HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,543,896
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Jung_K* Results: 40 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 40 Jump to: 2015 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 |
[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
ACM Digital Library Link
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 / Mitra, Prasenjit Companion Proceedings of the 2015 International Conference on the World Wide Web 2015-05-18 v.2 p.1525-1526
ACM Digital Library Link
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 / Beck, Sungwon / Jung, Kihyun Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.847-852
ACM Digital Library Link
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 / 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).

[5] A Map-Based Web Search Interface Using Point of Interest Aggregation Knowledge Management / Jung, Kwangsoon / Ahn, Sangchul / 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
Link to Digital Content at Springer
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 / Kim, Youngmin / Park, Byoungha / Choi, Kwang-Soon / 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
www.thinkmind.org/index.php
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 / Cha, Meeyoung / Jung, Kyomin / Chen, Wei / 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
Link to Digital Content at 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
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.

[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
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.

[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
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.

[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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to Digital Content at Springer
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
Link to HFES Digital Content
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
www.nime.org/proceedings/2010/nime2010_031.pdf

[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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to HFES Digital Content
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 / Jung, Kihyo / Park, Jangwoon / Kim, Sujin / Yoon, Sunghye / Kim, Moonsung / You, Heecheon Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.1512-1516
Link to HFES Digital Content
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 / Ishikawa, Tomoya / Thangamani, Kalaivani / Kourogi, Masakatsu / Gee, Andrew P. / Mayol-Cuevas, Walterio W. / Jung, Keechul / 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
Link to Digital Content at Springer
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 / Kim, Yong-Joong / Jung, Kyung-Kwon / Lee, Seon-Woo / Moon, Gyu / Shin, Dong-Sik / Kang, Ho-Youl Proceedings of the 2009 International Conference on Persuasive Technology 2009-04-26 p.10
ACM Digital Library Link
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 / Pasquier, Philippe / Han, Eunjung / Kim, Kirak / Jung, Keechul Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology 2008-12-03 p.71-74
ACM Digital Library Link
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.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 40 Jump to: 2015 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 |