Social Situational Language Learning through an Online 3D Game
Learning Facilitaton
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Culbertson, Gabriel
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Wang, Shiyu
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Jung, Malte
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Andersen, Erik
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.957-968
© Copyright 2016 ACM
Summary: Learning a second language is challenging. Becoming fluent requires learning
contextual information about how language should be used as well as word
meanings and grammar. The majority of existing language learning applications
provide only thin context around content. In this paper, we present work in
Crystallize, a language learning game that combines traditional learning
approaches with a situated learning paradigm by integrating a spaced-repetition
system within a language learning roleplaying game. To facilitate long-term
engagement with the game, we added a new quest paradigm, "jobs," that allow a
small amount of design effort to generate a large set of highly-scaffolded
tasks that grow iteratively. A large-scale evaluation of the language learning
game "in the wild" with a diverse set of 186 people revealed that the game was
not only engaging players for extended amounts of time but that players learned
an average of 8.7 words in an average of 40.5 minutes.
Crystallize: An Immersive, Collaborative Game for Second Language Learning
Games
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Culbertson, Gabriel
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Andersen, Erik
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White, Walker
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Zhang, Daniel
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Jung, Malte
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.636-647
© Copyright 2016 ACM
Summary: Learning a second language is challenging. Becoming fluent requires learning
contextual information about how language should be used as well as word
meanings and grammar. The majority of existing language learning applications
provide only thin context around content. In this paper, we present
Crystallize, a collaborative 3D game that provides rich context along with
scaffolded learning and engaging gameplay mechanics. Players collaborate
through joint tasks, or quests. We present a user study with 42 participants
that examined the impact of low and high levels of task interdependence on
language learning experience and outcomes. We found that requiring players to
help each other led to improved collaborative partner interactions, learning
outcomes, and gameplay. A detailed analysis of the chat-logs further revealed
that changes in task interdependence affected learning behaviors.
Touch Challenge '15: Recognizing Social Touch Gestures
Grand Challenge 1: Recognition of Social Touch Gestures Challenge 2015
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Jung, Merel M.
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Cang, Xi Laura
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Poel, Mannes
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MacLean, Karon E.
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.387-390
© Copyright 2015 ACM
Summary: Advances in the field of touch recognition could open up applications for
touch-based interaction in areas such as Human-Robot Interaction (HRI). We
extended this challenge to the research community working on multimodal
interaction with the goal of sparking interest in the touch modality and to
promote exploration of the use of data processing techniques from other more
mature modalities for touch recognition. Two data sets were made available
containing labeled pressure sensor data of social touch gestures that were
performed by touching a touch-sensitive surface with the hand. Each set was
collected from similar sensor grids, but under conditions reflecting different
application orientations: CoST: Corpus of Social Touch and HAART: The
Human-Animal Affective Robot Touch gesture set. In this paper we describe the
challenge protocol and summarize the results from the touch challenge hosted in
conjunction with the 2015 ACM International Conference on Multimodal
Interaction (ICMI). The most important outcomes of the challenges were: (1)
transferring techniques from other modalities, such as image processing,
speech, and human action recognition provided valuable feature sets; (2)
gesture classification confusions were similar despite the various data
processing methods used.
Mindless computing: designing technologies to subtly influence behavior
Persuasive and personal
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Adams, Alexander T.
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Costa, Jean
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Jung, Malte F.
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Choudhury, Tanzeem
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.719-730
© Copyright 2015 ACM
Summary: Persuasive technologies aim to influence user's behaviors. In order to be
effective, many of the persuasive technologies developed so far relies on
user's motivation and ability, which is highly variable and often the reason
behind the failure of such technology. In this paper, we present the concept of
Mindless Computing, which is a new approach to persuasive technology design.
Mindless Computing leverages theories and concepts from psychology and
behavioral economics into the design of technologies for behavior change. We
show through a systematic review that most of the current persuasive
technologies do not utilize the fast and automatic mental processes for
behavioral change and there is an opportunity for persuasive technology
designers to develop systems that are less reliant on user's motivation and
ability. We describe two examples of mindless technologies and present pilot
studies with encouraging results. Finally, we discuss design guidelines and
considerations for developing this type of persuasive technology.
Displayed Uncertainty Improves Driving Experience and Behavior: The Case of
Range Anxiety in an Electric Car
UI Impact on Performance & Decisions
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Jung, Malte F.
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Sirkin, David
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Gür, Turgut M.
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Steinert, Martin
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2201-2210
© Copyright 2015 ACM
Summary: We explore the impact of the displayed precision of instrumentation
estimates of range and state-of-charge on drivers' attitudes towards an
all-electric vehicle (EV), on their driving experience, and driving behavior
under varying conditions of resource availability. Participants (N=73)
completed a 19-mile long drive through highway, rural town and mountain road
conditions in an EV that displayed high vs. low remaining range, and gave
estimates of that range with high and low information ambiguity. We found that
an ambiguous display of range preserved drivers' feelings of trust towards the
vehicle, despite encountering situations intended to induce severe range
anxiety. Furthermore, compared to drivers facing an unambiguous display of
range, drivers presented with an ambiguous range display reported improved
driving experience, and exhibited driving behavior better adapted to road and
remaining range conditions.
Using Robots to Moderate Team Conflict: The Case of Repairing Violations
Session F: Human-Robot Teams
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Jung, Malte F.
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Martelaro, Nikolas
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Hinds, Pamela J.
Proceedings of the 2015 ACM/IEEE International Conference on Human-Robot
Interaction
2015-03-02
v.1
p.229-236
© Copyright 2015 ACM
Summary: We explore whether robots can positively influence conflict dynamics by
repairing interpersonal violations that occur during a team-based
problem-solving task. In a 2 (negative trigger: task-directed vs. personal
attack) x 2 (repair: yes vs. no) between-subjects experiment (N = 57 teams, 114
participants), we studied the effect of a robot intervention on affect,
perceptions of conflict, perceptions of team members' contributions, and team
performance during a problem-solving task. Specifically, the robot either
intervened by repairing a task-directed or personal attack by a confederate or
did not intervene. Contrary to our expectations, we found that the robot's
repair interventions increased the groups' awareness of conflict after the
occurrence of a personal attack thereby acting against the groups' tendency to
suppress the conflict. These findings suggest that repair heightened awareness
of a normative violation. Overall, our results provide support for the idea
that robots can aid team functioning by regulating core team processes such as
conflict.
HRI Workshop on Human-Robot Teaming
Workshops
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Hayes, Bradley
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Gombolay, Matthew C.
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Jung, Malte F.
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Hindriks, Koen
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de Greeff, Joachim
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Jonker, Catholijn
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Neerincx, Mark
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Bradshaw, Jeffrey M.
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Johnson, Matthew
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Kruijff-Korbayova, Ivana
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Sierhuis, Maarten
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Shah, Julie A.
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Scassellati, Brian
Extended Abstracts of the 2015 ACM/IEEE International Conference on
Human-Robot Interaction
2015-03-02
v.2
p.255-256
© Copyright 2015 ACM
Summary: Developing collaborative robots that can productively and safely operate out
of isolation in uninstrumented, human-populated environments is an important
goal for the field of robotics. The development of such agents, those that
handle the dynamics of human environments and the complexities of interpreting
human interaction, is a strong focus within Human-Robot Interaction and
involves underlying research questions deeply relevant to the broader robotics
community. "Human-Robot Teaming" is a full-day workshop bringing together
peer-reviewed technical and position paper contributions spanning a multitude
of topics within the domain of human-robot teaming. This workshop seeks to
bring together researchers from a wide array of human-robot interaction
research topics with the focus of enabling humans and robots to better work
together towards common goals. The morning session is devoted to gaining
insight from invited speakers and contributed papers, while the afternoon
session heavily emphasizes participant interaction via poster presentations,
breakout sessions, and an expert panel discussion.
Using Robots to Moderate Team Conflict: The Case of Repairing Violations
Videos
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Martelaro, Nikolas
/
Jung, Malte
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Hinds, Pamela
Extended Abstracts of the 2015 ACM/IEEE International Conference on
Human-Robot Interaction
2015-03-02
v.2
p.271
© Copyright 2015 ACM
Summary: The video shows interactions between a robot and team of people during a
short group problem-solving task framed as a bomb defusal scenario. We explore
how a robot can influence conflict dynamics through repairing negative
violations within the team. The video shows three samples of interactions
between two participants, a confederate delivering personal violations, and a
robot attempting to moderate the team dynamics. These samples highlight
interactions from a larger 2 (negative trigger: task-directed vs. personal
attack) x 2 (repair: yes or no) between subjects experiment (N = 57 teams, 114
participants). Specifically, the video provides a qualitative look at our
finding that a team's sense of personal conflict increases when the robot
identifies and intervenes after a personal violation.
A Neural Network Based Approach to Social Touch Classification
Emotion Detection
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van Wingerden, Siewart
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Uebbing, Tobias J.
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Jung, Merel M.
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Poel, Mannes
Proceedings of the 2014 ICMI Workshop on Emotion Representation and
Modelling in Human Machine Interaction Systems
2014-11-16
p.7-12
© Copyright 2014 ACM
Summary: Touch is an important interaction modality in social interaction, for
instance touch can communicate emotions and can intensify emotions communicated
by other modalities. In this paper we explore the use of Neural Networks for
the classification of touch. The exploration and assessment of Neural Networks
(NNs) is based on the Corpus of Social Touch established by Jung et al. This
corpus was split in a train set (65%) and test set (35%), the train set was
used to find the optimal parameters for the NN and for training the final
model. Also different feature sets were investigated; the basic feature set
included in the corpus, energy-histogram and dynamical features. Using all
features led to the best performance of 64% on the test set, using a NN
consisting of one hidden layer with 46 neurones. The confusion matrix showed
the expected high confusion between pat-tap and grab-squeeze. A
leave-one-subject-out approach lead to a performance of 54%, which is
comparable with the results of Jung et al.
Touching the Void -- Introducing CoST: Corpus of Social Touch
Poster Session 1
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Jung, Merel M.
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Poppe, Ronald
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Poel, Mannes
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Heylen, Dirk K. J.
Proceedings of the 2014 International Conference on Multimodal Interaction
2014-11-12
p.120-127
© Copyright 2014 ACM
Summary: Touch behavior is of great importance during social interaction. To transfer
the tactile modality from interpersonal interaction to other areas such as
Human-Robot Interaction (HRI) and remote communication automatic recognition of
social touch is necessary. This paper introduces CoST: Corpus of Social Touch,
a collection containing 7805 instances of 14 different social touch gestures.
The gestures were performed in three variations: gentle, normal and rough, on a
sensor grid wrapped around a mannequin arm. Recognition of the rough variations
of these 14 gesture classes using Bayesian classifiers and Support Vector
Machines (SVMs) resulted in an overall accuracy of 54% and 53%, respectively.
Furthermore, this paper provides more insight into the challenges of automatic
recognition of social touch gestures, including which gestures can be
recognized more easily and which are more difficult to recognize.
Towards Social Touch Intelligence: Developing a Robust System for Automatic
Touch Recognition
Doctoral Spotlight Session
/
Jung, Merel M.
Proceedings of the 2014 International Conference on Multimodal Interaction
2014-11-12
p.344-348
© Copyright 2014 ACM
Summary: Touch behavior is of great importance during social interaction. Automatic
recognition of social touch is necessary to transfer the touch modality from
interpersonal interaction to other areas such as Human-Robot Interaction (HRI).
This paper describes a PhD research program on the automatic detection,
classification and interpretation of touch in social interaction between humans
and artifacts. Progress thus far includes the recording of a Corpus of Social
Touch (CoST) consisting of pressure sensor data of 14 different touch gestures
and first classification results. Classification of these 14 gestures resulted
in an overall accuracy of 53% using Bayesian classifiers. Further work includes
the enhancement of the gesture recognition, building an embodied system for
real-time classification and testing this system in a possible application
scenario.
Glance: rapidly coding behavioral video with the crowd
Video
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Lasecki, Walter S.
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Gordon, Mitchell
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Koutra, Danai
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Jung, Malte F.
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Dow, Steven P.
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Bigham, Jeffrey P.
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.551-562
© Copyright 2014 ACM
Summary: Behavioral researchers spend considerable amount of time coding video data
to systematically extract meaning from subtle human actions and emotions. In
this paper, we present Glance, a tool that allows researchers to rapidly query,
sample, and analyze large video datasets for behavioral events that are hard to
detect automatically. Glance takes advantage of the parallelism available in
paid online crowds to interpret natural language queries and then aggregates
responses in a summary view of the video data. Glance provides analysts with
rapid responses when initially exploring a dataset, and reliable codings when
refining an analysis. Our experiments show that Glance can code nearly 50
minutes of video in 5 minutes by recruiting over 60 workers simultaneously, and
can get initial feedback to analysts in under 10 seconds for most clips. We
present and compare new methods for accurately aggregating the input of
multiple workers marking the spans of events in video data, and for measuring
the quality of their coding in real-time before a baseline is established by
measuring the variance between workers. Glance's rapid responses to natural
language queries, feedback regarding question ambiguity and anomalies in the
data, and ability to build on prior context in followup queries allow users to
have a conversation-like interaction with their data -- opening up new
possibilities for naturally exploring video data.
Participatory materials: having a reflective conversation with an artifact
in the making
Craft
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Jung, Malte F.
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Martelaro, Nik
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Hoster, Halsey
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Nass, Clifford
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.25-34
© Copyright 2014 ACM
Summary: Designing and building mechatronic systems has gradually ceased to be the
domain of only highly trained professionals and has become broadly accessible.
Drawing from a notion of designing as a conversation with the materials of the
situation we built an artifact that could actively engage in its own making by
embedding a Wizard of Oz operated animated agent into an Arduino prototyping
platform. In a 2x2 between-participants Wizard of Oz laboratory experiment with
(N=68) high-school students we specifically examined how this prototyping
agent's expression of interest affected perceptions of the agent and learning
outcomes dependent on the embodiment of the agent as embedded in the
prototyping material itself or as an external entity. We found evidence that
embedding an agent into the prototyping material can positively influence
learning processes and outcomes while not harming perceptions of the agent.
Ambient surface: enhancing interface capabilities of mobile objects aided by
ambient environment
Adjunct 2: sponsor demonstrations
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Rhee, Taik Heon
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Jung, Minkyu
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Baek, Sungwook
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Kim, Hyun-Jin
/
Kuk, Sungbin
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Kang, Seonghoon
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Kim, Hark-Joon
Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.2
p.27-28
© Copyright 2013 ACM
Summary: We introduce Ambient Surface, an interactive surrounded equipment for
enhancing interface capabilities of mobile devices placed on an ordinary
surface. Object information and a user's interaction are captured by 2D/3D
cameras, and appropriate feedback images are projected on the surface. By the
help of the ambient system, we may not only provide a wider screen for mobile
devices with a limited screen size, but also allow analog objects to
dynamically interact with users. We believe that this demo will help
interaction designers to draw new inspiration of utilizing mobile objects with
ambient environment.
Engaging robots: easing complex human-robot teamwork using backchanneling
Alternative contexts for collaboration
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Jung, Malte F.
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Lee, Jin Joo
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DePalma, Nick
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Adalgeirsson, Sigurdur O.
/
Hinds, Pamela J.
/
Breazeal, Cynthia
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.1
p.1555-1566
© Copyright 2013 ACM
Summary: People are increasingly working with robots in teams and recent research has
focused on how human-robot teams function, but little attention has yet been
paid to the role of social signaling behavior in human-robot teams. In a
controlled experiment, we examined the role of backchanneling and task
complexity on team functioning and perceptions of the robots' engagement and
competence. Based on results from 73 participants interacting with autonomous
humanoid robots as part of a human-robot team (one participant, one
confederate, and three robots), we found that when robots used backchanneling
team functioning improved and the robots were seen as more engaged. Ironically,
the robots using backchanneling were perceived as less competent than those
that did not. Our results suggest that backchanneling plays an important role
in human-robot teams and that the design and implementation of robots for
human-robot teams may be more effective if backchanneling capability is
provided.
Group hedonic balance and pair programming performance: affective
interaction dynamics as indicators of performance
Affective presence
/
Jung, Malte
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Chong, Jan
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Leifer, Larry
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.829-838
© Copyright 2012 ACM
Summary: Inspired by research on the role of affect in marital interactions, the
authors examined whether affective interaction dynamics occurring within a
5-minute slice can predict pair programming performance. In a laboratory
experiment with professional programmers, Group Hedonic Balance, a measure of
the balance between positive and negative expressed affect, accounted for up to
35% of the variance in not only subjective but also objective pair programming
performance. Implications include a new set of methods to study pair
programming interactions and recommendations to improve pair programming
performance.
Interactive Music Studio: The Soloist
/
Kim, Hyun-Soo
/
Yoon, Je-Han
/
Jung, Moon-Sik
NIME 2010: New Interfaces for Musical Expression
2010-06-15
p.444-446
© Copyright 2010 Authors
Anthropomorphic artificial artist based on face-like detection and painterly
rendering
Full papers: Arts, drama, and performance
/
Chun, Sungkuk
/
Jung, Minkyu
/
Le, Hoa Minh
/
Wong, Chee Onn
/
Kim, Kirak
/
Jung, Keechul
Proceedings of the 2009 International Conference on Advances in Computer
Entertainment Technology
2009-10-29
p.257-262
© Copyright 2009 ACM
Summary: This paper proposes an artificial artist, Sorry Picasso, which has the
ability to see, feel and paint an aesthetically appealing painting based on
searched images of anthropomorphism nature. We proposed techniques involving
image processing, facial recognition, computer vision and computer graphics to
automatically identify embedded human face-like objects in a natural
anthropomorphic scene searched from the Internet and perform painterly
rendering on the identified objects into an aesthetic art. This work is novel
as a reproduction of digital art from the perspective of an eye of an
artificial artist.
A Novel Web Page Analysis Method for Efficient Reasoning of User Preference
Intelligent System Design
/
Lee, Seunghwa
/
Jung, Minchul
/
Lee, Eunseok
Proceedings of the 2008 Asia Pacific Conference on Computer Human
Interaction
2008-07-06
p.86-93
© Copyright 2008 Springer-Verlag
Summary: The amount of information on the Web is rapidly increasing. Recommender
systems can help users selectively filter this information based on their
preferences. One way to obtain user preferences is to analyze characteristics
of content that is accessed by the user. Unfortunately, web pages may contain
elements irrelevant to user interests (e.g., navigation bar, advertisements,
and links.). Hence, existing analysis approaches using the TF-IDF method may
not be suitable. This paper proposes a novel user preference analysis system
that eliminates elements that repeatedly appear in web pages. It extracts user
interest keywords in the identified primary content. Also, the system has
features that collect the anchor tag, and track the user's search route, in
order to identify keywords that are of core interest to the user. This paper
compares the proposed system with pure TF-IDF analysis method. The analysis
confirms its effectiveness in terms of the accuracy of the analyzed user
profiles.
A New Framework on Measuring Customer Perceived Value in Service Interface
Design
Usability
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Cho, Chang K.
/
Jung, Minjoo
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Lee, Chai-Woo
/
Bahn, Sangwoo
/
Yun, Myung Hwan
Proceedings of the 2008 Asia Pacific Conference on Computer Human
Interaction
2008-07-06
p.344-353
© Copyright 2008 Springer-Verlag
Summary: This paper explored the possible ways to apply various principles of NPD,
NSP and UCD, and combined them appropriately in context of mobile internet
service development in order to provide a high customer value via useful and
usable service design. We investigated the characteristics of mobile internet
and usability problems, and identified the benefits and limitations of previous
UCD principles applied to mobile internet service development. Then
applicability of CPV in mobile service design has been investigated in phases
of divergent and convergent thinking. During the scenario-based ideation,
potential customer values can be used as ideation stimuli in the process of
structured brainstorming. In divergent thinking, CPV can be applied as
evaluation criteria in comparing new ideas with alternative services. For the
efficient implementation, work templates for accelerated front-end UCD are
developed in co-operation with mobile service staffs in Korean mobile operator.
This paper could be helpful for mobile industry and practitioners to develop
and evaluate new mobile internet service which reflects users' implicit needs
and CPV concept in the efficient and effective way.
An Evaluation Framework for the Design Concepts of Tangible Interface on New
Collaborative Work Support System
Part 5: Emerging Interactive Technologies
/
Suh, Youngbo
/
Lee, Cheol
/
Song, Joobong
/
Jung, Minjoo
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Yun, Myung Hwan
HCI International 2007: 12th International Conference on Human-Computer
Interaction, Part II: Interaction Platforms and Techniques
2007-07-22
v.2
p.1210-1219
Keywords: Conceptual Design; Concept Evaluation; CPV; Technology Trends Analysis;
Scenario; HTA
Copyright © 2007 Springer-Verlag
Summary: This study aims to suggest a systematic evaluation framework to evaluate
design concepts of a new product at the conceptual design phase based on users'
requirements and tasks, development trends of relevant technologies, and the
CPV. The proposed framework to evaluate design concepts of a new product
consists of three phases. In phase 1, we identify and analyze users' needs,
functional requirements and their expected tasks by utilizing user
scenario-based analysis and hierarchical task analysis. In phase 2, by
deploying a relevant technology roadmap, we investigate technology alternatives
for satisfying the user needs or functional requirements. In phase 3, we
evaluate the design concepts using evaluation checklist, which is based on
functional requirements derived from relationships analysis, utilizing CPV
attribute for a quantifiable measure. A case study was demonstrated to evaluate
the design concepts of a new CSCW-based tangible interface that was recently
designed to support group decision making activities.
A Usability Study on Personalized EPG (pEPG) UI of Digital TV
Part IV: Interactive TV and Media
/
Kim, Myo Ha
/
Ko, Sang Min
/
Mun, Jae Seung
/
Ji, Yong Gu
/
Jung, Moon Ryul
HCI International 2007: 12th International Conference on Human-Computer
Interaction, Part III: HCI Intelligent Multimodal Interaction Environments
2007-07-22
v.3
p.892-901
Keywords: Usability; User Interface (UI); Evaluation Principles; Personalized EPG
(pEPG); Digital Television (D-TV)
Copyright © 2007 Springer-Verlag
Summary: As the use of digital television (D-TV) has spread across the globe,
usability problems on D-TV have become an important issue. However, so far,
very little has been done in the usability studies on D-TV. The aim of this
study is developing evaluation methods for the user interface (UI) of a
personalized electronic program guide (pEPG) of D-TV, and evaluating the UI of
a working prototype of pEPG using this method. To do this, first, the structure
of the UI system and navigation for a working prototype of pEPG was designed
considering the expanded channel. Secondly, the evaluation principles as the
usability method for a working prototype of pEPG were developed. Third,
lab-based usability testing for a working prototype of pEPG was conducted with
these evaluation principles. The usability problems founded by usability
testing were reflected to improve the UI of a working prototype of pEPG.
Dynamic Conflict Detection and Resolution in a Human-Centered Ubiquitous
Environment
Part I: Intelligent Ambients
/
Lee, Haining
/
Park, Jaeil
/
Park, Peom
/
Jung, Myungchul
/
Shin, Dongmin
UAHCI 2007: 4th International Conference on Universal Access in
Human-Computer Interaction, Part II: Ambient Interaction
2007-07-22
v.2
p.132-140
Keywords: Conflicts detection; resolution; human-centered ubiquitous environment;
human interaction
Copyright © 2007 Springer-Verlag
Summary: In this paper, a Conflict Control Manager (CCM) for a ubiquitous services
system is presented to prevent the mode confusion of humans. CCM consists of a
lock-based conflict detection module and a D-PRI (dynamic priority)-based
conflict resolution. By means of CCM, the mode confusion can drastically be
reduced, and, as a result, CCM can assist in designing and implementing a
human-centered ubiquitous environment. Through a case study, it is observed
that CCM can successfully detect and resolve the runtime conflicts caused by
multiple devices interconnected in a ubiquitous environment. It can also be
used to detect the potential conflict risk during the service registering phase
so that computerized devices are deployed to improve the human interactions
with them.
Arm Posture and Muscular Activity While Inserting and Aiming with
Laparoscopic Tools
INDUSTRIAL ERGONOMICS: Ergonomics Potpourri
/
Trejo, A. E.
/
Jung, M.-C.
/
Hallbeck, M. S.
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.1399-1403
© Copyright 2005 HFES
Summary: Two laparoscopic tools, a scissor-type grasper and an ergonomically designed
grasper, were compared in terms of arm posture and muscle activity during
insertion into a trocar and during a standardized aiming task. Participants
were asked to insert a laparoscopic tool into a simulated abdomen and hit five
cross-shaped targets using their dominant hand; similar to reaching an organ
during laparoscopic surgery. Twenty-six right-handed novice participants
volunteered for the study. Two electrogoniometers were used to measure wrist
flexion/extension, wrist deviation, and elbow flexion/extension angles. Six
surface electrodes were used to measure%MVE of wrist flexors, wrist extensors,
biceps brachii, triceps brachii, deltoid, and upper trapezius. The conditions
used were five target positions, two touch screen monitor angles, and five hand
postures. The scissors-type tool caused the largest wrist flexion, but the
smallest %MVE from the wrist flexors. The method of gripping the tools was
the most important factor determining joint angles and muscular load during the
insertion and aiming tasks.
Evaluation of a Surgeon-Centered Laparoscopic Tool Design to Conventional
Tools
PRODUCT DESIGN: Product Design
/
Trejo, A. E.
/
Jung, M.-C
/
Oleynikov, D.
/
Hallbeck, M. S.
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.1705-1709
© Copyright 2005 HFES
Summary: Surgeon-centered design principles were employed to design an articulating
laparoscopic tool. Evaluation of this tool by 38 expert laparoscopic surgeons
demonstrated that they believed the new tool could significantly reduce back,
shoulder, arm, wrist and hand pain and stiffness. They preferred the new design
to conventional designs for comfort and general impression. The added
articulation at the grasper tip was deemed a useful addition by 92%; in
addition, 89% of the surgeons would purchase the tool once it was on the
market. This study demonstrates that good surgeon-centered design can improve a
standard laparoscopic tool. It further demonstrates that given a choice between
current tools and ergonomically designed tools, laparoscopic surgeons will
select the more comfortable, useful tool.