférence
        Putnam, C., Dahman, M., Rose, E., Cheng, J. & Bradford, G. (2015). Teaching accessibility, learning empathy [Affiche]. Présenté à 17th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2015), Lisbon, Portugal (p. 333-334). Tiré de https://doi.org/10.1145/2700648.2811365
      • Communication de conférence
        Cheng, J. & Putnam, C. (2015). Therapeutic gaming in context: observing game use for brain injury rehabilitation [Affiche]. Présenté à 33rd SIGCHI Extended Abstracts on Human Factors in Computing Systems (CHI EA 2015), Seoul, Republic of Korea (p. 1169-1174). Tiré de https://doi.org/10.1145/2702613.2732697
      • Communication de conférence
        Cheng, J., Putnam, C. & Rusch, D.C. (2015). Towards efficacy-centered game design patterns for brain injury rehabilitation: a data-driven approach. Communication présentée à 17th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2015), Lisbon, Portugal (p. 291-299). Tiré de https://doi.org/10.1145/2700648.2809856
    • 2014
      • Communication de conférence
        Putnam, C. & Cheng, J. (2014). Therapist-centered requirements : A multi-method approach of requirement gathering to support rehabilitation gaming. Communication présentée à 22nd IEEE International Requirements Engineering Conference (RE 2014), Karlskrona, Sweden (p. 13-22). Tiré de https://doi.org/10.1109/RE.2014.6912243
    • 2013
      • Communication de conférence
        Putnam, C. & Cheng, J. (2013). Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care [Affiche]. Présenté à 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2013), Bellevue, Washington. Tiré de https://doi.org/10.1145/2513383.2513390
      • Communication de conférence
        Putnam, C., Cheng, J., Rusch, D., Berthiaume, A. & Burke, R. (2013). Supporting therapists in motion-based gaming for brain injury rehabilitation [Affiche]. Présenté à SIGCHI Extended Abstracts on Human Factors in Computing Systems (CHI EA 2013), Paris, France (p. 391-396). Tiré de https://doi.org/10.1145/2468356.2468426
    • 2012
      • Communication de conférence
        Putnam, C., Wozniak, K., Zefeldt, M.J., Cheng, J., Caputo, M. & Duffield, C. (2012). How do professionals who create computing technologies consider accessibility? Communication présentée à 14th international ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2012), Boulder, Colorado (p. 87-94). Tiré de https://doi.org/10.1145/2384916.2384932
    • 1993
      • Communication de conférence
        Brito-de-la-Fuente, E., Carreau, P.J., Cheng, J., Bertrand, F., Tanguy, P.A. & Choplin, L. (1993). Macromixing of rheologically complex fluids with helical impellers. Communication présentée à 14th biennial Conference on Mixing (Mixing XVIII), Santa Barbara, CA, USA.
  • Chapitres de livre (1)
    • 2016
      • Chapitre de livre
        Putnam, C., Zagal, J.P. & Cheng, J. (2016). You are not the player : teaching games user research to undergraduate students. Dans G.-R.M. Angel (édit.), Games User Research (p. 33-53). New York: CRC Press. Tiré de https://doi.org/10.1201/b21564-3
  • Thèses (2)
    • 2016
      • Thèse
        Cheng, J. (2016). Supporting therapy-centered game design for brain injury rehabilitation (Thèse de doctorat, DePaul University, Chicago, Illinois). Tiré de http://via.library.depaul.edu/cdm_etd/14/
    • 2009
      • Thèse
        Cheng, J. (2009). Methods for obtaining feasible solutions in power generation optimal scheduling and development of hydrothermal scheduling (Xian Jiaotong University, Xian, China).