[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
© Copyright 2015 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
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Celebi, Feridun M.
/
Flink, Lilli
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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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 Elsevier Ltd.
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
© Copyright 2014 Elsevier Ltd.
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
© Copyright 2014 Elsevier Ltd.
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 IARIA
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
© Copyright 2014 ACM
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
© Copyright 2014 Elsevier Ltd.
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
© Copyright 2014 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 ACM
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
© Copyright 2012 ACM
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
© Copyright 2011 ACM
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
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Kim, Eungha
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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
Copyright © 2011 Springer-Verlag
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.