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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
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Kim, Gyu-Wan
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Kim, Byung-Soo
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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
© Copyright 2014 ACM
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
© Copyright 2014 HFES
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
© Copyright 2014 Taylor and 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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 Taylor and 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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 ACM
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
© Copyright 2012 Authors
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
Copyright © 2011 Springer-Verlag
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
Copyright © 2011 Springer-Verlag
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
© Copyright 2011 ACM
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2009 ACM
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?...