[1]
From connect-exchange to ConnectX: the (iterative) story of a mobile app
Abstracts
/
Oderkirk, Elizabeth
/
Jung, Kimberly
ACM 2015 International Conference on Design of Communication
2015-07-16
p.3
© Copyright 2015 ACM
Summary: Students and faculty studying abroad do not have one multipurpose tool they
can use to document and reflect upon their experiences, as well as navigate and
understand unfamiliar cultures. To address this, we designed a mobile
application that supports and fosters intercultural competence through content
sharing. Users tag their media with relevant terms and post it to a stream,
allowing peers to interact with others' cross-cultural experiences. We
conducted interviews that challenged preconceived proto-personas and allowed us
to follow iterative methods to develop a mobile environment that fulfills the
need for reflecting upon intercultural situations before, during, and after
study abroad.
[2]
Deep Learning for the Web
Tutorials
/
Jung, Kyomin
/
Zhang, Byoung-Tak
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Mitra, Prasenjit
Companion Proceedings of the 2015 International Conference on the World Wide
Web
2015-05-18
v.2
p.1525-1526
© Copyright 2015 ACM
Summary: Deep learning is a machine learning technology that automatically extracts
higher-level representations from raw data by stacking multiple layers of
neuron-like units. The stacking allows for extracting representations of
increasingly-complex features without time-consuming, offline feature
engineering. Recent success of deep learning has shown that it outperforms
state-of-the-art systems in image processing, voice recognition, web search,
recommendation systems, etc [1]. A lot of industrial-scale big data processing
systems including IBM Watson's Jeopardy Contest 2011, Google Now, Facebook's
face recognition system, and the voice recognition systems by Google and
Microsoft use deep learning [2][3][6]. Deep learning has a huge potential to
improve the intelligence of the web and the web service systems by efficiently
and effectively mining big data on the Web[4][5]. This tutorial provides the
basics of deep learning as well as its key applications. We give the motivation
and underlying ideas of deep learning and describe the architectures and
learning algorithms for various deep learning models. We also cover
applications of deep learning for image and video processing, natural language
and text data analysis, social data analytics, and wearable IoT sensor data
with an emphasis in the domain of Web systems. We will deliver the key insight
and understanding of these techniques, using graphical illustrations and
examples that could be important in analyzing a large amount of Web data. The
tutorial is prepared to attract general audience at the WWW Conference, who are
interested in machine learning and big data analysis for Web data. The tutorial
consists of five parts. The first part presents the basics of neural networks,
and their structures. Then we explain the training algorithm via
backpropagation, which is a common method of training artificial neural
networks including deep neural networks. We will emphasize how each of these
concepts can be used in various Web data analysis. In the second part of the
tutorial, we describe the learning algorithms for deep neural networks and
related ideas, such as contrastive divergence, wake-sleep algorithms, and Monte
Carlo simulation. We then describe various kinds of deep architectures,
including stacked autoencoders, deep belief networks [7], convolutional neural
networks [8], and deep hypernetworks [9]. In the third part, we present more
details of the recursive neural networks, which can learn structured tree
outputs as well as vector representations for phrases and sentences. We first
show how training the recursive neural network can be achieved by a modified
version of the back-propagation algorithm introduced before. These
modifications allow the algorithm to work on tree structures. Then we will
present its applications to sentence analysis including POS tagging, and
sentiment analysis. The fourth part discusses the neural networks used to
generate word embeddings, such as Word2Vec [10], DSSM for deep semantic
similarity [11], and object detection in images [12], such as GoogLeNet, and
AlexNet. We will explain in detail the applications of these deep learning
techniques in the analysis of various social network data. By this point, the
audience should have a clear understanding of how to build a deep learning
system for word, sentence and document level tasks. The fifth part of the
tutorial will cover other application examples of deep learning. These include
object segmentation and action recognition from videos [9], web data analytics,
and wearable/IoT sensor data modeling for smart services.
[3]
Why Google cannot be the # 1 in Korea?: In Search for Critical Success
Factors from Local User Experience
Panels
/
Kim, Jinsoo
/
Kim, Sungeon
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Beck, Sungwon
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Jung, Kihyun
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.847-852
© Copyright 2015 ACM
Summary: Why foreign companies are not successful in portal business in Korean
market? We believe that there are at least three reasons for the phenomenon.
First, domestic firms have their own methods and skills to collect users' needs
and wants. Second, the domestic firms have efficient internal process of fast
implementation. Finally, the role and responsibility of domestic UX teams are
rather peculiar to the contexts of domestic internet market. This panel will be
presented by the UX professionals from the three major internet portals in
Korea. The panel will be presided by the president of Korean Internet
Professional Association. Korea Internet Professionals Association, an
affiliate of 'Ministry of Science, ICT and Future Planning', which researches
Internet technologies, services, planning, design, development, design,
promotion, advertising, marketing, analysis, contracting, purchasing,
procurement, testing, supervision, evaluation, inspection, management,
consulting and education using wired and wireless Internet is a non-profit
organization which consists of Internet companies and Internet experts.
[4]
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
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Park, Hyunji
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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).
[5]
A Map-Based Web Search Interface Using Point of Interest Aggregation
Knowledge Management
/
Jung, Kwangsoon
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Ahn, Sangchul
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Ko, Heedong
HIMI 2014: 16th International Conference on Human Interface and the
Management of Information, Symposium on Human Interface, Part I: Information
and Knowledge Design and Evaluation
2014-06-22
v.1
p.342-351
Keywords: Point of interest; map search interface; named-entity recognition; toponym
resolution; entity linking; local search
© Copyright 2014 Springer International Publishing
Summary: With advent of a mobile computing, the pattern of information search has
been changed. Search queries through mobile devices increase; 30% of Google's
organic search queries come from mobile devices, and local search, which seeks
information with geospatial constraints, also increases. As of 2013 local
search on mobile phones continues to grow up to 60% since 2010. However, a
large number of web documents cannot be exposed to local search even though
they refer to a point of interest (POI) just because they are not explicitly
geo-tagged. We are interested in connecting typical web documents to spatial
search based on POIs by geotagging web documents. In this paper, we present a
map-based web search system that serves geospatial search queries for
non-geotagged documents. The proposed system provides with fine-grained local
search for typical web pages mentioning several POIs and supports semantic
search in accordance with their spatial relation of inclusion.
[6]
A Tangible Directional-View Display for Interaction
Interactive Systems
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Kim, Youngmin
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Park, Byoungha
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Choi, Kwang-Soon
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Jung, Kwang-Mo
Proceedings of the 2014 International Conference on Advances in
Computer-Human Interactions
2014-03-23
p.132-134
Keywords: Interaction, Directional-View, Ultrasound
© Copyright 2014 IARIA
Summary: A tangible directional-view display system that can provide different
perspective views without any special glasses is introduced. The proposed
system can display perspective floating five images in the space in front of
the system with the help of concave mirrors. In addition, the proposed system
adopted an ultrasonic focusing technology in order to providing immersive
experiences and delivering the sense of touch. We will explain our proposed
method and theoretical analysis that supports the proposed method will be
provided.
[7]
Aspects of Rumor Spreading on a Microblog Network
/
Kwon, Sejeong
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Cha, Meeyoung
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Jung, Kyomin
/
Chen, Wei
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Wang, Yajun
Proceedings of the 2013 International Conference on Social Informatics
2013-11-25
p.299-308
Keywords: Rumor; Social Media; Diffusion Structure; Linguistic Properties
© Copyright 2013 Springer
Summary: Rumors have been studied for several decades in social and psychological
fields, where most studies were theory-driven and relied on surveys due to
difficulties in gathering data. Rumor research is now gaining new perspectives,
because online social media enable researchers to examine closely various kinds
of information dissemination on the Internet. In this paper, we review social
psychology literature on rumors and try to identify the key differences in the
dissemination of rumors and non-rumors. The insights from this study can shed
light on improving automatic classification of rumors and better comprehending
rumor theories in online social media.
[8]
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.
[9]
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.
[10]
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.
[11]
A Two-Step Click Interaction for Mobile Internet on Smartphone
Usability Methods, Techniques and Studies
/
Jung, Kihyo
/
Jang, Jinah
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part I
2013-07-21
v.6
p.129-133
Keywords: Press and Flick; Two-step Click Interaction; Mobile Internet; Smartphone
© Copyright 2013 Springer-Verlag
Summary: Mobile Internet gains popularity due to the increasing use of smartphones
having wireless network capabilities. However, the current click interaction
method (hereafter, CC) hinders user experience when the size of the target
hyperlink to be selected is small. The present study developed a two-step click
interaction method (called Press and Flick; hereafter PF) for smartphone and
evaluated its effectiveness by GOMS model. GOMS results indicate that the PF
has a substantial benefit compared to the CC when a click error is occurred.
The PF can enhance usability and user experience (UX) by reducing click error
and providing a joyful interaction.
[12]
Analysis of Perceived Discomfort and EMG for Touch Locations of a Soft
Keyboard
Ergonomic and Human Modelling Issues
/
Choi, Bori
/
Park, Sukbong
/
Jung, Kihyo
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part I
2013-07-21
v.6
p.518-522
Keywords: Soft Keyboard; Discomfort; EMG; Two-thumb Input; Smartphone
© Copyright 2013 Springer-Verlag
Summary: With diversity of mobile services (e.g., messenger, and social network
service) on smartphone, the demand of text input using a soft keyboard is
increasing. However, studies on subjective and physiological responses of users
for various touch locations are lacking. The present study investigated the
ergonomic responses according to touch locations of a soft keyboard on
smartphone. The experiment of the present study measured perceived discomfort
using Borg's CR-10 scale and electromyography on forearm (abductor pollicis
longus, and extensor digitorum communis) and thumb (abductor pollicis brevis,
and first dorsal interossei) muscles. Perceived discomfort was significantly
varied from 0.7 (extremely weak discomfort) to 2.5 (weak discomfort) depending
on touch locations. %MVC at abductor pollicis brevis was significantly
varied from 10% to 23% according to touch locations. The experimental results
of the present study can be utilized in the ergonomic design of a soft
keyboard.
[13]
Determination of Optimal Location of Circuit Board and Battery on 3D Glasses
by Considering Nose Load and Subjective Discomfort
Product Design: PD3 -- Hardware Design for Interaction
/
Chang, Joonho
/
Jung, Kihyo
/
Moon, Seung Ki
/
Kim, Wonmo
/
Freivalds, Andris
/
Simpson, Timothy W.
/
Baik, Seon Pill
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.1877-1881
doi 10.1177/1071181312561272
© Copyright 2012 HFES
Summary: The current shutter type (SG) 3D glasses in the market are heavy (41 g) and
have a poor weight balance due to a battery and a circuit board on the temples
of the glasses. Therefore, it causes high pressure on the nose and discomfort
for the users. This study determined the optimal location of a circuit board
and a battery for SG type 3D glasses. Four 3D glasses with different weight
distributions (the battery and the circuit board locations: front, middle, ear,
and rear positions) were employed in the experiments. Subjective discomfort
ratings (100 point scale) around the nose and the posterior edge of the ear
were obtained after wearing the four 3D glasses. Also, at the same time the
load on the nose was measured by using FSR (force sensing resistor) film
sensors. As a result, the front position showed the highest subjective
discomfort rating on the nose. Discomfort ratings on the nose were decreased
significantly as the location of the battery and circuit board moved backward
on the temples (p = 0.0009). On the other hand, the ear position showed the
highest subjective discomfort rating on the posterior edge of the ear, and, as
opposed to the nose, the subjective discomfort ratings for the posterior edge
of the ear tended to increase as the battery and circuit board moved backward
(p = 0.0093). The highest nose load, 0.34 N, was found on the front position,
and the load on the nose was decreased significantly as the location of the
battery and circuit board moved backward (p < 0.001). Also, the nose loads
had a strong correlation with the discomfort ratings on the nose (Radj 2 =
99.1%), but no strong correlation was found with the subjective discomfort
ratings on the posterior edge of the ear (Radj 2 = 19.6%). Consequently, the
middle position was recommended as the optimal location of the battery and
circuit board on the temples of the SG type 3D glasses by considering the above
results.
[14]
Ergonomic Design of a Main Control Room of Radioactive Waste Facility Using
Digital Human Simulation
Product Design: PD4 -- Design Practice
/
Lee, Baekhee
/
Chang, Yoon
/
Jung, Kihyo
/
Jung, Ilho
/
You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.1912-1916
doi 10.1177/1071181312561279
© Copyright 2012 HFES
Summary: The present study evaluated a preliminary main control room (MCR) design of
radioactive waste facility using the JACK® digital human simulation system.
Four digital humanoids (5th, 50th, 95th, and 99th percentiles) were used in the
ergonomic evaluation. The first three were selected to represent 90% of the
target population (Korean males aged 20 to 50 years) and the last to reflect
the secular trend of stature for next 20 years in South Korea. The preliminary
MCR design was assessed by checking its compliance to ergonomic guidelines
specified in NUREG-0700 and conducting an in-depth ergonomic analysis with a
digital prototype of the MCR design and the digital humanoids in terms of
postural comfort, reachability, visibility, and clearance. For identified
design problems, proper design changes and their validities were examined using
the JACK. A revised MCR design suggested in the present study would contribute
to effective and safe operations of the MCR as well as operators' health in the
workplace.
[15]
Evaluation of Driving Posture Prediction in Digital Human Simulation Using
RAMSIS®
Product Design: PD6 - Product Design, Evaluation, and Accidents
/
Park, Jangwoon
/
Jung, Kihyo
/
Chang, Joonho
/
Kwon, Jeongung
/
You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting
2011-09-19
p.1711-1715
doi: 10.1177/1071181311551461
© Copyright 2011 HFES
Summary: For proper ergonomic evaluation using a digital human model simulation
(DHMS) system such as RAMSIS®, postures of a humanoid for designated tasks
need to be predicted accurately. The present study (1) evaluated the accuracy
of driving postures of humanoids predicted by RAMSIS, (2) proposed methods to
improve its accuracy, and (3) examined the effectiveness of the proposed
methods. Driving postures of 12 participants in a seating buck were measured by
a motion capture system and compared with those predicted by RAMSIS.
Significant discrepancies (8.7° to 74.9°) between predicted and
measured postures were observed for different body parts and driving tasks.
Constraint addition and user-defined posture methods were proposed and their
performance was assessed in terms of prediction accuracy. Of the two proposed
methods, the user-defined posture method was found preferred by improving the
accuracy of posture prediction by 11.5% to 84.9%. Both the posture prediction
accuracy assessment protocol and user-defined posture method introduced in the
study would be of use for practitioners to improve the accuracy of predicted
postures of humanoids in virtual environments.
[16]
A Three-Dimensional Fingertip Interface
Part III / Gestures, Gaze and Multimodality in HCI
/
Ahn, Yangkeun
/
Jung, Kwangmo
/
Hong, Jiman
HCI International 2011: 14th International Conference on HCI - Posters'
Extended Abstracts, Part II
2011-07-09
v.6
p.141-145
Keywords: Fingertip Recognition; Stereo Camera; Spatial Touch
Copyright © 2011 Springer-Verlag
Summary: This paper proposes a method to recognize the fingertip three-dimensionally
using infrared stereo cameras. The proposed method can be used for
human-computer interactions with a three-dimensional display and is designed to
provide robust performance against finger trembling, kinematic errors, and
sensor noise. This paper describes the proposed method in detail and also
presents implementation results.
[17]
Determination of Bicycle Handle Diameters Considering Hand Anthropometric
Data and User Satisfaction
PRODUCT DESIGN: PD6 -- Ergonomics and Anthropometrics in Product Design
/
Chang, Joonho
/
Jung, Kihyo
/
Hwang, Jesun
/
Kang, Yuncheol
/
Lee, Seokgi
/
Freivalds, Andris
Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting
2010-09-27
v.54
p.1790-1793
© Copyright 2010 HFES
Summary: Ergonomic product design considering both anthropometric variability and
user preference is required for harmonizing the target users and products. In
this study, bicycle handle diameters for three size categories were determined
by considering anthropometric variability and preference. To design the bicycle
handles, a four-step process was applied: (1) define anthropometric data, (2)
develop size chart, (3) define a design equation, and (4) determine design
values. In the first step, the 1988 US Army data was chosen as anthropometric
data for the design target population. In the second step, to develop a size
chart of bicycle handle, hand length and circumference were selected as key
dimensions by principal component analysis on six representative hand
dimensions. Next, a size chart of three categories (small: 175.5 mm, medium:
186.7 mm, and large: 196.2 mm) were derived by K-means clustering analysis for
hand length and circumference. In the third step, the design equation
accounting geometrical relationship between the sizes of two key dimensions and
diameters of bicycle handle was adopted from a relevant existing research. In
the last step, design values (40.9 mm, 43.5mm, and 45.7 mm) for each size
category were calculated by inputting the sizes of the key dimensions to the
design equation. To evaluate user satisfaction level of the bicycle handles, a
user testing of three handle prototypes was conducted for 17 participants with
various hand sizes. The test results showed that satisfaction scores for each
hand group were significantly higher at the corresponding size category.
[18]
Freepad: A Custom Paper-based MIDI Interface
/
Chun, Sungkuk
/
Hawryshkewich, Andrew
/
Jung, Keechul
/
Pasquier, Philippe
NIME 2010: New Interfaces for Musical Expression
2010-06-15
p.31-36
© Copyright 2010 Authors
[19]
Anthropomorphic artificial artist based on face-like detection and painterly
rendering
Full papers: Arts, drama, and performance
/
Chun, Sungkuk
/
Jung, Minkyu
/
Le, Hoa Minh
/
Wong, Chee Onn
/
Kim, Kirak
/
Jung, Keechul
Proceedings of the 2009 International Conference on Advances in Computer
Entertainment Technology
2009-10-29
p.257-262
© Copyright 2009 ACM
Summary: This paper proposes an artificial artist, Sorry Picasso, which has the
ability to see, feel and paint an aesthetically appealing painting based on
searched images of anthropomorphism nature. We proposed techniques involving
image processing, facial recognition, computer vision and computer graphics to
automatically identify embedded human face-like objects in a natural
anthropomorphic scene searched from the Internet and perform painterly
rendering on the identified objects into an aesthetic art. This work is novel
as a reproduction of digital art from the perspective of an eye of an
artificial artist.
[20]
Multimedia visitor book using mobile phone
Posters
/
Kim, Jungwhan
/
Jang, Seonghyun
/
Han, Eunjung
/
Jung, Keechul
Proceedings of the 2009 International Conference on Advances in Computer
Entertainment Technology
2009-10-29
p.431-432
© Copyright 2009 ACM
Summary: We introduce a new multimedia visitor book that collects the pictures from
visitors using a mobile phone via Bluetooth and generates a photo-mosaic to be
displayed to all visitors. The background image of the photo-mosaic is that the
multimedia visitor book uses consists of a specific image of a museum, company
logo, gallery or any forms of advertising strategy. In detail, visitors upload
their own picture that is in a mobile phone or a picture taken when
participating in an exhibition as the basis of the collective artwork in the
photo-mosaic generated. The multimedia visitor book is displayed through a
projection onto a large screen adding the new visitors as they upload their
pictures. As opposed to the traditional visitor book which is an analog form
recorded by pen and paper, our proposed multimedia visitor book uses digital
technology and interactive with all visitors. Our system adapts the flow of
period using digital equipment, proposed a paradigm fit into digital period and
it also extend not only to visitor book but also to various services such
digital book and mobile art.
[21]
Development of the Boundary Zone Method for Generation of Representative
Human Models
PRODUCT DESIGN
/
Jung, Kihyo
/
Kwon, Ochae
/
You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.1472-1476
© Copyright 2009 Human Factors and Ergonomics Society
Summary: The present study developed a generation method of representative human
models (RHMs) at a boundary zone which statistically accommodates a designated
percentage of the target population. The boundary zone method proposed in the
study consists of (1) identification of a boundary zone and (2) cluster
analysis on cases within the identified boundary zone. The boundary zone of a
designated accommodation percentage was formed by the normalized squared
distance of each anthropometric case from the centroid of the target
population. Cluster analysis was used to group homogenous cases within the
boundary zone to reduce the number of the cases. A comprehensive evaluation
under various combinations of anthropometric dimensions revealed that the
average of multivariate accommodation percentages of the boundary zone method
(91%) closer to the designated percentage (90%) than those of the existing
generation methods (square method = 49%, circular method = 76%, and rectangular
method = 96%).
[22]
Development of a Quantitative and Comprehensive Usability Evaluation System
Based on User Needs
PRODUCT DESIGN
/
Lee, Wonsup
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Jung, Kihyo
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Park, Jangwoon
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Kim, Sujin
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Yoon, Sunghye
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Kim, Moonsung
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You, Heecheon
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.1512-1516
© Copyright 2009 Human Factors and Ergonomics Society
Summary: The development of a user-centered product design is important to satisfy
customers who want to use a product with ease of use and to keep the
manufacturer competitive in the market. The present study developed a system to
analyze and evaluate the usability of a product in a systematic and
comprehensive manner based on user needs. The usability system was developed
through five phases (product-user interface analysis, user needs collection,
user-needs hierarchy development, user-needs importance survey, and usability
evaluation system development) including various analysis topics in each phase.
The system developed through the five-phase process was effectively applied to
usability evaluation on refrigerator. The developed usability evaluation system
would contribute to developing user-centered designs by providing comprehensive
information on the usability of a product.
[23]
In-Situ 3D Indoor Modeler with a Camera and Self-contained Sensors
Vision in Virtual and Mixed Reality
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Ishikawa, Tomoya
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Thangamani, Kalaivani
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Kourogi, Masakatsu
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Gee, Andrew P.
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Mayol-Cuevas, Walterio W.
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Jung, Keechul
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Kurata, Takeshi
VMR 2009: 3rd International Conference on Virtual and Mixed Reality
2009-07-19
p.454-464
Keywords: 3D indoor modeling; Mixed reality; Virtualized object; Visual SLAM;
Pedestrian dead-reckoning; Self-contained sensor
Copyright © 2009 Springer-Verlag
Summary: We propose a 3D modeler for supporting in-situ indoor modeling effectively.
The modeler allows a user easily to create models from a single photo by
interaction techniques taking advantage of features in indoor space and
visualization techniques. In order to integrate the models, the modeler
provides automatic integration functions using Visual SLAM and pedestrian
dead-reckoning (PDR), and interactive tools to modify the result. Moreover, for
preventing shortage of texture images to be used for the models, our modeler
automatically searches from 3D models created by the user for un-textured
regions and intuitively visualizes shooting positions to take a photo for the
regions. These functions make it possible that the user easily create
photorealistic indoor 3D models that have enough textures on the fly.
[24]
Hallym Jikimi 3rd system: web-based monitoring for u-health care service
Persuading for healthy lifestyle
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Kim, Yong-Joong
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Jung, Kyung-Kwon
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Lee, Seon-Woo
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Moon, Gyu
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Shin, Dong-Sik
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Kang, Ho-Youl
Proceedings of the 2009 International Conference on Persuasive Technology
2009-04-26
p.10
© Copyright 2009 ACM
Summary: This paper describes a remote monitoring system about behavioral patterns of
elders who live alone. The developed system is composed of an in-house sensing
system and a server system. The in-house sensing system is a set of wireless
sensor nodes which has pyroelectric infrared (PIR) sensor to detect a motion of
elder, emergency button, and magnetic sensor to detect when a door is opened.
Each sensing module sends its detection packet to a home gateway via wireless
link. The home gateway stores the received packets into a remote database. The
server system is composed of a database server and a web server, which provides
web-based monitoring system to caregivers. It makes the cost-effective
intelligent care service. We have evaluated the monitoring system from
continuous operation. It has been three years since the experiment started in
Hallym u-health Educational Test-bed (HuET). The result of experiment shows the
promising possibilities to estimate the behavioral patterns and the current
status of elder even though the simplicity of sensing capability.
[25]
Shadow agent: a new type of virtual agent
Technical track: Sound/Music/Art
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Pasquier, Philippe
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Han, Eunjung
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Kim, Kirak
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Jung, Keechul
Proceedings of the 2008 International Conference on Advances in Computer
Entertainment Technology
2008-12-03
p.71-74
© Copyright 2008 ACM
Summary: The shadow agent is a new type of intelligent virtual agent exploiting the
metaphor of the shadow as a medium. The core of the shadow agent is a
behavioral architecture inspired by the BDI (Belief, Desire and Intention)
cognitive agent model. The shadow agent perceives the world through two video
cameras and a microphone. Advanced computer graphics techniques are used to
locate the user's feet and analyses his/her behavior. The shadow agent is
embodied as an animated silhouette projected on the floor using the Everywhere
Display system and is endowed with simple sonic behavior. While presented as an
interactive installation, this model is thought to be a generic approach that
can support many more applications, including: video games, museum guides and
digital performance to name a few.