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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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to HFES Digital Content
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link

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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at sciencedirect
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
ACM Digital Library Link
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.
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