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[1] Interactive Sonification Markup Language (ISML) for Efficient Motion-Sound Mappings Natural User Interfaces / Walker, James / Smith, Michael T. / Jeon, Myounghoon HCI International 2015: 17th International Conference on HCI, Part II: Interaction Technologies 2015-08-02 v.2 p.385-394
Keywords: Design research; Interactive sonification; Sonification markup language
Link to Digital Content at Springer
Summary: Despite rapid growth of research on auditory display and sonification mapping per se, there has been little effort on efficiency or accessibility of the mapping process. In order to expedite variations on sonification research configurations, we have developed the Interactive Sonification Markup Language (ISML). ISML is designed within the context of the Immersive Interactive Sonification Platform (iISoP) at Michigan Technological University. We present an overview of the system, the motivation for developing ISML, and the time savings realized through its development. We then discuss the features of ISML and its accompanying graphical editor, and conclude by summarizing the system's feature development and future plans for its further enhancement. ISML is expected to decrease repetitive development tasks for multiple research studies and to increase accessibility to diverse sonification researchers who do not have programming experience.

[2] Development and Evaluation of Emotional Robots for Children with Autism Spectrum Disorders Children in HCI / Jeon, Myounghoon / Zhang, Ruimin / Lehman, William / Fakhrhosseini, Seyedeh / Barnes, Jaclyn / Park, Chung Hyuk HCI International 2015: 17th International Conference on HCI: Posters' Extended Abstracts, Part I 2015-08-02 v.4 p.372-376
Keywords: Social robotics; Emotion; Autism spectrum disorders
Link to Digital Content at Springer
Summary: Individuals with Autism Spectrum Disorders (ASD) often have difficulty recognizing emotional cues in ordinary interaction. To address this, we are developing a social robot that teaches children with ASD to recognize emotion in the simpler and more controlled context of interaction with a robot. An emotion recognition program using the Viola-Jones algorithm for facial detection is in development. To better understand emotion expression by social robots, a study was conducted with 11 college students matching animated facial expressions and emotionally neutral sentences spoken in affective voices to various emotions. Overall, facial expressions had greater recognition accuracy and higher perceived intensity than voices. Future work will test the recognition of combined face and voices.

[3] Lyricon (Lyrics + Earcons) Improves Identification of Auditory Cues Information Design / Sun, Yuanjing / Jeon, Myounghoon DUXU 2015: Fourth International Conference on Design, User Experience, and Usability, Part II: Users and Interactions 2015-08-02 v.2 p.382-389
Keywords: Auditory display; Auditory icons; Auditory user interface; Cognitive mapping; Earcons; Lyricons; Sonification
Link to Digital Content at Springer
Summary: Auditory researchers have developed various non-speech cues in designing auditory user interfaces. A preliminary study of "lyricons" (lyrics + earcons [1]) has provided a novel approach to devising auditory cues in electronic products, by combining the concurrent two layers of musical speech and earcons (short musical motives). An experiment on sound-function meaning mapping was conducted between earcons and lyricons. It demonstrated that lyricons significantly more enhanced the relevance between the sound and the meaning compared to earcons. Further analyses on error type and confusion matrix show that lyricons showed a higher identification rate and a shorter mapping time than earcons. Factors affecting auditory cue identification and application directions of lyricons are discussed.

[4] Sorry, I'm Late; I'm Not in the Mood: Negative Emotions Lengthen Driving Time Safety, Risk and Human Reliability / Jeon, Myounghoon / Croschere, Jayde EPCE 2015: 12th International Conference on Engineering Psychology and Cognitive Ergonomics 2015-08-02 p.237-244
Keywords: Aggressive driving; Anger; Driving simulation research; Emotions; Road rage; Sadder but wiser
Link to Digital Content at Springer
Summary: A considerable amount of research has shown that anger degenerates driving performance [e.g., 1, 2, 3], but little research has empirically shown other affective effects on driving. To investigate angry and sad effects on driving, we conducted a driving simulation study with induced affective states. In cognitive psychology, there is the "sadder but wiser" phenomenon, but given that driving is a complex, dynamic task that engages not only basic cognitive processes, but also other critical elements such as decision making, action selection, and motor control, it might result in different outcomes. Thirty-two participants were induced into sad, angry, or neutral affective states and asked to complete a driving task using a medium fidelity driving simulator. Measures included driving performance, subjective mood ratings, and a NASA-TLX workload index. Results showed that participants in the angry and sad conditions took significantly more time to complete the driving task compared to the neutral condition.

[5] Robotic Sonification for Promoting Emotional and Social Interactions of Children with ASD Late-Breaking Reports -- Session 2 / Zhang, Ruimin / Jeon, Myounghoon / Park, Chung Hyuk / Howard, Ayanna Extended Abstracts of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.2 p.111-112
ACM Digital Library Link
Summary: Deficiency in social interaction is one of the most crucial issues for children with Autism Spectrum Disorder (ASD). To foster their emotional and social communication, we have developed an orchestration robot platform. After describing our concepts of the use of sonification in the intervention sessions, we describe our efforts in developing a facial expression detection system and implementing a platform-free sonification server system.

[6] "Not All Visual Media Are Helpful": An Optimal Instructional Medium for Effective Online Learning Interactive Posters & Demos: POS2 -- Interactive Posters & Demos / Lehtola, Whitney I. / Gemignani, Stephen M. / Sutherland, Jared T. / Jeon, Myounghoon Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.1351-1355
doi 10.1177/1541931214581282
Link to HFES Digital Content
Summary: With an increasing online learning population, many questions are arising as to the best way of teaching online. A number of common methods incorporate visual formats into the teaching method. Currently, an area lacking in research is which visual format communicates material most effectively to students. In this study, the focus was on discovering whether it is more effective to use an audio-pictorial video rather than an audio-text video. Sixteen undergraduates participated in this study. Each group was exposed to one of three test conditions: audio-video, audio-text, or audio-only (control). The participants were then asked to complete the task of making a unique paper airplane. As our hypothesis, the results showed that the audio-video group had significantly higher completion rates for the task than the other two groups, which showed no difference from each other. Results are discussed in terms of cognitive load theory and multiple resources theory, and a practical recommendation is provided recommending the use of a live audio-video format to teach students online.

[7] How Emotions Influence Trust in Online Transactions Using New Technology Internet: I4/CS -- Usable Interactions / Tislar, Catherine / Sterkenburg, Jason / Zhang, Wei / Jeon, Myounghoon Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.1531-1535
doi 10.1177/1541931214581319
Link to HFES Digital Content
Summary: Online trust has recently become a critical issue, due to widely publicized information leaks, account hacking, and privacy breaches. This study investigates whether or not emotions have effects on trust in online transactions, particularly when a new technology is involved. We explored the effects of happiness and sadness on participants' choice of a payment method for online transactions. Forty-four undergraduates participated in online transactions with a prototype webpage after either happiness or sadness induction, compared to a neutral group. Different emotion mechanisms would predict different effects of each emotion. Results showed that when the item cost was relatively low ($10), a higher percentage of participants in both emotion conditions selected a novel payment method than those in a neutral condition. With more expensive items ($50 and $100) the number of participants who chose the new option equally increased across all conditions because participants could benefit relatively a large amount of discount (10%) from the novel payment method. Various emotion mechanisms are discussed with our results.

[8] If You're Angry, Turn the Music on: Music Can Mitigate Anger Effects on Driving Performance Podium Presentations: Driver emotions and physiological state / Fakhrhosseini, Seyedeh Maryam / Landry, Steven / Tan, Yin Yin / Bhattarai, Saru / Jeon, Myounghoon AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2014-09-17 v.1 n.7 pages p.18
ACM Digital Library Link
Summary: Research has focused on music's negative effects on a driver's attention, whereas little research has addressed the possibility of using music to reduce emotional effects on driving. In the present study, we investigate how music can mitigate the degenerated driving performance associated with angry driving. To this end, fifty-three drivers participated in a simulated driving study either with or without induced anger. Three groups of participants with induced anger drove in a simulator while listening to happy or sad instrumental pieces, or without music. In the control group, anger was not induced and they did not listen to music during driving. The results show that participants who listened to either happy or sad music had significantly fewer driving errors than those who did not listen to music. However, no significant differences were found between happy and sad music conditions. Results are discussed with an affect regulation model and future research.

[9] Social, Natural, and Peripheral Interactions: Together and Separate Social, Natural, and Peripheral Interactions: Together and Separate / Riener, Andreas / Alvarez, Ignacio / Pfleging, Bastian / Löcken, Andreas / Jeon, Myhounghoon / Müller, Heiko / Chiesa, Mario AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Adjunct Proceedings 2014-09-17 v.2 n.6 pages p.1
ACM Digital Library Link
Summary: A major challenge in the future of traffic is to understand how "socially-aware vehicles" could be making use of their social habitus, formed by any information that can be inferred from past and present social relations, social interactions, and a driver's social state when exposed to other participants in real, live traffic. The aim of this workshop in recognition of this challenge is to advance on a common understanding of the symbiosis between drivers, cars, and the infrastructure. The central objective of the workshop is to provoke an active debate on the adequacy of the concept of social, natural, and peripheral interaction, addressing questions such as "who can communicate what", "when", "how", and "why"? To tackle these questions, we would like to collect different, radical, innovative, versatile, and engaging works that challenge or re-imagine human interactions in the near future automobile space.

[10] Advanced Vehicle Sonification Applications Social, Natural, and Peripheral Interactions: Together and Separate / Jeon, Myounghoon AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Adjunct Proceedings 2014-09-17 v.2 n.5 pages p.3
ACM Digital Library Link
Summary: Visual displays are still mainly used in the in-vehicle context, but they may be problematic for providing timely, appropriate feedback to drivers. To compensate for the drawbacks of visual displays, multimodal displays have been developed, but applied to limited areas (e.g., collision warning sounds). The present paper introduces advanced vehicle sonification applications: Two of our on-going projects (fuel efficiency sonification and driver emotion sonification) and a plausible future project (nearby traffic sonification). In addition, applicable sonification techniques and solutions are provided. Sonification applications to these areas can be an effective, unobtrusive means to increase drivers' situation awareness and engagement with driving, which will lead to road safety. To successfully implement these applications, iterative and intensive assessment of driver needs, effectiveness of the application, and its impact on driver distraction and road safety should be conducted.

[11] Predictive parallelization: taming tail latencies in web search Session 3b: indexing and efficiency / Jeon, Myeongjae / Kim, Saehoon / Hwang, Seung-won / He, Yuxiong / Elnikety, Sameh / Cox, Alan L. / Rixner, Scott Proceedings of the 2014 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2014-07-06 p.253-262
ACM Digital Library Link
Summary: Web search engines are optimized to reduce the high-percentile response time to consistently provide fast responses to almost all user queries. This is a challenging task because the query workload exhibits large variability, consisting of many short-running queries and a few long-running queries that significantly impact the high-percentile response time. With modern multicore servers, parallelizing the processing of an individual query is a promising solution to reduce query execution time, but it gives limited benefits compared to sequential execution since most queries see little or no speedup when parallelized. The root of this problem is that short-running queries, which dominate the workload, do not benefit from parallelization. They incur a large parallelization overhead, taking scarce resources from long-running queries. On the other hand, parallelization substantially reduces the execution time of long-running queries with low overhead and high parallelization efficiency. Motivated by these observations, we propose a predictive parallelization framework with two parts: (1) predicting long-running queries, and (2) selectively parallelizing them. For the first part, prediction should be accurate and efficient. For accuracy, we study a comprehensive feature set covering both term features (reflecting dynamic pruning efficiency) and query features (reflecting query complexity). For efficiency, to keep overhead low, we avoid expensive features that have excessive requirements such as large memory footprints. For the second part, we use the predicted query execution time to parallelize long-running queries and process short-running queries sequentially. We implement and evaluate the predictive parallelization framework in Microsoft Bing search. Our measurements show that under moderate to heavy load, the predictive strategy reduces the 99th-percentile response time by 50% (from 200 ms to 100 ms) compared with prior approaches that parallelize all queries.

[12] Constructing the Immersive Interactive Sonification Platform (iISoP) User Experience in Intelligent Environments / Jeon, Myounghoon / Smith, Michael T. / Walker, James W. / Kuhl, Scott A. DAPI 2014: 2nd International Conference on Distributed, Ambient, and Pervasive Interactions 2014-06-22 p.337-348
Keywords: design research; interactive sonification; interactivity; visualization
Link to Digital Content at Springer
Summary: For decades, researchers have spurred research on sonification, the use of non-speech audio to convey information [1]. With 'interaction' and 'user experience' being pervasive, interactive sonification [2], an emerging interdisciplinary area, has been introduced and its role and importance have rapidly increased in the auditory display community. From this background, we have devised a novel platform, "iISoP" (immersive Interactive Sonification Platform) for location, movement, and gesture-based interactive sonification research, by leveraging the existing Immersive Visualization Studio (IVS) at Michigan Tech. Projects in each developmental phase and planned research are discussed with a focus on "design research" and "interactivity".

[13] Auditory Emoticons: Iterative Design and Acoustic Characteristics of Emotional Auditory Icons and Earcons Natural and Multimodal Interfaces / Sterkenburg, Jason / Jeon, Myounghoon / Plummer, Christopher HCI International 2014: 16th International Conference on HCI, Part II: Advanced Interaction Modalities and Techniques 2014-06-22 v.2 p.633-640
Keywords: auditory icons; earcons; auditory emoticons; non-speech sounds; sonification
Link to Digital Content at Springer
Summary: In recent decades there has been an increased interest in sonification research. Two commonly used sonification techniques, auditory icons and earcons, have been the subject of a lot of study. However, despite this there has been relatively little research investigating the relationship between these sonification techniques and emotions and affect. Additionally, despite their popularity, auditory icons and earcons are often treated separately and are rarely compared directly in studies. The current paper shows iterative design procedures to create emotional auditory icons and earcons. The ultimate goal of the study is to compare auditory icons and earcons in their ability to represent emotional states. The results show that there are some strong user preferences both within sonification categories and between sonification categories. The implications and extensions of this work are discussed.

[14] Increasing Patient Compliance and Satisfaction With Physical Therapy Web-Based Applications Posters: POS2 -- Poster & Demo Interactive Session 2 / Ellis, Katrina M. / Norman, Chad / Van der Merwe, Alex / Jeon, Myounghoon Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting 2013-09-30 p.1531-1535
doi 10.1177/1541931213571341
Link to HFES Digital Content
Summary: Performing independent exercises after clinical visits are crucial for patients recovering from injury. However, patients often fail to comply with physical therapist prescriptions due to lack of time and lack of appropriate feedback. The present study investigated the current medium used for prescribed exercises and compared it to mediums used in web-based applications. In Phase I, we surveyed thirteen practicing physical therapists and twenty-two patients of physical therapy. Responses suggested that video instruction of exercises and video-conference meetings between clinic visits would be beneficial to patient rehabilitation. In Phase II, with fifty-eight undergraduate participants, we examined the influence of self-efficacy and format of instructional materials on willingness to comply, satisfaction with information, and anxiety related to completing rehabilitation. We found that video with text instructions were most satisfying to students. Results are discussed with limitations of the present study and future works.

[15] Sadder but Wiser? Effects of Negative Emotions on Risk Perception, Driving Performance, and Perceived Workload Surface Transportation: ST1 -- Health, Behavior, and Emotion / Jeon, Myounghoon / Zhang, Wei Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting 2013-09-30 p.1849-1853
doi 10.1177/1541931213571413
Link to HFES Digital Content
Summary: Traditional affect research has frequently used a valence dimension -- positive and negative states. However, these approaches have not discriminated the effects of distinct emotions of the same valence. Recent findings have indicated that different emotions may have different impacts even though they belong to the same valence. The current study consists of a simulated driving experiment with two induced affective states to examine how sadness and anger differently influence driving-related risk perception, driving performance, and perceived workload. Thirty two undergraduates drove under three different road conditions with induced sadness, anger, or neutral emotions. Participants in both affect conditions showed significantly more errors than those in the neutral condition. However, only participants with induced anger reported significantly higher perceived workload than participants with neutral. Results are discussed in terms of affect mechanisms and design directions for the in-vehicle emotion regulation system.

[16] The Ecological AUI (Auditory User Interface) Design and Evaluation of User Acceptance for Various Tasks on Smartphones Speech, Natural Language and Auditory Interfaces / Jeon, Myounghoon / Lee, Ju-Hwan HCI International 2013: 15th International Conference on HCI, Part IV: Interaction Modalities and Techniques 2013-07-21 v.4 p.49-58
Keywords: Auditory user interface; ecological user interface design; smartphones; user acceptance
Link to Digital Content at Springer
Summary: With the rapid development of the touch screen technology, some usability issues of smartphones have been reported [1]. To tackle those user experience issues, there has been research on the use of non-speech sounds on the mobile devices [e.g., 2, 3-7]. However, most of them have focused on a single specific task of the device. Given the varying functions of the smartphone, the present study designed plausibly integrated auditory cues for diverse functions and evaluated user acceptance levels from the ecological interface design perspective. Results showed that sophisticated auditory design could change users' preference and acceptance of the interface and the extent depended on usage contexts. Overall, participants gave significantly higher scores on the functional satisfaction and the fun scales in the sonically-enhanced smartphones than in the no-sound condition. The balanced sound design may free users from auditory pollution and allow them to use their devices more pleasantly.

[17] Designing Interactive Sonification for Live Aquarium Exhibits Multimodal and Ambient Interaction / Jeon, Myounghoon / Winton, Riley J. / Henry, Ashley G. / Oh, Sanghun / Bruce, Carrie M. / Walker, Bruce N. HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.332-336
Keywords: Embodied interaction; interactive learning; interactive sonification; interactivity; tangible objects
Best poster award
Link to Digital Content at Springer
Summary: In response to the need for more accessible and engaging informal learning environments (ILEs), researchers have studied sonification for use in interpretation of live aquarium exhibits. The present work attempts to introduce more interactivity to the project's existing sonification work, which is expected to lead to more accessible and interactive learning opportunities for visitors, including children and people with vision impairment. In this interactive sonification environment, visitors can actively experience an exhibit by using tangible objects to mimic the movement of animals. Sonifications corresponding to their movement can be paired with real-time animal-based sonifications produced by the existing system to generate a musical fugue. In the current paper, we describe the system configurations, experiment results for optimal sonification parameters and interaction levels, and implications in terms of embodied interaction and interactive learning.

[18] Lyricons (Lyrics + Earcons): Designing a New Auditory Cue Combining Speech and Sounds Multimodal and Ambient Interaction / Jeon, Myounghoon HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.342-346
Keywords: Auditory displays; lyricons; speech sounds; non-speech sounds
Link to Digital Content at Springer
Summary: To complement visual displays, auditory researchers have developed various auditory cues such as auditory icons, earcons, spearcons, and spindex cues. Even though those auditory cues were successfully applied to a number of electronic devices, they still require some improvements. From this background, the present work introduces more intuitive and fun auditory cues, "Lyricons (Lyrics + Earcons), which integrate the benefits of speech (i.e., accuracy) and earcons (i.e., aesthetics). We categorized functions of electronic products into meta-functional groups and devised a plausible earcon set for each functional group. Nine students conducted the sound card sorting task to match earcons with functional groups and brainstormed to generate lyrics for each functional group. Based on the results, several lyricon sets were created and improvements and application directions were discussed in focus group sessions. The use of lyricons is expected to increase accessibility to electronic devices for multiple users, including novices, older adults, children, and people with vision impairment.

[19] Workload Characterization and Performance Implications of Large-Scale Blog Servers / Jeon, Myeongjae / Kim, Youngjae / Hwang, Jeaho / Lee, Joonwon / Seo, Euiseong ACM Transactions on The Web 2012-11 v.6 n.4 p.17
ACM Digital Library Link
Summary: With the ever-increasing popularity of Social Network Services (SNSs), an understanding of the characteristics of these services and their effects on the behavior of their host servers is critical. However, there has been a lack of research on the workload characterization of servers running SNS applications such as blog services. To fill this void, we empirically characterized real-world Web server logs collected from one of the largest South Korean blog hosting sites for 12 consecutive days. The logs consist of more than 96 million HTTP requests and 4.7TB of network traffic. Our analysis reveals the following: (i) The transfer size of nonmultimedia files and blog articles can be modeled using a truncated Pareto distribution and a log-normal distribution, respectively; (ii) user access for blog articles does not show temporal locality, but is strongly biased towards those posted with image or audio files. We additionally discuss the potential performance improvement through clustering of small files on a blog page into contiguous disk blocks, which benefits from the observed file access patterns. Trace-driven simulations show that, on average, the suggested approach achieves 60.6% better system throughput and reduces the processing time for file access by 30.8% compared to the best performance of the Ext4 filesystem.

[20] Spearcons Improve Navigation Performance and Perceived Speediness in Korean Auditory Menus Perception and Performance: PP5 -- Auditory -- Visual Displays / Suh, Hyewon / Jeon, Myounghoon / Walker, Bruce N. Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012-10-22 p.1361-1365
doi 10.1177/1071181312561390
Link to HFES Digital Content
Summary: For decades, auditory menus using both speech (usually text-to-speech, TTS) and non-speech sounds have been extensively studied. Researchers have developed situation-optimized auditory menus involving such cues as auditory icons, earcons, spearcons, and spindex. Spearcons have generally outperformed other cues in terms of providing both contextual information and item-specific information. However, little research has been devoted to exploration of spearcons in languages other than English, or the use of spearcon-only auditory menus. In this study, we evaluated the use of spearcons in Korean menus, as well as the use of spearcons alone. Twenty-five native Korean speakers navigated through a two-dimensional auditory menu presented via TTS, with or without spearcon enhancements. Korean spearcons were successful. Participants also rated the spearcon-enhanced menu as seeming speedier and more fun than the TTS-only menu. After a short learning period, mean time-to-target in the auditory menu was even faster with spearcons alone, compared to traditional TTS-only menus.

[21] Cross-cultural differences in the use of in-vehicle technologies and vehicle area network services: Austria, USA, and South Korea Multimodal interaction / Jeon, Myounghoon / Riener, Andreas / Lee, Ju-Hwan / Schuett, Jonathan / Walker, Bruce N. AutomnotiveUI 2012: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2012-10-17 p.163-170
ACM Digital Library Link
Summary: Vehicle area network (VAN) communications and related services are getting more pervasive [1]. However, even though user-centered design has been emphasized, VAN services have often been developed through a technology-driven approach. This paper presents cross-cultural survey results on VAN services in three different countries: Austria, USA, and South Korea. The current research compared the state-of-the-art of drivers' current in-vehicle technology use and investigated their needs and wants for plausible new services in the near future. Further, we validated our next generation in-vehicle interface concepts stemming from our previous participatory design process [2]. Results showed clear differences between Austrians vs. Americans and Koreans. Even though Koreans and Americans in our survey were older than Austrians, they seemed more open-minded to VAN services (e.g., social networks in car, V2V services, in-vehicle agent, etc) in general and rated them more positively. Through these cross-cultural needs analyses of end users, designers and practitioners are expected to gain insights into developing a standardized service across cultures as well as culturally tuned in-vehicle interfaces. Moreover, we hope that this initial international collaboration can serve as a good test bed for future research and hope to expand our consortium with more colleagues in the AutomotiveUI community for further cross-cultural studies.

[22] Methodical approaches to prove the effects of subliminal perception in ubiquitous computing environments Methodical Approaches to Prove the Effects of Subliminal Perception in Ubiquitous Computing Environments / Riener, Andreas / Reiner, Miriam / Jeon, Myounghoon / Chalfoun, Pierre Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.1120-1121
Summary: To cope with the rising volume of information in human-computer interfaces, explicit and attentive interaction is more and more frequently replaced by implicit means of information exchange, supported by context-and activity-aware systems and applications. The trend of excessive information is, however, still ongoing, calling for further solutions to reduce a persons cognitive load or level of attention. Subliminal interaction techniques are considered a promising approach to deliver information to a person without causing much supplementary workload. This workshop aims at discussing the potential of subliminal perception to improve the information flow for human-computer interaction in the light of the fact that, up to now, the results have been mixed. One group of researchers has provided evidence that subliminal stimulation works, but the other has found that it does not, or even cannot, work. To clarify this issue, experts from various domains attending the workshop will discuss how subliminal effects can be scientifically supported or how a certain claim could be empirically refuted.

[23] The role of subliminal perception in vehicular interfaces Methodical Approaches to Prove the Effects of Subliminal Perception in Ubiquitous Computing Environments / Riener, Andreas / Jeon, Myounghoon Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.1122-1126
Summary: Following laws and provisions passed on the national and international level, the most relevant goal of future traffic and vehicular interfaces is to increase road safety. To alleviate the cognitive load associated with the interaction with the variety of emerging information and assistance systems in the car, subliminal stimulation is assumed to be a promising technique. To assess the potential of subliminal cues that could be used as their interaction means in future vehicles, we have organized a workshop within the frame of the automotive user interfaces conference (AutoUI 2011) to discuss this topic in a group of experts. This paper summarizes the findings from that workshop and should give researchers a starting point for their own activities in the field by indicating sort of grand research challenges and most critical issues. In particular, the goal of this summary article is to make this challenging research field more 'tangible' for researchers working in a range of disciplines, such as engineering, neuroscience, computer science, and psychophysiology. While currently discussed in the automotive domain only, the principles, research questions, and findings could immediately (and easily) be transferred to and adopted in other research fields. Interaction based on subliminal techniques can have an impact on society at large, making significant contributions toward a more natural, convenient, and even relaxing future style of interaction with any complex systems.

[24] A systematic approach to using music for mitigating affective effects on driving performance and safety Methodical Approaches to Prove the Effects of Subliminal Perception in Ubiquitous Computing Environments / Jeon, Myounghoon Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.1127-1132
Summary: Research has shown that affective effects on driving performance and safety are as dangerous as (or even more dangerous than) effects of the secondary tasks [11]. There has been some research on the use of speech-based systems for the intervention, but little research on the use of music has attempted to mitigate a driver's affective states while driving. The current paper identifies various taxonomies of the effects of music and explores plausible research variables, considerations, and practical application directions.

[25] "Spindex" (Speech Index) Enhances Menus on Touch Screen Devices with Tapping, Wheeling, and Flicking / Jeon, Myounghoon / Walker, Bruce N. / Srivastava, Abhishek ACM Transactions on Computer-Human Interaction 2012-07 v.19 n.2 p.14
ACM Digital Library Link
Summary: Users interact with many electronic devices via menus such as auditory or visual menus. Auditory menus can either complement or replace visual menus. We investigated how advanced auditory cues enhance auditory menus on a smartphone, with tapping, wheeling, and flicking input gestures. The study evaluated a spindex (speech index), in which audio cues inform users where they are in a menu; 122 undergraduates navigated through a menu of 150 songs. Study variables included auditory cue type (text-to-speech alone or TTS plus spindex), visual display mode (on or off), and input gesture (tapping, wheeling, or flicking). Target search time and subjective workload were lower with spindex than without for all input gestures regardless of visual display mode. The spindex condition was rated subjectively higher than plain speech. The effects of input method and display mode on navigation behaviors were analyzed with the two-stage navigation strategy model. Results are discussed in relation to attention theories and in terms of practical applications.
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