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Exploring the Front Touch Interface for Virtual Reality Headsets Late-Breaking Works: Novel Interactions / Lee, Jihyun / Kim, Byungmoon / Suh, Bongwon / Koh, Eunyee Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2585-2591
ACM Digital Library Link
Summary: In this paper, we propose the front touch interface: a new HMD-embedded interface where users interact with the virtual world via a touchpad placed in front of the VR headset. To demonstrate the feasibility of the interface, we built a prototype device, and performed a user study on a selection task using a simple menu layout. Two new selection techniques, Two-Finger and Drag-n-Tap, were also explored to find the appropriate input method for the front touch interface. As a low-cost, light-weight, and low power-budget technology, a touch sensor can make an ideal interface for a mobile VR headset. With this novel front touch interface, we have devised a new design space of VR interactions.

Hierarchical Committee of Deep CNNs with Exponentially-Weighted Decision Fusion for Static Facial Expression Recognition Grand Challenge 2: Emotion Recognition in the Wild Challenge 2015 / Kim, Bo-Kyeong / Lee, Hwaran / Roh, Jihyeon / Lee, Soo-Young Proceedings of the 2015 International Conference on Multimodal Interaction 2015-11-09 p.427-434
ACM Digital Library Link
Summary: We present a pattern recognition framework to improve committee machines of deep convolutional neural networks (deep CNNs) and its application to static facial expression recognition in the wild (SFEW). In order to generate enough diversity of decisions, we trained multiple deep CNNs by varying network architectures, input normalization, and weight initialization as well as by adopting several learning strategies to use large external databases. Moreover, with these deep models, we formed hierarchical committees using the validation-accuracy-based exponentially-weighted average (VA-Expo-WA) rule. Through extensive experiments, the great strengths of our committee machines were demonstrated in both structural and decisional ways. On the SFEW2.0 dataset released for the 3rd Emotion Recognition in the Wild (EmotiW) sub-challenge, a test accuracy of 57.3% was obtained from the best single deep CNN, while the single-level committees yielded 58.3% and 60.5% with the simple average rule and with the VA-Expo-WA rule, respectively. Our final submission based on the 3-level hierarchy using the VA-Expo-WA achieved 61.6%, significantly higher than the SFEW baseline of 39.1%.

EyeBookmark: Assisting Recovery from Interruption during Reading Task Interruption & Resumption / Jo, Jaemin / Kim, Bohyoung / Seo, Jinwook Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2963-2966
ACM Digital Library Link
Summary: In this paper, we present gaze-based bookmarking, EyeBookmark, to mitigate the deleterious effect of interruption during reading. The key idea of EyeBookmark is to provide a visual cue to help people decide where to resume reading. We design four highlighting methods and conduct a controlled user study with a proof-of-concept design to verify the usefulness of EyeBookmark. The user study demonstrates not only that participants preferred our highlighting methods but also that such highlighting methods significantly reduced the time taken to resume reading after interruption regardless of the difficulty of text.

Designing Alternative Systems for Local Communities Workshop Summaries / Vlachokyriakos, Vasillis / Comber, Rob / Crivellaro, Clara / Taylor, Nick / Kuznetsov, Stacey / Kavanaugh, Andrea / Dantec, Christopher A. Le / Kim, B. Joon Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2333-2336
ACM Digital Library Link
Summary: Alternative systems ranging from self-organized skill sharing to alternative micro-economies have been critical channels of community engagement and bonding. Technology is increasingly playing a role in the way people connect to these services at the (hyper)local level. While there has been considerable research on designing technology to support conventional, established systems of community organization and governance; mobile and ubiquitous technologies offer strong potential for alternative systems to be established in the local level. Do It Yourself (DIY) and maker movements are enabling grassroots activist groups to develop their own technologies or to hack existing tools to support bottom-up systems of self-organization, democracy and commerce. Based on these trends and the recent worldwide economic, political and societal crisis, this workshop will bring together researchers, practitioners and activists to re-envision how HCI tools can support alternative systems of local civic engagement.

What Things Dream Of Art Exhibition / Ku, Min-Ji / Kim, Bo-Kyeong / Kim, Younghui Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.403-404
ACM Digital Library Link
Summary: The everyday objects stand very still as always, fixed at the same place. People just let them pass by without noticing them. In our everyday lives, the things we spend time together might be seeing or dreaming far more than we think. The project, 'What Things Dream Of' has started with a series of questions such as; how are water glasses seeing us when we drink water feeling thirsty? How do we look to the eyes of the clock at the moment when we check for the time? The team has created six everyday objects, each embedded with sensors and tiny cameras. When these objects are not being used -- therefore we imagined them to be sleeping, their dreams are being displayed as a series of moving images through the perspectives of everyday things. Their dreams are related with memories with their possessors and interconnected with other objects. When a thing is waken up by touching and using, it stops dreaming and look at us with their unusual sight of ourselves through the small camera embedded in each objects. Each of their view of us replaces its dream sequences playing on the screen.

A Design Platform for Emotion-Aware User Interfaces Human-Machine Interaction / Lee, Eunjung / Kim, Gyu-Wan / Kim, Byung-Soo / Kang, Mi-Ae Proceedings of the 2014 ICMI Workshop on Emotion Representation and Modelling in Human Machine Interaction Systems 2014-11-16 p.19-24
ACM Digital Library Link
Summary: Machine recognition of emotion has become one of the main targets for developing next-generation user interaction in computer systems. While affect recognition technology has achieved substantial progress recently, the application of user emotion recognition to software user interface is in its early stages. In this paper, we describe the development of an emotion-aware user interface with a focus on visual appearance. Further, we propose an emotion-aware UI-authoring platform that helps designers create emotion-aware visual effects. In order to demonstrate its feasibility, we developed a prototype framework built with the authoring tool DAT4UX. The tool can integrate the resulting design into a mobile application equipped with emotion recognition facility. A proof-of-concept application featuring an emotion-aware interface is developed using the tool.

Evaluating Operator Performance for Patient Telemetry Monitoring Stations Using Virtual Reality Virtual Environments: VE2 -- Current Research in Simulations, Virtual Environments, and Games / Kohani, Mehdi / Berman, Jacob / Catacora, Danny / Kim, Byeol / Vaughn-Cooke, Monifa Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.2388-2392
doi 10.1177/1541931214581497
Link to HFES Digital Content
Summary: Patient telemetry monitoring stations in hospitals have received considerable attention due to the widely reported incidents of patient deaths linked to operator error. Monitoring stations are one of the most critical environments in a healthcare setting, where telemetry technician delayed response or failure to respond may contribute to adverse patient events. The technician's task is to monitor patient vital signs and respond to irregular patient vitals by communicating this event to the patient care team. Poorly designed monitoring stations can potentially increase technician cognitive workload and stress, and decrease performance (time to respond, accuracy of response). This paper introduces a novel approach to evaluate the impact of monitoring station design on telemetry technician performance through the use of neurophysiological measurement (heart rate, heart rate variability, blood pressure, electroencephalography, core temperature, eye tracking) in a virtual reality (VR) environment. VR provides several benefits over conventional 2D simulations and physical mock-ups by providing an immersive environment where design alternatives can be generated with greater flexibility and speed and also without interfering with daily operations in a safety-critical environment. A replicate model of a telemetry monitoring station at MedStar Washington Hospital Center was simulated in VR. Features such as monitor layout, the number of patients simultaneously monitored, and the graphical user interface design, will be modified to evaluate technician performance for each design alternative. The outcomes of this research can be used to inform telemetry room design across several hospital settings and ultimately reduce adverse patient events due to poor telemetry technician performance.

Determinants of Postadoption Behaviors of Mobile Communications Applications: A Dual-Model Perspective / Kim, Byoungsoo / Kang, Minhyung / Jo, Hyeon International Journal of Human-Computer Interaction 2014-07-03 v.30 n.7 p.547-559
Link to Article at Taylor & Francis
Summary: Given the rapid development of mobile technologies and the high adoption rates of mobile devices, mobile communications applications (MCAs) are becoming increasingly popular worldwide. In the highly competitive and rapidly changing MCA market, it is becoming important to understand users' postadoption behaviors toward MCAs. Previous postadoption studies have focused on continuous use, but the success of MCAs is also affected by positive word of mouth. To deepen our understanding of postadoption behaviors in the MCA environment, this study examined the key determinants of continuance intention and recommendation intention, two critical postadoption behaviors. Moreover, this study investigated the effects of dedication and constraint factors on MCA postadoption phenomena from a dual-model perspective. Data collected from 250 users experienced with an MCA were empirically tested against a theoretical framework using partial least squares. The results confirm that the proposed model substantially predicted the postadoption behaviors of MCA users. These findings indicate that both user satisfaction and perceived switching costs play an important role in enhancing users' continuance and recommendation intentions. Learning and habit were found to be the key antecedents of perceived switching costs. Implications for research and practice are described.

UX and Strategic Management: A Case Study of Smartphone (Apple vs. Samsung) and Search Engine (Google vs. Naver) Industry User Experience in Shopping and Business / Choi, Junho / Kim, Byung-Joon / Yoon, SuKyung HCIB 2014: 1st International Conference on HCI in Business 2014-06-22 p.703-710
Keywords: User experience design; Strategic management; VRIO framework; Apple; Samsung; Google; Naver
Link to Digital Content at Springer
Summary: This paper extends the analytic framework of user experience design into the area of strategic management by adopting the VRIO framework. We adopted value-rarity-imitability-organization (VRIO) framework and applied this integrated scheme into the investigating market cases. The first case study is the analysis of competitive advantages of two successful smartphone device makers, Apple (iPhone) and Samsung (Galaxy). UX Values (attractive design, ease of use, diverse applications), Rarity (simplicity, innovative interface, ecosystem), Imitability (patent, brand identity), and Organization (UX control tower, role of CXO) are employed to analyze and compare the strategies of those two most successful smartphone makers. In the second case study we compared the UX strategies of Google and Naver in the global and local levels. Through the case studies this paper shows a strong implication that UX can be extended into the corporate resources and capability, and VRIO framework utilized for the analysis of competitive advantages for the market leadership.

Effect of lateral chromatic aberration for chart reading in information visualization on display devices Information visualization / Koh, Kyle / Kim, Bohyoung / Seo, Jinwook Proceedings of the 2014 International Conference on Advanced Visual Interfaces 2014-05-27 p.289-292
ACM Digital Library Link
Summary: In this paper, we explain the effect of lateral chromatic aberration (LCA) when reading information displayed on the screen and how it leads to misinterpretation of charts and values represented. Although the effect can be observed from natural scenes, we focus on LCA on modern display devices. We inform the readers of the significance of issues to those using corrective lenses, especially the high diopter eyeglasses. First, we explain the basics of LCA. Then, we present a user study to observe the effect on users' judgment when reading charts on display devices. We also introduce a prototype software-based correction method with promising results. Lastly, we suggest guidelines for information visualization designers to avoid such issues.

Designing multi-touch gestures to support emotional expression in IM Works-in-progress / Pirzadeh, Afarin / Wu, Hsaio-Wen / Bharali, Reecha / Kim, Bo Mi / Wada, Terri / Pfaff, Mark S. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2515-2520
ACM Digital Library Link
Summary: The dramatically increasing use of IM and the lack of visual and aural nonverbal behaviors in this channel of communication have presented a variety of challenges and opportunities for researchers in the area of HCI and design. In this preliminary study, we, through design research, identified a group of text-based emotional cues users apply to express their emotions in IM and accordingly developed a set of multi-touch gestures to support emotional expression in IM communication.

3DOC: 3D object CAPTCHA WWW 2014 posters / Woo, Simon S. / Kim, Beomjun / Jun, Woochan / Kim, Jingul Companion Proceedings of the 2014 International Conference on the World Wide Web 2014-04-07 v.2 p.397-398
ACM Digital Library Link
Summary: Current 2D CAPTCHA mechanisms can be easily defeated by character recognition and segmentation attacks by automated machines. Recently, 3D CAPTCHA schemes have been proposed to overcome the weaknesses of 2D CAPTCHA for a few websites. However, researchers also demonstrate the offline pre-processing techniques to break 3D CAPTCHA. In this work, we propose a novel 3D object based CAPTCHA scheme that projects the CAPTCHA image over a 3D object. We develop the prototype and present the proof-of-concept of 3D object based CAPTCHA scheme to protect websites against automated attacks.

Adaptive layer selection technique for low-power scalable video coding (SVC) system Advances in the Convergence of Multimedia, Communications, and Social Web Technology / Hong, Gwang-Soo / Kim, Byung-Gyu / Lee, Jeong-Bae New Review of Hypermedia and Multimedia 2013-12-01 v.19 n.3/4 p.273-285
Link to Article at Taylor & Francis
Summary: A scalable video coding (SVC) encoding server can usually provide a single bitstream with a fixed maximum service layer to different kinds of devices having different resource requirements, capacities, and performance levels. As mobile communication technology rapidly develops, multiple channels have become available to single-user devices. We propose a new adaptive layer selection algorithm to cope with variations in available channel connections, and to provide maximized video streaming quality in terms of the consumed power (complexity) of the encoding server. To achieve this, the initial negotiation strategy of the connected device is designed based on performance (decoding and rendering). With an initial connection, the proposed SVC encoder changes the proper maximum layers according to the connection status of multiple channels. Experimental results verify that the proposed scheme is effective in terms of the consumed power (complexity) and memory usage of the encoding server.

Intrusion-Tolerant Jini Service Architecture for Ensuring Survivability of U-Services Based on WSN Security, Privacy, Authentication, Trust for IoT / Kim, Sung-Ki / Choi, Jae-Yeong / Kim, Byung-Gyu / Min, Byoung-Joon MUSIC 2013: Mobile, Ubiquitous, and Intelligent Computing 2013-09-04 p.117-124
Keywords: Intrusion-tolerance; Jini; Apache River; Jgroup/ARM; Security
Link to Digital Content at Springer
Summary: U-Service environment based on WSN (Wireless Sensor Network) is poor in reliability of connection and has a high probability that the intrusion and the system failure may occur. Therefore, it is very important to ensure that the legitimate users make use of trustable services without discontinuance or obstacle of the services they are enjoying despite the presence of failures and intrusions. In this paper, we propose an intrusion-tolerant Jini service architecture integrating security and survivability mechanisms in order to provide end users with Jini services having a persistent state in wireless sensor networks. The proposed architecture is able to protect a Jini system not only from faults such as network partitioning or server crash, but also from attacks exploiting flaws. It is designed to provide performance enough to show a low response latency so as to support seamless service usage. Through the experiment on a test-bed, we have confirmed that the architecture is able to provide high security and availability at the level that the degradation of services quality is ignorable.

SemanticRadar: AR-Based Pervasive Interaction Support via Semantic Communications Context-Awareness in Smart and Intelligent Environments / Son, Heesuk / Kim, Byoungoh / Kim, Taehun / Lee, Dongman / Hyun, Soon Joo DAPI 2013: 1st International Conference on Distributed, Ambient, and Pervasive Interactions 2013-07-21 p.163-172
Link to Digital Content at Springer
Summary: Augmented Reality (AR) overlays relevant virtual information onto a real world view and allows the user to interact and virtually manipulate surroundings. Since virtual information resides not only in a virtual space, but also in a physical space, users can be spontaneously given a number of opportunities for enriched interactions with their environments. In this paper, we propose an AR-based pervasive interaction support, SemanticRadar, which allows a user to spontaneously interact with smart objects through semantic communications, leveraging the placeness of a user's current location.

IAMHear: a tabletop interface with smart mobile devices using acoustic location Tabletops and displays / Kim, Seunghun / Kim, Bongjun / Yeo, Woon Seung Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1521-1526
ACM Digital Library Link
Summary: IAMHear is a novel tabletop interface for music performance and sound making, in which smart mobile devices are used as on-table objects for interaction. Thanks to the advanced features of smart mobile devices, IAMHear is by nature multi-modal and highly interactive.
    The system also allows for acoustic location mechanism using virtually inaudible sound without any special sensors, making itself simpler in structure and easier to implement. In addition, use of "everyday objects" also evokes interaction by intuitive gestures such as placement, movement, and rotation.
    As a music sequencer, IAMHear enables the user to make music by placing objects on table; inspired by the idea of spectrographic mapping with virtual scan line, pitch and timbre of sounds are determined by the location/orientation of tabletop objects as well as ambient noise.
    We present IAMHear as a simple and novel alternative to interactive tabletop interface for music and various multimedia applications as well.

Interactive Mobile Music Performance with Digital Compass Posters / Kim, Bongjun / Yeo, Woon Seung NIME 2012: New Interfaces for Musical Expression 2012-05-21 p.170
Keywords: Mobile music, mobile phone, smartphone, compass, magnetometer, aiming gesture, musical mapping, musical sonification
www.eecs.umich.edu/nime2012/Proceedings/papers/170_Final_Manuscript.pdf
Summary: In this paper we introduce an interactive mobile music performance system using the digital compass of mobile phones. Compass-based interface can detect the aiming orientation of performers on stage, allowing us to obtain information on interactions between performers and use it for both musical mappings and visualizations on screen for the audience. We document and discuss the result of a compass-based mobile music performance, Where Are You Standing, and present an algorithm for a new app to track down the performers' positions in real-time.

Becoming Friends on Online Social Networking Services Part VI / Social Interaction and On-line Communities / Ahn, Wonmi / Kim, Borum / Han, Kwang-Hee HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part I 2011-07-09 v.5 p.421-425
Keywords: Social Networking Service; Profile; First Impressions
Link to Digital Content at Springer
Summary: The internet has become an effective tool in communication, and SNS (Social Networking Service), such as Facebook or Twitter, that allows anyone to disclose a variety of specific personal information. The purpose of the present study is to identify which profile factors provided SNS users (or viewers) with a positive first impression. Results from study 1, the three factors -- basic information, profile picture and interests -- were derived according to priority. In study 2, we established three major profile factors extracted from surveys that are crucial factors in SNS settings. We can assumed that more self-disclosure SNS users have the more socially attractive they will be by viewers.

Development of Web-Based Participatory Trend Forecasting System: urtrend.net Human Centered Design Methods and Tools / Jung, Eui-Chul / Lee, SoonJong / Chung, HeeYun / Kim, BoSup / Lee, HyangEun / Oh, YoungHak / Cho, YounWoo / Ra, WoongBae / Kwon, HyeJin / Lee, June-Young HCD 2011: 2nd International Conference on Human Centered Design 2011-07-09 p.65-73
Keywords: Participatory System Design; Web 2.0; Trend Forecasting System
Link to Digital Content at Springer
Summary: The goal of this research is to develop a participatory system that can capture live trend issues and people's latent needs in the issues. Web 2.0 technology is adopted because open and sharable information platform is important for this development. The urtrend.net is developed with three sub systems: issue monitoring & generation system, imagination & creation system, and value finding system. This paper focuses on the development of the first and second sub systems. Using the System 1, trend related data are gathered and analyzed to extract emerging trend issues in our lives. Using the System 2, people can join freely the public discussion on the issues from the System 1. System 3 will be developed to analyze people's discussion to provide deep insights for designers. The urtrend.net enables designers and planners to be more creative and innovative because the system will produce more sophisticated trend information with rich and informative resources.

What do you see when you interact with friends online?: face, hand, or canvas? Works-in-progress / Koh, Kyle / Song, Hyunjoo / Jung, Daekyoung / Kim, Bohyoung / Seo, Jinwook Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.2131-2136
ACM Digital Library Link
Summary: People use plethora of interactive remote conference tools for various tasks ranging from collaborative works to entertainment needs. The tasks are often distinguishable in terms of their types and users' usage patterns. We present a preliminary user study designed to explore the different usage patterns derived by performing different types of tasks. In this study, 18 people used an interactive remote conference tool for three types of tasks; Collaborative Creation, Cooperative Problem Solving, and Competitive Game Play with different screen configurations. We analyzed usage patterns using an eye-tracker as well as the result from post experimental questionnaire. We found that different tasks resulted in different gaze patterns. We also present an interesting finding on how users mistakenly report the use of the tool by contrasting the result with the questionnaire and eye-tracking log.

Personalizing the settings for Cf-based recommender systems Posters / Im, Il / Kim, Byung Ho Proceedings of the 2010 ACM Conference on Recommender Systems 2010-09-26 p.245-248
ACM Digital Library Link
Summary: In this paper, we propose a new method for collaborative filtering (CF)-based recommender systems. Traditional CF-based recommendation algorithms have applied constant settings such as a reference group (neighborhood) size and a significance level to all users. In this paper we develop a new method that identifies optimal personalized settings for each user and applies them to generating recommendations for individual users. Personalized parameters are identified through iterative simulations with 'training' and 'verification' datasets. The method is compared with traditional 'constant settings' methods using Netflix data. The results show that the new method outperforms traditional, ordinary CF. Implications and future research directions are also discussed.

A comparative evaluation on tree visualization methods for hierarchical structures with large fan-outs Visualization / Song, Hyunjoo / Kim, Bohyoung / Lee, Bongshin / Seo, Jinwook Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.1 p.223-232
Keywords: browsing, evaluation, large fan-outs, multi-column layout, revisit, topology, tree visualization
ACM Digital Library Link
Summary: Hierarchical structures with large fan-outs are hard to browse and understand. In the conventional node-link tree visualization, the screen quickly becomes overcrowded as users open nodes that have too many child nodes to fit in one screen. To address this problem, we propose two extensions to the conventional node-link tree visualization: a list view with a scrollbar and a multi-column interface. We compared them against the conventional tree visualization interface in a user study. Results show that users are able to browse and understand the tree structure faster with the multi-column interface than the other two interfaces. Overall, they also liked the multi-column better than others.

Dynamic query interface for spatial proximity query with degree-of-interest varied by distance to query point Browsing / Cho, Myoungsu / Kim, Bohyoung / Jeong, Dong Kyun / Shin, Yeong-Gil / Seo, Jinwook Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.1 p.693-702
Keywords: degree-of-interest, dynamic query interface, spatial proximity query, tab interface, visual information seeking
ACM Digital Library Link
Summary: In this paper we present an interactive query interface called "TrapezoidBox" to support spatial proximity queries where users' degree of interest varies depending upon the degree of separation from the point of interest. Spatial proximity queries are commonly built in information seeking tasks especially on online maps. If not impossible, it is hard to formulate spatial proximity queries using existing dynamic query widgets such as range sliders. TrapezoidBox allows users to easily build spatial proximity queries by interactively adjusting a trapezoidal function. Our controlled user study results show that TrapezoidBox has several advantages over a baseline interface with range sliders.

How users manipulate deformable displays as input devices Devising input / Lee, Sang-Su / Kim, Sohyun / Jin, Bipil / Choi, Eunji / Kim, Boa / Jia, Xu / Kim, Daeeop / Lee, Kun-pyo Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.1 p.1647-1656
Keywords: deformation, flexible display, gestures, organic user interface, user interface
ACM Digital Library Link
Summary: This study is aimed at understanding deformation-based user gestures by observing users interacting with artificial deformable displays with various levels of flexibility. We gained user-defined gestures that would help with the design and implementation of deformation-based interface, without considering current technical limitations. We found that when a display material gave more freedom from deformation, the level of consensus of gestures among the users as well as the intuitiveness and preferences were all enhanced. This study offers implications for deformation-based interaction which will be helpful for both designers and engineers who are trying to set the direction for future interface and technology development.

Keepon goes Seoul-searching HRI video abstracts / Michalowski, Marek P. / Kim, Jaewook / Kim, Bomi / Kwak, Sonya S. / Kozima, Hideki Proceedings of the 4th ACM/IEEE International Conference on Human-Robot Interaction 2009-03-09 p.197-198
Keywords: human-robot interaction, rhythmic synchrony, social robotics
ACM Digital Library Link
Summary: Keepon is a robot designed for social interaction with children for the purposes of social development research and autism therapy [1]. Keepon's capacity for rhythmic synchrony in the form of dance has resulted in the popularity of several fictional music videos on the internet [2,3]. During a research collaboration visit at the KAIST PES Design Lab in Korea, Keepon's creators added this new chapter to the story of Keepon's travels. Upon watching a video of traditional Korean "Pungmulnori" dancing, which features distinctive spinning hats, Keepon becomes enamored. The robot has many adventures as he travels around Korea in search of a dance group that finally welcomes him into their cultural performance.
    Additional credits: Music ("Superfantastic" by Peppertones/Cavare Sound); Videography (Uyoung Chang and Minwoo Kang); Pungmulnori Team "Ghil" (Junhyung Park, Seongbok Chae, Sangmi Lee, Mikyeong Kim, and Sohyun Park).
    This video is available at beatbots.org?... and at www.youtube.com/watch?...
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