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[1] Evento 360: Social Event Discovery from Web-scale Multimedia Collection Session: Multimedia Grand Challenge / Choi, Jaeyoung / Kim, Eungchan / Larson, Martha / Friedland, Gerald / Hanjalic, Alan Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.193-196
ACM Digital Library Link
Summary: We present Evento 360 (URL: evento360.info), an online interactive social event browser, which allows the user to explore events detected within a web-scale multimedia corpus. The system addresses five key aspects of social multimedia event detection and summarization: multimodality, scale, diversity of representations, noise of multimedia items, and missing metadata. The detection algorithm uses unsupervised clustering approach that exploits temporal, spatial and textual metadata. For each detected event cluster, to choose the best subset of photos that meet both relevance and diversity criteria, the system uses hierarchical clustering that exploits both visual and audio information. Evento 360's user interface provides a search feature that is not limited to a certain set of events, but rather can handle an arbitrary event query. It allows the user to retrieve and explore relevant events. The system scales well and is effective in producing high-quality summaries of the detected events.

[2] K-Culture Time Machine: Development of Creation and Provision Technology for Time-Space-Connected Cultural Contents Information and Interaction for Culture and Art / Ha, Taejin / Kim, Younsung / Kim, Eunseok / Kim, Kihong / Lim, Sangmin / Hong, Seungmo / Kim, Jeain / Kim, Sunhyuck / Kim, Junghwa / Woo, Woontack HIMI 2015: 17th International Conference on Human Interface and the Management of Information, Symposium on Human Interface, Part II: Information and Knowledge in Context 2015-08-02 v.2 p.428-435
Keywords: Context-of-interest; Augmented reality; Spatial co-presence; Semantic data model; Linked open data
Link to Digital Content at Springer
Summary: The "K-Culture Time Machine" project develops technologies to structure diverse cultural content from associated organizations and projects, including the "Cultural Heritage hub-bank," and construct new cultural content connected to time and space, then develop a technique that provides the structured content to industries (culture, tourism, IT) and the public. To integrate heterogeneous dataset, designing a new data model is a vital process for our project. As Europeana designed data model which aims to integrate and link several data set across cultural institutions of Europe, we also invented a new data model that encompasses a wide range of metadata for cultural institution in Korea. This approach and data model aim to provide a possibility of semantic link between heterogeneous dataset. This project also provides services with various visualization techniques (virtual reality, augmented reality, etc.) for cultural heritage by traveling through a variety of historical periods in its contents. Last, the project develops image-based time-space content configuration techniques and a software framework that enables visualization with various devices. We perform a validation and feedback process of research and development on the implemented prototype service "Journey of a Korean world cultural heritage."

[3] Interactive eye tracking for gaze strategy modification / Wang, Quan / Celebi, Feridun M. / Flink, Lilli / Greco, Gabriella / Wall, Carla / Prince, Emily / Lansiquot, Sharlene / Chawarska, Katarzyna / Kim, Elizabeth S. / Boccanfuso, Laura / DiNicola, Lauren / Shic, Frederick Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.247-250
ACM Digital Library Link
Summary: Atypical looking behaviors in neuropsychiatric conditions such as autism spectrum disorders (ASD) are not only a reflection of inherently abnormal neuropsychological processes, but also suggest that future access to observational learning opportunities may be limited. The work presented in this paper uses interactive eye tracking as a first step towards the development of automated tools that can help toddlers and young children with atypical visual attention learn to attend to social information in a more typical fashion. In our study, we designed an automated visual strategy training system that would redirect a viewers' attention to locations highly salient to the normative control group when the viewer drifted from those locations for a significant period of time. We evaluated our experimental technique on typically-developing adults, obtaining results that suggest that looking patterns can be altered to be more similar to those evidenced by a normative group of young children. Furthermore, these alterations appear be retained in post-training sessions when considering new presentations of videos participants had been trained upon, and, on more sensitive outcome measures based on integrated scanpath probabilities (heatmaps), seemed to generalize presentations not trained upon as well. The development of these techniques may provide a new model for modifying attentional biases not only in toddlers with ASD, but also in children affected by other neuropsychiatric conditions, and may thus lead to new therapeutic interventions as well as more efficacious methods for identifying the patterns associated with abnormal, attention-driven experience.

[4] An Outlook for Content UX in TV: The Emergence of Augmented Content Case Studies: Special Environments / Kim, Sung Woo / Park, Eun Hye / Lee, Yae Eun / Lee, Jong Sung / Lee, Da Hee / Kim, Eun Jin Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.789-796
ACM Digital Library Link
Summary: This case study describes the findings from our exploration on content user experience for next-generation live TV and VOD (Video-on-Demand) services. First, we introduce our background study on new trends in the TV industry. Based on this study, we list several keywords that characterize the content experience for next-generation TV. We then describe our interviews with six professionals working in content production. These interviews were conducted to verify our derived characteristics, and to collect the thoughts of these experts on the contribution of UX to future content production. Our study led us to a new research topic we call "Augmented Content," which we believe has significant potential to provide content UX for next-generation television services.

[5] Building Image Sentiment Dataset with an Online Rating Game Personalization / Adaptation / Recommendation / Sentiment / Yoon, Chanhee / Kang, KeumHee / Kim, Eun Yi Proceedings of the 2015 International Conference on Intelligent User Interfaces 2015-03-29 v.1 p.306-310
ACM Digital Library Link
Summary: In this paper, an online rating game called Image-Battle is developed to build the ground truth dataset for image sentiment analysis. Our goal is to provide more interesting and intuitive interface to users and to collect the images with more correct sentiment scores despite of less human intervention. For this, two schemes are designed: 1) a pair-wise competition and 2) a ranking algorithm based on visual link analysis. First, the system shows two images and asks the user which image is closer to a given sentiment. Thereafter, the ranking algorithm assigns the sentiment scores to the images based on all the competition results: the main idea is to give higher score to images that win more or to the images that beat images with high scores. To evaluate the proposed system, it was used to collect ground truth for 30,000 Photo.net images, each of which was labeled by six emotions. The ground truth was used to develop the sentiment recognition system, and its result was compared with that of other rating system. Then the result proved the excellence of the proposed method in terms of accuracy and user satisfaction.

[6] Human Compliance with Task-oriented Dialog in Social Robot Interaction Late-Breaking Reports -- Session 1 / Kim, Eunji / Lee, Jonathan Sangyun / Choi, Sukjae / Kwon, Ohbyung Extended Abstracts of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.2 p.3-4
ACM Digital Library Link
Summary: This study empirically investigates the factors affecting compliance with robot requests in task-oriented environments such as registration guide services in a hospital setting in which compliance is important for patient treatment. We examine the relative impact of interaction time, task understanding, and homophily on compliance. The results suggest that task understanding and interaction time are negatively related with intention to comply. However, homophily is not significantly related to intention to comply.

[7] Increasing exergame physical activity through self and opponent avatar appearance / Peña, Jorge / Kim, Eunice Computers in Human Behavior 2014-12 v.41 n.0 p.262-267
Keywords: Avatars
Keywords: Physical activity
Keywords: Exergames
Keywords: Priming
Keywords: Social comparison
Link to Article at sciencedirect
Summary: We investigated how manipulating self and opponent avatar weight (normal vs. obese) affected people's physical activity in real life as they played an exergame. While playing virtual tennis, female players operating a normal weight self avatar were more physically active relative to those using an obese self avatar. Participants physically exerted themselves the most when both self and opponent had normal weight avatars, implying increased physical activity when self and opponent avatars look equally fit. The study also identified conditions that discouraged physical activity (e.g., normal weight self avatar vs. an obese opponent). The findings were congruent with priming and social comparison models, and illustrated how virtual social cues can be leveraged to influence health behaviors via exergames.

[8] Social relationship on problematic Internet use (PIU) among adolescents in South Korea: A moderated mediation model of self-esteem and self-control / Park, Seungmin / Kang, Minchul / Kim, Eunha Computers in Human Behavior 2014-09 v.38 n.0 p.349-357
Keywords: Problematic Internet use
Keywords: Self-esteem
Keywords: Self-control
Keywords: Communication with mother
Keywords: Peer relationship
Link to Article at sciencedirect
Summary: Despite previous research efforts on identifying the risk and protective factors of problematic Internet use (PIU), the specific mechanism among these factors are largely unknown. Thus, the present study examined the effect of adolescents' social relationships on their PIU, as well as the effect of self-esteem as a mediator and the effect of self-control as a moderator. Survey data from 750 South Korean middle and high school students in Seoul and Gyeonggi areas were analyzed using structural equation modeling. The results are as follows. First, PIU is significantly associated with relationship with peers and with mother. Second, self-esteem did not mediate the effect of communication with mother on PIU, but was found to partially mediate the effect of peer relationship on PIU. Third, adolescents' self-control significantly moderated the indirect effect of peer relationship on PIU via self-esteem. Through detailed analyses, this study identified self-esteem as a mediator and self-control as a moderator in the relationship between social relationships and PIU. Implications of these results for understanding the relationship among social relationships, self-esteem, self-control, and PIU are discussed.

[9] Brand followers' retweeting behavior on Twitter: How brand relationships influence brand electronic word-of-mouth / Kim, Eunice / Sung, Yongjun / Kang, Hamsu Computers in Human Behavior 2014-08 v.37 n.0 p.18-25
Keywords: Twitter
Keywords: Electronic word-of-mouth
Keywords: Social media
Keywords: Brand relationships
Keywords: Online brand community
Link to Article at sciencedirect
Summary: Twitter, the popular microblogging site, has received increasing attention as a unique communication tool that facilitates electronic word-of-mouth (eWOM). To gain greater insight into this potential, this study investigates how consumers' relationships with brands influence their engagement in retweeting brand messages on Twitter. Data from a survey of 315 Korean consumers who currently follow brands on Twitter show that those who retweet brand messages outscore those who do not on brand identification, brand trust, community commitment, community membership intention, Twitter usage frequency, and total number of postings.

[10] EnergyBugs: energy harvesting wearables for children Battery life and energy harvesting / Ryokai, Kimiko / Su, Peiqi / Kim, Eungchan / Rollins, Bob Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1039-1048
ACM Digital Library Link
Summary: EnergyBugs are energy harvesting wearables with features that invite children to move their bodies to generate tiny, yet usable amounts of electricity. EnergyBugs not only convert children's kinetic energy into usable electrical energy, but also let children power a specially designed LED lamp with the energy the children have personally harvested. EnergyBugs therefore turn the electrical energy into a tangible object that children can manipulate and think with. Two studies of EnergyBugs with 34 elementary school children have revealed that children carefully observed and negotiated the use of personally harvested energy with their classmates, as well as developed emotional connections to energy. In particular, moving their own bodies to generate energy led the children to more actively ask questions about energy from new perspectives. We report our iterative design process and discuss the implications of our results for HCI.

[11] Topic-based place semantics discovered from microblogging text messages WWW 2014 websci track / Kim, Eunyoung / Ihm, Hwon / Myaeng, Sung-Hyon Companion Proceedings of the 2014 International Conference on the World Wide Web 2014-04-07 v.2 p.561-562
ACM Digital Library Link
Summary: Location-based social network services (LBSNS) such as Foursquare are getting the highlight with the extensive spread of GPS-enabled mobile devices, and a large body of research has been conducted to devise methods for understanding and clustering places. However, in previous studies, the predefined set of semantic categories of places play a critical role in both discovery and evaluation of the results, despite its limited ability to represent the dynamics of the places. We explore beyond the predefined semantic categories of the places and discover topic-based place semantics through the use of Latent Dirichlet Allocation, by extracting topics from the text which people post on site. We also show the proposed method allows for understanding the temporal dynamics of the place semantics. The finding of this study is intended for, but not limited to, context aware services and place recommendation systems.

[12] On relationships between fixation identification algorithms and fractal box counting methods Analysis I: eye tracking data analysis methods / Wang, Quan / Kim, Elizabeth / Chawarska, Katarzyna / Scassellati, Brian / Zucker, Steven / Shic, Frederick Proceedings of the 2014 Symposium on Eye Tracking Research & Applications 2014-03-26 p.67-74
ACM Digital Library Link
Summary: Fixation identification algorithms facilitate data comprehension and provide analytical convenience in eye-tracking analysis. However, current fixation algorithms for eye-tracking analysis are heavily dependent on parameter choices, leading to instabilities in results and incompleteness in reporting.
    This work examines the nature of human scanning patterns during complex scene viewing. We show that standard implementations of the commonly used distance-dispersion algorithm for fixation identification are functionally equivalent to greedy spatiotemporal tiling. We show that modeling the number of fixations as a function of tiling size leads to a measure of fractal dimensionality through box counting. We apply this technique to examine scale-free gaze behaviors in toddlers and adults looking at images of faces and blocks, as well as large number of adults looking at movies or static images.
    The distributional aspects of the number of fixations may suggest a fractal structure to gaze patterns in free scanning and imply that the incompleteness of standard algorithms may be due to the scale-free behaviors of the underlying scanning distributions. We discuss the nature of this hypothesis, its limitations, and offer directions for future work.

[13] Development of an untethered, mobile, low-cost head-mounted eye tracker Poster abstracts / Kim, Elizabeth S. / Naples, Adam / Gearty, Giuliana Vaccarino / Wang, Quan / Wallace, Seth / Wall, Carla / Perlmutter, Michael / Volkmar, Fred / Shic, Frederick / Friedlaender, Linda / Kowitt, Jennifer / Reichow, Brian Proceedings of the 2014 Symposium on Eye Tracking Research & Applications 2014-03-26 p.247-250
ACM Digital Library Link
Summary: Head-mounted eye-tracking systems allow us to observe participants' gaze behaviors in largely unconstrained, real-world settings. We have developed novel, untethered, mobile, low-cost, lightweight, easily-assembled head-mounted eye-tracking devices, comprised entirely of off-the-shelf components, including untethered, point-of-view, sports cameras. In total, the parts we have used cost $153, and we suggest untested alternative components that reduce the cost of parts to $31. Our device can be easily assembled using hobbying skills and techniques. We have developed hardware, software, and methodological techniques to perform point-of-regard estimation, and to temporally align scene and eye videos in the face of variable frame rate, which plagues low-cost, lightweight, untethered cameras. We describe an innovative technique for synchronizing eye and scene videos using synchronized flashing lights. Our hardware, software, and calibration designs will be made publicly available, and we describe them in detail here, to facilitate replication of our system. We also describe novel smooth-pursuit-based calibration methodology, which affords rich sampling of calibration data while compensating for lack of information regarding the extent of visibility on participants' scene recordings. Validation experiments indicate accuracy within 0.752 degrees of visual angle on average.

[14] A smooth pursuit calibration technique Doctoral symposium extended abstracts / Celebi, Feridun M. / Kim, Elizabeth S. / Wang, Quan / Wall, Carla A. / Shic, Frederick Proceedings of the 2014 Symposium on Eye Tracking Research & Applications 2014-03-26 p.375-376
ACM Digital Library Link
Summary: Many different eye-tracking calibration techniques have been developed [e.g. see Talmi and Liu 1999; Zhu and Ji 2007]. A community standard is a 9-point-sparse calibration that relies on sequential presentation of known scene targets. However, fixating different points has been described as tedious, dull and tiring for the eye [Bulling, Gellersen, Pfeuffer, Turner and Vidal 2013].

[15] Needs and Usability Assessment of a New User Interface for Lower Extremity Medical Exoskeleton Robots Usability and Universal Accessibility / Jeong, Yoon Jung / Kim, Euiyoung / Kazerooni, Homayoon Proceedings of the 2014 International Conference on Advances in Computer-Human Interactions 2014-03-23 p.115-120
Keywords: Design for people with disabilities; User interface design; Exoskeleton; Glove Interface
www.thinkmind.org/index.php
Summary: This paper presents an evaluation and recommendations for the improvement of the user interface (UI) of medical exoskeleton robots for people with mobility disorders. Existing UIs of currently available medical exoskeletons lack the flexibility to serve a diverse user group who require more customization. A UI prototype consisting of a glove with buttons attached on fingertips, and a display module for user feedback and/or instruction was developed and evaluated. For the evaluation of this UI prototype, multiple usability tests, guerrilla tests, interviews, and surveys were conducted with several crutch and manual wheelchair users. Finally, a set of final Glove UI design recommendations is illustrated based on the test subjects and interviewees' feedback; finger glove, two buttons, singleton walking method, and adjustable display position. A more thorough evaluation on this improved UI with more potential users of medical exoskeletons with various physical abilities remains as future work.

[16] Cell How was it made? / Kim, Eunjin / Achituv, Romy interactions 2014-03 v.21 n.2 p.16-17
ACM Digital Library Link
Summary: Users breathe life into a pneumatically controlled installation and performance wearable.

[17] My privacy is okay, but theirs is endangered: Why comparative optimism matters in online privacy concerns / Baek, Young Min / Kim, Eun-mee / Bae, Young Computers in Human Behavior 2014-02 v.31 n.0 p.48-56
Keywords: Online privacy
Keywords: Privacy infringement
Keywords: Comparative optimism
Keywords: Privacy policy
Link to Article at sciencedirect
Summary: It is easy to trace and compile a record of individuals' online activities, and cases of online privacy infringement (i.e., improper use of personal information) have been reported in advanced societies. Based on existing risk perception research, this study examines comparative optimism regarding online privacy infringement (i.e., users tend to believe privacy infringement is less likely to happen to oneself than to others) and its antecedents and consequences. Relying on large-scale online survey data in South Korea (N = 2028), this study finds: (1) comparative optimism is higher when the comparison targets are younger; (2) online knowledge and maternalistic personality traits increase comparative optimism mainly by influencing perceived risk to others, while prior experience of privacy infringement increases comparative optimism mainly by influencing perceived personal risk; and (3) comparative optimism is related to both greater adoption of privacy-protective behaviors and a higher level of support for government policies to restrict the use of online information. Theoretical and practical implications of the findings, along with potential limitations, are discussed.

[18] Demo hour Demo hour / Tahiroglu, Koray / Wikström, Valtteri / Overstall, Simon / Svedström, Thomas / Kildal, Johan / Ahmaniemi, Teemu / Long, Kiel / Vines, John / Nakamura, Hiromi / Miyashita, Home / Kim, Eunjin / Achituv, Romy interactions 2014-01 v.21 n.1 p.10-13
ACM Digital Library Link
Summary: The four projects shown here are from CHI 2013 Interactivity in Paris, France, selected to reflect the diversity of approaches to embodied interaction. HCI research commonly features contributions more keenly experienced through embodied engagement rather than via a presentation or video. CHI Interactivity provides the venue for such work, allowing attendees to touch, squeeze, hear, or even taste interactive visions for the future, be they research, invention, the arts, or design. -- Florian Mueller, Steve Benford, Danielle Wilde and Atau Tanaka, CHI 2013 Interactivity Chairs

[19] A Novel Anomaly Detection System Based on HFR-MLR Method Data-Intensive Intelligence and Knowledge / Kim, Eunhye / Kim, Sehun MUSIC 2013: Mobile, Ubiquitous, and Intelligent Computing 2013-09-04 p.279-286
Keywords: Anomaly detection; Dimensionality reduction; Hierarchical clustering; Multinomial logistic regression
Link to Digital Content at Springer
Summary: Reducing the data space and then classifying anomalies based on the reduced feature space is vital to real-time intrusion detection. In this study, a novel framework is developed for logistic regression-based anomaly detection and hierarchical feature reduction (HFR) to preprocess network traffic data before detection model training. The proposed dimensionality reduction algorithm optimally excludes the redundancy of features by considering the similarity of feature responses through a clustering analysis based on the feature space reduced by factor analysis, thus helping to rank the importance of input features (essential, secondary and insignificant) with low time complexity. Classification of anomalies over the reduced feature space is based on a multinomial logistic regression (MLR) model to detect multi-category attacks as an outcome with the goal of reinforcing detection efficiency. The proposed system not only achieves a significant detection performance, but also enables fast detection of multi-category attacks.

[20] Finding Relationships between Human Affects and Colors Using SVD and pLSA Multimedia Cloud Computing and Its Applications / Akhmedjanov, Umid / Ko, Eunjeong / Shin, Yunhee / Kim, Eun Yi MUSIC 2013: Mobile, Ubiquitous, and Intelligent Computing 2013-09-04 p.347-351
Keywords: Affective Mapping; Probabilistic Affective Model; Singular Value Decomposition; Probabilistic latent semantic analysis
Link to Digital Content at Springer
Summary: In this paper, a new method is presented to automatically find relationships between human affects and colors. For this, the probabilistic latent semantic model analysis (pLSA) and singular value decomposition (SVD) is applied. The proposed method is composed of three modules: feature extraction, feature transform and pLSA training. We first segment the image using mean-shift clustering, then extract color compositions by analyzing the colors from one region and its adjacent regions. Next, for the occurrence matrix, the SVD and pLSA are used. Using SVD, the occurrence matrix is decomposed into rank and null space matrix, where the null space is discarded and only the space corresponding to the singular values is used for further processing. For the reconstructed matrix, the pLSA is applied to obtain the correlation between affective classes and color compositions. To assess the effectiveness of the proposed system, it was applied to index the images using human affects. Then the results showed the effectiveness of the proposed method.

[21] Affect-Based Retrieval of Landscape Images Using Probabilistic Affective Model Emotions in HCI / Shin, Yunhee / Kim, Eun Yi / Sung, Tae-Eung HCI International 2013: 15th International Conference on HCI, Part V: Towards Intelligent and Implicit Interaction 2013-07-21 v.5 p.362-371
Keywords: Affect-based image retrieval; probabilistic affective model; meanshift clustering; color image scale
Link to Digital Content at Springer
Summary: We consider the problem of ranking the web image search using human affects. For this, a Probabilistic Affective Model (PAM) is presented for predicting the affects from color compositions (CCs) of images, then the retrieval system is developed using them. The PAM first segments an image into seed regions, then extracts CCs among seed regions and their neighbors, finally infer the numerical ratings of certain affects by comparing the extracted CCs with pre-defined human-devised color triplets. The performance of the proposed system has been studied at an online demonstration site where 52 users search 16,276 landscape images using affects, then the results demonstrated its effectiveness in affect-based image annotation and retrieval.

[22] Cell Interactivity: exploration / Kim, EunJin / Achituv, Romy Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2959-2962
ACM Digital Library Link
Summary: Cell is a pneumatically controlled, body augmenting, interactive and kinetic wearable/sculpture/installation that transforms in response to the user's breath.

[23] Field trials of the block-shaped edutainment robot hangulbot HRI 2012 video session / Kwak, Sonya S. / Kim, Eun Ho / Kim, Jimyung / Son, Youngbin / Kwak, Inveom / Park, Jun-Shin / Lee, Eun Wook Proceedings of the 7th International Conference on Human-Robot Interaction 2012-03-05 p.403-404
ACM Digital Library Link
Summary: The objective of this study was to develop an edutainment robot which provides multi-sensory learning experiences to improve users' space perception and creativity. In particular, we focused on developing educational content for the study of the Korean alphabet (Hangul) using the robot. On the basis of the phonemic and modular nature of Hangul, we devised a block-shaped edutainment robot for the study of Hangul. The robot known as "HangulBot" is composed of a consonant block and a vowel block. By rotating and rearranging those blocks, a user can create different characters. To enable the robot to perceive the arrangement of the blocks and the distance between a consonant block and a vowel block, IR LEDs and photo transistors were used. The eight IR LEDs in the consonant block generate different radiation signals, and the vowel block perceives the arrangement of the blocks by receiving the signals. The distance between the two blocks is estimated by measuring the thresholding, and the corresponding sound of each arrangement is then played through a speaker installed in the vowel block. We executed two short-term field trials with a twenty-seven month old child in June of 2011 and November of 2011 to ascertain children's initial reaction to HangulBot and how their reaction would change over time. While the results are preliminary, we noted several interesting findings. First, after several trials by the mother, the child felt comfortable with HangulBot. Second, the child intuitively followed the corresponding speech sounds which were generated by HangulBot according to the arrangement of the blocks. That is to say, the sound generated after the arranging the block intuitively induced the child to follow the sound. Third, the child's initial reaction to HangulBot was mostly block play, but after five months later, her reaction to the robot included not only block play but also active learning of the Korean alphabet. This result indicates that HangulBot could be an effective edutainment tool which improves space perception and creativity as well as linguistic abilities by stimulating both sides of the brain.

[24] Situation-based indoor wayfinding system for the visually impaired Navigation and wayfinding / Ko, Eunjeong / Ju, Jin Sun / Kim, Eun Yi Thirteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2011-10-24 p.35-42
ACM Digital Library Link
Summary: This paper presents an indoor wayfinding system to help the visually impaired finding their way to a given destination in an unfamiliar environment. The main novelty is the use of the user's situation as the basis for designing color codes to explain the environmental information and for developing the wayfinding system to detect and recognize such color codes. Actually, people would require different information according to their situations. Therefore, situation-based color codes are designed, including location-specific codes and guide codes. These color codes are affixed in certain locations to provide information to the visually impaired, and their location and meaning are then recognized using the proposed wayfinding system. Consisting of three steps, the proposed wayfinding system first recognizes the current situation using a vocabulary tree that is built on the shape properties of images taken of various situations. Next, it detects and recognizes the necessary codes according to the current situation, based on color and edge information. Finally, it provides the user with environmental information and their path through an auditory interface. To assess the validity of the proposed wayfinding system, we have conducted field test with four visually impaired, then the results showed that they can find the optimal path in real-time with an accuracy of 95%.

[25] Composite Context Information Model for Adaptive Human Computing Part I / Novel Interaction Environments / Kim, Sukyoung / Kim, Eungha / Choi, Youngil HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part II 2011-07-09 v.6 p.52-56
Keywords: composite context information; context-aware computing
Link to Digital Content at Springer
Summary: This study is to propose the composite context information model that provides an appropriate model depending on the situation around user. In our research, describe the definition of composite context information, propose the reuse method of the preexisted context information and design the composite context information process structure to improve performance. For developing the user-centric context-aware computing, above all important thing is, provide the high-level concept like human beings in knowledge framework and many application layers use it, don't care the inner structure for processing complex context information.
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