TimeAware: Leveraging Framing Effects to Enhance Personal Productivity
Behavioral Change
/
Kim, Young-Ho
/
Jeon, Jae Ho
/
Choe, Eun Kyoung
/
Lee, Bongshin
/
Kim, KwonHyun
/
Seo, Jinwook
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.272-283
© Copyright 2016 ACM
Summary: To help people enhance their personal productivity by providing effective
feedback, we designed and developed TimeAware, a self-monitoring system for
capturing and reflecting on personal computer usage behaviors. TimeAware
employs an ambient widget to promote self-awareness and to lower the feedback
access burden, and web-based information dashboard to visualize people's
detailed computer usage. To examine the effect of framing on individual's
productivity, we designed two versions of TimeAware, each with a different
framing setting-one emphasizing productive activities (positive framing) and
the other emphasizing distracting activities (negative framing), and conducted
an eight-week deployment study (N = 24). We found a significant effect of
framing on participants' productivity: only participants in the negative
framing condition improved their productivity. The ambient widget seemed to
help sustain engagement with data and enhance self-awareness. We discuss how to
leverage framing effects to help people enhance their productivity, and how to
design successful productivity monitoring tool.
A Comparative Evaluation on Online Learning Approaches using Parallel
Coordinate Visualization
Learning Facilitaton
/
Kwon, Bum Chul
/
Lee, Bongshin
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.993-997
© Copyright 2016 ACM
Summary: As visualizations are increasingly used as a storytelling medium for the
general public, it becomes important to help people learn how to understand
visualizations. Prior studies indicate that interactive multimedia learning
environments can increase the effectiveness of learning [11]. To investigate
the efficacy of the multimedia learning environments for data visualization
education, we compared four online learning approaches 1) baseline (i.e., no
tutorial), 2) static tutorial, 3) video tutorial, and 4) interactive
tutorial-through a crowdsourced user study. We measured participants' learning
outcomes in using parallel coordinates with 18 tasks. Results show that
participants with the interactive condition achieved higher scores than those
with the static and baseline conditions, and reported that they had a more
engaging experience than those with the static condition.
Modelling Error Rates in Temporal Pointing
Quantifying Efficiency of Input Methods
/
Lee, Byungjoo
/
Oulasvirta, Antti
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1857-1868
© Copyright 2016 ACM
Summary: We present a novel model to predict error rates in temporal pointing. With
temporal pointing, a target is about to appear within a limited time window for
selection. Unlike in spatial pointing, there is no movement to control in the
temporal domain; the user can only determine when to launch the response.
Although this task is common in interactions requiring temporal precision,
rhythm, or synchrony, no previous HCI model predicts error rates as a function
of task properties. Our model assumes that users have an implicit point of aim
but their ability to elicit the input event at that time is hampered by
variability in three processes: 1) an internal time-keeping process, 2) a
response-execution stage, and 3) input processing in the computer. We derive a
mathematical model with two parameters from these assumptions. High fit is
shown for user performance with two task types, including a rapidly paced game.
The model can explain previous findings showing that touchscreens are much
worse in temporal pointing than physical input devices. It also has novel
implications for design that extend beyond the conventional wisdom of
minimising latency.
Spotlights: Attention-Optimized Highlights for Skim Reading
Eye Gaze
/
Lee, Byungjoo
/
Savisaari, Olli
/
Oulasvirta, Antti
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5203-5214
© Copyright 2016 ACM
Summary: The paper contributes a novel technique that can improve user performance in
skim reading. Users typically use a continuous-rate-based scrolling technique
to skim works such as longer Web pages, e-books, and PDF files. However, visual
attention is compromised at higher scrolling rates because of motion blur and
extraneous objects with overly brief exposure times. In response, we present
Spotlights. It complements the regular continuous technique at high speeds
(2-20 pages/s). We present a novel design rule informed by theories of the
human visual system for dynamically selecting objects and placing them on
transparent overlays on top of the viewer. This improves the quality of visual
processing at high scrolling rates by 1) limiting the number of objects, 2)
ensuring minimal processing time per object, and 3) keeping objects static to
avoid motion blur and facilitate gaze deployment. Spotlights was compared to
continuous scrolling in two studies using long documents (200+ pages).
Comprehension levels for long documents were comparable with those in
continuous-rate-based scrolling, but Spotlights showed significantly better
scrolling speed, gaze deployment, recall, lookup performance, and user-rated
comprehension.
Human-Centred Machine Learning
Workshop Summaries
/
Gillies, Marco
/
Fiebrink, Rebecca
/
Tanaka, Atau
/
Garcia, Jérémie
/
Bevilacqua, Frédéric
/
Heloir, Alexis
/
Nunnari, Fabrizio
/
Mackay, Wendy
/
Amershi, Saleema
/
Lee, Bongshin
/
d'Alessandro, Nicolas
/
Tilmanne, Joëlle
/
Kulesza, Todd
/
Caramiaux, Baptiste
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3558-3565
© Copyright 2016 ACM
Summary: Machine learning is one of the most important and successful techniques in
contemporary computer science. It involves the statistical inference of models
(such as classifiers) from data. It is often conceived in a very impersonal
way, with algorithms working autonomously on passively collected data. However,
this viewpoint hides considerable human work of tuning the algorithms,
gathering the data, and even deciding what should be modeled in the first
place. Examining machine learning from a human-centered perspective includes
explicitly recognising this human work, as well as reframing machine learning
workflows based on situated human working practices, and exploring the
co-adaptation of humans and systems. A human-centered understanding of machine
learning in human context can lead not only to more usable machine learning
tools, but to new ways of framing learning computationally. This workshop will
bring together researchers to discuss these issues and suggest future research
questions aimed at creating a human-centered approach to machine learning.
A Falling Line
Art Exhibition
/
Lee, Byungjoo
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3863-3866
© Copyright 2016 ACM
Summary: A Falling Line is an interactive installation that creates responsive sound
from participant's drawing on a black wall. In the form of white line, the
drawing represents the waveform of the created sound. Audiences move a computer
mouse to elongate the line but no modification or deletion of the existing line
is allowed. To ensure the standard CD-quality sound (44100 kHz, 16 bit), a
special electronics were used to extract the raw output from a high performance
mouse. In terms of technology, this work demonstrates a novel concept of
creating digital sound. In terms of artistic expression, the interaction
provides high tension to the audience when trying to create some kind of
meaningful sound from the irreversible drawing.
ITS Workshop DEXIS 2015: Visual Data Exploration on Interactive Surfaces
Workshops
/
Isenberg, Petra
/
Lee, Bongshin
/
Joshi, Alark
/
Isenberg, Tobias
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.491-494
© Copyright 2015 ACM
Summary: We focus on the use of interactive surfaces for visual data exploration. The
workshop topics are situated at the intersection of Interaction and
Visualization research, and we ask for contributions from members of one or
both communities. Our main goal is to call for the development of more
dedicated research on visualization systems for interactive surfaces ranging
from small screen smartphones to medium-size tables to large wall-size
displays. The workshop is meant to provide a space for visualization and
interaction researchers to meet, discuss, advance the state-of-the-art, and
refine research agendas.
Racetime: Telepresence Racing Game with Multi-user Participation
Works in Progress
/
Lee, Byungjoo
/
Heo, Yunsil
/
Bang, Hyunwoo
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.601-606
© Copyright 2015 ACM
Summary: In this study, we implemented a telepresence racing game that enables
real-time, face-to-face interaction between the players. Both the spatial and
social aspects of presence were achieved by integrating mature devices, which
resulted in commercial RC cars equipped with both smartphones and augmented
reality tags. Users drove their cars using the physical RF controllers and the
interaction between the RC cars and the environment were guided by two laptops
(one for each player) using a Wi-Fi network. Finally, a field demonstration was
conducted and avenues for future studies are suggested.
SleepTight: low-burden, self-monitoring technology for capturing and
reflecting on sleep behaviors
Tracking user's health
/
Choe, Eun Kyoung
/
Lee, Bongshin
/
Kay, Matthew
/
Pratt, Wanda
/
Kientz, Julie A.
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.121-132
© Copyright 2015 ACM
Summary: Manual tracking of health behaviors affords many benefits, including
increased awareness and engagement. However, the capture burden makes long-term
manual tracking challenging. In this study on sleep tracking, we examine ways
to reduce the capture burden of manual tracking while leveraging its benefits.
We report on the design and evaluation of SleepTight, a low-burden,
self-monitoring tool that leverages the Android's widgets both to reduce the
capture burden and to improve access to information. Through a four-week
deployment study (N = 22), we found that participants who used SleepTight with
the widgets enabled had a higher sleep diary compliance rate (92%) than
participants who used SleepTight without the widgets (73%). In addition, the
widgets improved information access and encouraged self-reflection. We discuss
how to leverage widgets to help people collect more data and improve access to
information, and more broadly, how to design successful manual self-monitoring
tools that support self-reflection.
Understanding Malvertising Through Ad-Injecting Browser Extensions
Technical Papers 2
/
Xing, Xinyu
/
Meng, Wei
/
Lee, Byoungyoung
/
Weinsberg, Udi
/
Sheth, Anmol
/
Perdisci, Roberto
/
Lee, Wenke
Proceedings of the 2015 International Conference on the World Wide Web
2015-05-18
v.1
p.1286-1295
© Copyright 2015 ACM
Summary: Malvertising is a malicious activity that leverages advertising to
distribute various forms of malware. Because advertising is the key revenue
generator for numerous Internet companies, large ad networks, such as Google,
Yahoo and Microsoft, invest a lot of effort to mitigate malicious ads from
their ad networks. This drives adversaries to look for alternative methods to
deploy malvertising. In this paper, we show that browser extensions that use
ads as their monetization strategy often facilitate the deployment of
malvertising. Moreover, while some extensions simply serve ads from ad networks
that support malvertising, other extensions maliciously alter the content of
visited webpages to force users into installing malware. To measure the extent
of these behaviors we developed Expector, a system that automatically inspects
and identifies browser extensions that inject ads, and then classifies these
ads as malicious or benign based on their landing pages. Using Expector, we
automatically inspected over 18,000 Chrome browser extensions. We found 292
extensions that inject ads, and detected 56 extensions that participate in
malvertising using 16 different ad networks and with a total user base of
602,417.
ModelTracker: Redesigning Performance Analysis Tools for Machine Learning
Understanding & Evaluating Performance
/
Amershi, Saleema
/
Chickering, Max
/
Drucker, Steven M.
/
Lee, Bongshin
/
Simard, Patrice
/
Suh, Jina
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.337-346
© Copyright 2015 ACM
Summary: Model building in machine learning is an iterative process. The performance
analysis and debugging step typically involves a disruptive cognitive switch
from model building to error analysis, discouraging an informed approach to
model building. We present ModelTracker, an interactive visualization that
subsumes information contained in numerous traditional summary statistics and
graphs while displaying example-level performance and enabling direct error
examination and debugging. Usage analysis from machine learning practitioners
building real models with ModelTracker over six months shows ModelTracker is
used often and throughout model building. A controlled experiment focusing on
ModelTracker's debugging capabilities shows participants prefer ModelTracker
over traditional tools without a loss in model performance.
Understanding Data Videos: Looking at Narrative Visualization through the
Cinematography Lens
Storytelling in InfoVis
/
Amini, Fereshteh
/
Riche, Nathalie Henry
/
Lee, Bongshin
/
Hurter, Christophe
/
Irani, Pourang
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1459-1468
© Copyright 2015 ACM
Summary: Data videos, motion graphics that incorporate visualizations about facts,
are increasingly gaining popularity as a means of telling stories with data.
However, very little is systematically recorded about (a) what elements are
featured in data videos and (b) the processes used to create them. In this
article, we provide initial insights to build this knowledge. We first report
on a qualitative analysis of 50 professionally designed data videos, extracting
and exposing their most salient constituents. Second, we report on a series of
workshops with experienced storytellers from cinematography, graphics design
and screenplay writing. We provided them with a set of data facts and
visualizations and observed them create storyboards for data videos. From these
exploratory studies, we derive broader implications for the design of an
authoring tool to enable a wide audience to create data videos. Our findings
highlight the importance of providing a flexible tool supporting a non-linear
creation process and allowing users to iteratively go back to different phases
of the process.
Pre-design empiricism for information visualization: scenarios, methods, and
challenges
Experience reports
/
Brehmer, Matthew
/
Carpendale, Sheelagh
/
Lee, Bongshin
/
Tory, Melanie
Proceedings of the 2014 Workshop on BEyond time and errors: novel evaLuation
methods for Information Visualization
2014-11-10
p.147-151
© Copyright 2014 ACM
Summary: Empirical study can inform visualization design, both directly and
indirectly. Pre-design empirical methods can be used to characterize work
practices and their associated problems in a specific domain, directly
motivating design choices during the subsequent development of a specific
application or technique. They can also be used to understand how individuals,
existing tools, data, and contextual factors interact, indirectly informing
later research in our community. Contexts for empirical study vary and
practitioners should carefully consider finding the most appropriate methods
for any given situation. This paper discusses some of the challenges associated
with conducting pre-design studies by way of four illustrative scenarios,
highlighting the methods as well as the challenges unique to the visualization
domain. We encourage researchers and practitioners to conduct more pre-design
empirical studies and describe in greater detail their use of empirical methods
for informing design.
Age and Gender Differences in Force Control Capabilities by Force Control
Phase
Aging: A4 -- Aging Potpourri: Fall Prevention, Force Control, Technology
Adoption, and Attentional Failures
/
Lee, Baekhee
/
Park, Hyunji
/
Jung, Kihyo
/
Lee, Byung Wha
/
Na, Duk L.
/
You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting
2014-10-27
p.190-194
doi 10.1177/1541931214581040
© Copyright 2014 HFES
Summary: The present study is intended to analyze effects of age (6 levels; 20s
70s), gender (2 levels; male, female), and hand (2 levels; left hand, right
hand) on force control capabilities by force control phase (initiation,
development, maintenance, and termination). The force control capabilities by
phase was quantified as initiation time (IT), development time (DT),
maintenance error (ME), and termination time (TT) using a finger dynamometer.
Thirty healthy people by combination category (e.g., 30s, male) of age group
and gender participated in the experiment (n = 360). IT (20s:70s = 1:1.24) and
TT (1.33) increased linearly, DT (1.29) and ME (2.07) increased quadratically
with age. ME of female was significantly 36% (20s & 30s: 16%, 40s &
50s: 28%, 60s: 42%, 70s: 67%) larger than that of male. Hand effects on DT and
TT were significant; however the mean difference between both hands was very
slight (< 2%). A normative force control data by force control phase with 4
age groups (20s & 30s, 40s & 50s, 60s, and 70s) and gender (male,
female) was established, and would be applicable to evaluation criteria for
early detection of a variety of patients with brain injury types (e.g.,
subcortical vascular mild cognitive impairment, svMCI).
CoSMiC: designing a mobile crowd-sourced collaborative application to find a
missing child in situ
Recommender systems and CSCW
/
Shin, Hyojeong
/
Park, Taiwoo
/
Kang, Seungwoo
/
Lee, Bupjae
/
Song, Junehwa
/
Chon, Yohan
/
Cha, Hojung
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.389-398
© Copyright 2014 ACM
Summary: Finding a missing child is an important problem concerning not only parents
but also our society. It is essential and natural to use serendipitous clues
from neighbors for finding a missing child. In this paper, we explore a new
architecture of crowd collaboration to expedite this mission-critical process
and propose a crowd-sourced cooperative mobile application, CoSMiC. It helps
parents find their missing child quickly on the spot before he or she
completely disappears. A key idea lies in constructing the location history of
a child via crowd participation, thereby leading parents to their child easily
and quickly. We implement a prototype application and conduct extensive user
studies to assess the design of the application and investigate its potential
for practical use.
An Experience-Based Chinese Opera Using Live Video Mapping
Games and Entertainment
/
Huang, Xiang-Dan
/
Lee, Byung-Gook
/
Kim, Hyung-Woo
/
Lee, Joon-Jae
VAMR 2013: 6th International Conference on Virtual, Augmented and Mixed
Reality, Part II: Applications of Virtual and Augmented Reality
2014-06-22
v.2
p.178-189
Keywords: Journey to the West; Chinese Opera; real-time interactive experience; live
video mapping
© Copyright 2014 Springer International Publishing
Summary: In this work, we choose Chinese Opera as research material, hoping to
increase people's acceptance and intimate to the performance. The theme is
"Havoc the Dragon Palace", one chapter of the sixteenth century Chinese novel
"Journey to the West" by Wu Cheng'en. We developed the rendering technique and
named "Live Video Mapping". It focuses on both the movement of human detection
and the interaction with background video real-time. The virtual images on the
stage not only generate good of view but also make audience experience the
illusion of space in which the space is expanding and enhancing. Taking into
account the above factors, this study explore the possibility of interactive
video mapping, as well as understanding and increasing the affinity of Chinese
Opera to promote the value of the Chinese Opera.
Reducing legacy bias in gesture elicitation studies
Features
/
Morris, Meredith Ringel
/
Danielescu, Andreea
/
Drucker, Steven
/
Fisher, Danyel
/
Lee, Bongshin
/
schraefel, m. c.
/
Wobbrock, Jacob O.
interactions
2014-05
v.21
n.3
p.40-45
© Copyright 2014 ACM
Understanding quantified-selfers' practices in collecting and exploring
personal data
Quantified self
/
Choe, Eun Kyoung
/
Lee, Nicole B.
/
Lee, Bongshin
/
Pratt, Wanda
/
Kientz, Julie A.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1143-1152
© Copyright 2014 ACM
Summary: Researchers have studied how people use self-tracking technologies and
discovered a long list of barriers including lack of time and motivation as
well as difficulty in data integration and interpretation. Despite the
barriers, an increasing number of Quantified-Selfers diligently track many
kinds of data about themselves, and some of them share their best practices and
mistakes through Meetup talks, blogging, and conferences. In this work, we aim
to gain insights from these "extreme users," who have used existing
technologies and built their own workarounds to overcome different barriers. We
conducted a qualitative and quantitative analysis of 52 video recordings of
Quantified Self Meetup talks to understand what they did, how they did it, and
what they learned. We highlight several common pitfalls to self-tracking,
including tracking too many things, not tracking triggers and context, and
insufficient scientific rigor. We identify future research efforts that could
help make progress toward addressing these pitfalls. We also discuss how our
findings can have broad implications in designing and developing self-tracking
technologies.
SurfaceLink: using inertial and acoustic sensing to enable multi-device
interaction on a surface
On and above the surface
/
Goel, Mayank
/
Lee, Brendan
/
Aumi, Md. Tanvir Islam
/
Patel, Shwetak
/
Borriello, Gaetano
/
Hibino, Stacie
/
Begole, Bo
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1387-1396
© Copyright 2014 ACM
Summary: We present SurfaceLink, a system where users can make natural surface
gestures to control association and information transfer among a set of devices
that are placed on a mutually shared surface (e.g., a table). SurfaceLink uses
a combination of on-device accelerometers, vibration motors, speakers and
microphones (and, optionally, an off-device contact microphone for greater
sensitivity) to sense gestures performed on the shared surface. In a controlled
evaluation with 10 participants, SurfaceLink detected the presence of devices
on the same surface with 97.7% accuracy, their relative arrangement with 89.4%
accuracy, and various single- and multi-touch surface gestures with an average
accuracy of 90.3%. A usability analysis showed that SurfaceLink has advantages
over current multi-device interaction techniques in a number of situations.
DemoWiz: re-performing software demonstrations for a live presentation
Presentation technologies
/
Chi, Pei-Yu
/
Lee, Bongshin
/
Drucker, Steven M.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1581-1590
© Copyright 2014 ACM
Summary: Showing a live software demonstration during a talk can be engaging, but it
is often not easy: presenters may struggle with (or worry about) unexpected
software crashes and encounter issues such as mismatched screen resolutions or
faulty network connectivity. Furthermore, it can be difficult to recall the
steps to show while talking and operating the system all at the same time. An
alternative is to present with pre-recorded screencast videos. It is, however,
challenging to precisely match the narration to the video when using existing
video players. We introduce DemoWiz, a video presentation system that provides
an increased awareness of upcoming actions through glanceable visualizations.
DemoWiz supports better control of timing by overlaying visual cues and
enabling lightweight editing. A user study shows that our design significantly
improves the presenters' perceived ease of narration and timing compared to a
system without visualizations that was similar to a standard playback control.
Furthermore, nine (out of ten) participants preferred DemoWiz over the standard
playback control with the last expressing no preference.
SNS flow, SNS self-disclosure and post hoc interpersonal relations change:
Focused on Korean Facebook user
/
Kwak, Kyu Tae
/
Choi, Se Kyoung
/
Lee, Bong Gyou
Computers in Human Behavior
2014-02
v.31
n.0
p.294-304
Keywords: Social Network Service
Keywords: SNS
Keywords: Flow
Keywords: Self-disclosure
Keywords: Interpersonal relations
Keywords: Facebook
© Copyright 2014 Elsevier Ltd.
Summary: This study empirically investigates how the flow experiences when using SNS
have impacted SNS interaction and interpersonal relationships. Using a survey
of Facebook users, this study examines how the SNS flow as an intrinsic
motivation have an impact on the self-disclosure on SNS and the post hoc
interpersonal relations changes after using SNS. In addition, this study
examines the moderating effect, how these relationships are affected by times
which people spent in using mobile media for SNS. The survey was conducted for
263 users on two SNS communities in Korea from June 20 to July, 2012. As a
result of this study, SNS flow has a close relationship with the increase of
self-disclosure on SNS and impacts the post hoc interpersonal relations change
positively. In addition, the result shows the positive effect between the
self-disclosure on SNS and the post hoc interpersonal relations change. The
result supports the interpersonal relationships are changed positively when SNS
flow as an intrinsic motivation is incorporated with self-disclosure on SNS as
an extrinsic motivation. Furthermore the result of moderating effect shows that
the mobile SNS use impacts the relationship between the SNS flow and the
self-disclosure on SNS.
Development of Statistical Geometric Models for a Driver's Hip and Eye
Locations
Surface Transportation: ST8 -- Metrics, Measures, and Models
/
Park, Jangwoon
/
Lee, Baekhee
/
Choi, Younggeun
/
Sah, Sungjin
/
Jung, Kihyo
/
You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting
2013-09-30
p.1978-1982
doi 10.1177/1541931213571442
© Copyright 2013 HFES
Summary: Drivers' hip locations (HLs) and eye locations (ELs) have been used as
reference data to design an ergonomic automobile interior. Although many
prediction models of a driver's HL and EL have been developed, the developed
models have limitations in terms of prediction accuracy and stability. The
objectives of the present study are (1) development of statistical geometric
models (SGMs) of a driver's HL and EL, and (2) evaluation of the accuracy of
the SGMs. Forty drivers' preferred driving postures were measured by a motion
capture system in 3 different vehicle conditions (coupe, sedan, and SUV). The
SGMs were developed by incorporating the geometric relationships between HL,
EL, anthropometric dimensions, and driving postures and the statistical
relationships between body link lengths and surface landmark lengths. The SGMs
were evaluated quantitatively by comparing the Reed et al. (2002)'s models in
terms of prediction accuracy. As a result, the average adj. R 2 of SGMs is 1.1
≈ 3.7 times higher than Reed et al.'s models and root mean squared error
(RMSE) of the SGMs is 1.7 ≈ 1.8 times smaller than the Reed et al.'s
models. Moreover, RMSE of the SGMs in three vehicle conditions are 1.7 ≈
4.3 times smaller than the Reed et al.'s models. These results indicate that
the accuracy of the SGMs are more accurate and stable than the Reed et al.'s
models in all three vehicle conditions. The developed SGMs have high
applicability to the ergonomic design of automobile interiors such as the seat
adjustment range and windshield height.
Sitting Strategy Analysis based on Driving Postures and Seating Pressure
Distributions
Surface Transportation: ST8 -- Metrics, Measures, and Models
/
Park, Jangwoon
/
Choi, Younggeun
/
Lee, Baekhee
/
Sah, Sungjin
/
Jung, Kihyo
/
You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting
2013-09-30
p.1983-1986
doi 10.1177/1541931213571443
© Copyright 2013 HFES
Summary: Sitting strategies which statistically represent preferred and comfortable
driving postures can be used as reference data to design/evaluate an automobile
interior layout. Although the previous research have identified the sitting
strategies for various anthropometric dimensions of drivers, the classification
method of sitting strategies was not objective and the effect of driver's
gender/occupant package layout (OPL) to the sitting strategy has not been
clearly analyzed yet. The present study is intended to objectively identify the
sitting strategies based on various drivers' preferred driving postures and
seating pressure distributions. Forty drivers' preferred driving postures and
their seating pressures in 3 different OPL conditions (coupe, sedan, and SUV)
were measured by a motion capture system and pressure mat. Next, the sitting
strategies were classified by a cluster analysis, and the effects of driver's
gender and OPL condition to the sitting strategies were statistically analyzed.
As a result, the sitting strategies for upper-body were identified as erect
(33% of drivers were preferred), slouched (41%), and reclined postures (26%).
The number of drivers who preferred erect posture, female drivers was more than
twice that of male drivers; on the other hand, the number of drivers who
preferred reclined posture, male drivers were more than twice that of female
drivers (p < .05). Moreover, 84% of drivers preferred knee bent strategy in
SUV condition because the SUV condition has higher seat height than coupe and
sedan condition (p < .05). Both the identified sitting strategies and the
factors to affect sitting strategies would be of use as considerable
information in an ergonomic design/evaluation of automobile interior layout.
Development of a Distributed Representative Human Model Generation and
Analysis System for Multiple-Size Product Design
System Development: SD3 -- System Development Student Papers
/
Lee, Baekhee
/
Jung, Kihyo
/
You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting
2013-09-30
p.2022-2026
doi 10.1177/1541931213571452
© Copyright 2013 HFES
Summary: The aim of the study is to develop a distributed representative human model
(DRHM) generation and analysis system. DRHMs are used for a product with
multiple-size categories such as clothing and gloves. It is not easy for a
product designer to explore an optimal sizing system by applying various DRHM
generation methods because of their complexity and time demands. The existing
studies related to DRHM generation protocols and RHM generation methods of
three digital human model simulation systems (Jack®, RAMSIS®, and CATIA
Human®) were reviewed in the study. The DRHM generation protocol was
implemented by providing sophisticated interfaces which offer various
statistical and visualization techniques. The system can analyze the
multivariate accommodation percentage of a sizing system, provide body sizes of
generated DRHMs, and visualize generated DRHMs. The DRHM generation and
analysis system can be of great use to efficiently determine an optimal sizing
system for a multiple-size product by comparing various sizing system
candidates with each other.
ExerSync: facilitating interpersonal synchrony in social exergames
Games
/
Park, Taiwoo
/
Lee, Uichin
/
Lee, Bupjae
/
Lee, Haechan
/
Son, Sanghun
/
Song, Seokyoung
/
Song, Junehwa
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.1
p.409-422
© Copyright 2013 ACM
Summary: Social exergames provide immersive experiences of social interaction via
online multiplayer games, ranging from simple group exercises (e.g., virtual
cycling/rowing) to more structured multiplayer games (e.g., cooperative boat
racing). In exergame design, interpersonal synchrony plays an important role as
it enhances social rapport and pro-social behavior. In this paper, we build
ExerSync platform that supports various assistive mechanisms for facilitating
interpersonal synchrony even with heterogeneous exercise modalities. We
consider a rhythm of body movements in repetitive aerobic exercises and explore
the design space of incorporating rhythm into exergames. We build a prototype
system and comparatively evaluate the effectiveness of various assistive
mechanisms. The experiment results show that rhythm significantly lowers the
perceived workloads and provides better competence and engagement, but the
accuracy of interpersonal synchrony is not dependent on the use of rhythm.