22 results on '"Woohun Lee"'
Search Results
2. Designing Metamaterial Cells to Enrich Thermoforming 3D Printed Object for Post-Print Modification
- Author
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Donghyeon Ko, Jee Bin Yim, Yujin Lee, Jaehoon Pyun, and Woohun Lee
- Subjects
business.industry ,Computer science ,05 social sciences ,Metamaterial ,3D printing ,Mechanical engineering ,Stiffness ,020207 software engineering ,02 engineering and technology ,Deformation (meteorology) ,Object (computer science) ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,Embedding ,0501 psychology and cognitive sciences ,medicine.symptom ,business ,Thermoforming ,050107 human factors ,Beam (structure) - Abstract
In this paper, we present a metamaterial structure called thermoformable cells, TF-Cells, to enrich thermoforming for post-print modification. So far, thermoforming is limitedly applied for modifying a 3D printed object due to its low thermal conductivity. TF-Cells consists of beam arrays that affluently pass hot air and have high heat transference. Through heating the embedded TF-Cells of the printed object, users can modify not only the deeper area of the object surface but also its form factor. With a series of technical experiments, we investigated TF-Cells’ thermoformability, depending on their structure’s parameters, orientations, and heating conditions. Next, we present a series of compound cells consisting of TF-Cells and solid structure to adjust stiffness or reduce undesirable shape deformation. Adapting the results from the experiments, we built a simple tool for embedding TF-Cells into a 3D model. Using the tool, we implemented examples under contexts of mechanical fitting, ergonomic fitting, and aesthetic tuning.
- Published
- 2021
3. Investigating the effect of digitally augmented toys on young children’s social pretend play
- Author
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Woohun Lee, Jiwoo Hong, and Donghyeon Ko
- Subjects
05 social sciences ,050801 communication & media studies ,Interaction design ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,0508 media and communications ,Computational Theory and Mathematics ,Arts and Humanities (miscellaneous) ,Aesthetics ,0501 psychology and cognitive sciences ,Fantasy ,Meaning (existential) ,Psychology ,050107 human factors - Abstract
This paper takes an interaction design approach to explore how children perceive augmented toys, assign symbolic meaning, and perform pretence socially in technology-mediated playing. We developed ...
- Published
- 2019
4. A Demonstration of SoundWear
- Author
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Jiwoo Hong, Jaehoon Pyun, Woohun Lee, and HyeonBeom Yi
- Subjects
Sound (medical instrument) ,Computer science ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Wearable computer ,020207 software engineering ,02 engineering and technology ,Affect (psychology) ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Function (engineering) ,050107 human factors ,media_common - Abstract
To promote open-ended outdoor play experience of children, this demonstration pays attention to sound augmentation that can function as a playful motivator facilitating the play benefits, particularly when integrates with a wearable device. We present a bracelet-type wearable device, called SoundWear, with which children can explore, select, sonify, and transfer sounds for play outdoors. The results of user study confirmed that the presence and types of sound augmentation could affect children's outdoor play in physical, social, and imaginative perspectives.
- Published
- 2020
5. SoundWear
- Author
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Jaehoon Pyun, Jiwoo Hong, HyeonBeom Yi, and Woohun Lee
- Subjects
geography ,Speech sound ,geography.geographical_feature_category ,Movement (music) ,Interpretation (philosophy) ,05 social sciences ,Wearable computer ,020207 software engineering ,02 engineering and technology ,Social relation ,Empirical examination ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Observational study ,Psychology ,050107 human factors ,Sound (geography) ,Cognitive psychology - Abstract
This study aims to clarify the effect of non-speech sound augmentation (i.e., everyday and instrumental sounds) on outdoor play for children, where has been lacking in empirical examination. In a within-subject observational study, sixteen children (ages 10-11) were divided into four equally sized groups and equipped with SoundWear, which is a wearable bracelet that allowed them to explore sounds, pick a desired sound, generate the sound with a swinging movement, and transfer the sound between multiple devices. Both the quantitative and qualitative results revealed that augmenting everyday sounds led to distinct play types with differences in physical, social, and imaginative behaviors, whereas instrumental sounds were naturally integrated into traditional games. Thus, sound augmentation with specific digital design features (e.g., transparent technology to provide new perspectives, margin for interpretation, and ownership through a sense of achievement) is significant for shaping distinctions in digitally enhanced play and requires considerable design attention.
- Published
- 2020
6. DexController : Hand-Held Controller Recognizing Grasp-Pose and Grasp-Force in Virtual Reality Defense Game
- Author
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Woohun Lee, Jiwoo Hong, and HyeonBeom Yi
- Subjects
Natural interaction ,Natural mapping ,Modality (human–computer interaction) ,Computer science ,Controller (computing) ,05 social sciences ,Hand held ,GRASP ,020207 software engineering ,02 engineering and technology ,Virtual reality ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,050107 human factors - Abstract
We developed a hand-held controller named DexController, leveraging grasp as an additional input modality for virtual reality(VR) game. The pressure-sensitive surface of DexController could recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force. For demonstration, we designed a VR defense game in which players should attack different virtual enemies using the proper weapon with a proper level of force. User study confirmed that utilizing meaningful information of grasping facilitates natural mapping with game contents, which led VR game users to experience enhanced presence and enjoyment.
- Published
- 2019
7. DexController : Designing a VR Controller with Grasp-Recognition for Enriching Natural Game Experience
- Author
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HyeonBeom Yi, Jiwoo Hong, Hwan Kim, and Woohun Lee
- Subjects
Modality (human–computer interaction) ,Computer science ,05 social sciences ,GRASP ,050801 communication & media studies ,Virtual reality ,0508 media and communications ,Interactivity ,Naturalness ,Human–computer interaction ,Control theory ,Physical form ,Natural (music) ,0501 psychology and cognitive sciences ,050107 human factors - Abstract
We present DexController, which is a hand-held controller leveraging grasp as an additional modality for virtual reality (VR) game. The pressure-sensitive surface of DexController was designed to recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force. Based on the results of two feasibility tests, a VR defense game was designed in which players could attack each enemy using the proper weapon with a proper level of force. A within-subject comparative study is conducted with a button-based controller which has the same physical form of DexController. The results indicated that DexController enhanced the perceived naturalness of the controller and game enjoyment, with having acceptable physical demand. This study clarifies the empirical effect of utilizing grasp-recognition on VR game controller to enhance interactivity. Also, we provide insight for the integration of VR game elements with the grasping modality of a controller.
- Published
- 2019
8. HeatMat
- Author
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Woohun Lee, Yujin Lee, Jee Bin Yim, and Donghyeon Ko
- Subjects
Fabrication ,Pilot experiment ,business.industry ,Computer science ,05 social sciences ,Metamaterial ,Mechanical engineering ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Deformation (meteorology) ,Computational fluid dynamics ,Network topology ,Malleability ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,050107 human factors - Abstract
Recently, adopting a hands-on approach to conventional 3D fabrication has been attracting attention due to its advantages in design activity. In this context, we aim to support hands-on design activity in digital fabrication by designing internal structures for alleviating issues of external heating for shape deformation. As a first step, we simulate four simple structures with Computational Fluid Dynamic (CFD) simulation to investigate effective structural parameters such as cavity's ratio, its geometry, exposure to the heat source for influencing thermal properties, and deformation in a malleable state. Through the pilot experiment, we figured out that the simulation results of the basic structures are valid, the structure is stable in a malleable state, and the parameters are effective. In the future, we will design functional structures based on the explored parameters and embed them on various topologies.
- Published
- 2019
9. Hapcube
- Author
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Woohun Lee, Richard Chulwoo Park, Hwan Kim, and HyeonBeom Yi
- Subjects
Pressing ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,Acoustics ,05 social sciences ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020207 software engineering ,02 engineering and technology ,Surface finish ,Vibration ,Fictitious force ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Actuator ,050107 human factors ,ComputingMethodologies_COMPUTERGRAPHICS ,Haptic technology - Abstract
We developed a tactile actuator named HapCube that provides tangential and normal pseudo-force feedback on user's fingertip. The tangential feedback is generated by synthesizing two orthogonal asymmetric vibrations, and it simulates frictional force in any desired tangential directions. The normal feedback simulates tactile sensations when pressing various types of button. In addition, by combining the two feedbacks, it can produce frictional force and surface texture simultaneously.
- Published
- 2018
10. TouchBranch
- Author
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Jaeyeon Lee, Woohun Lee, Jiwoo Hong, Hyun-Sook Choi, Geehyuk Lee, and Seungki Kim
- Subjects
05 social sciences ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Interaction design ,Interpersonal communication ,Social relation ,Interpersonal touch ,User studies ,Factor (programming language) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Interactive installation ,Psychology ,computer ,050107 human factors ,computer.programming_language ,Cognitive psychology - Abstract
Interpersonal touch, one of the most primitive social languages, is an excellent design element frequently used in interaction design. In this paper, we present a richer understanding of it by using spatial factors and social relations among people, which has rarely been explored in interactive systems. We designed an interactive installation called "TouchBranch" where players can move light between branches placed at various distances by connecting their bodies. The user studies were conducted with 21 groups consisting of intimates, acquaintances, and strangers. We observed a change in the interpersonal touch pattern and touch tolerance according to each factor. Interestingly, the effect of the social relation was dramatic, but that of the spatial factor was not quantitatively significant. Nevertheless, we discovered that spatial factor can influence the interpersonal touch experience. Based on the results, we discuss in this paper the influence of two factors on the interpersonal touch that stands out in the context of interactive systems.
- Published
- 2018
11. BubbleTalk
- Author
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Eunjin Kim, Donghyeon Ko, Daye Kwon, and Woohun Lee
- Subjects
business.industry ,Fishkeeping ,05 social sciences ,Internet privacy ,020207 software engineering ,02 engineering and technology ,Popularity ,Fish tank ,0202 electrical engineering, electronic engineering, information engineering ,%22">Fish ,0501 psychology and cognitive sciences ,business ,Psychology ,050107 human factors - Abstract
Despite the popularity of fish as pets, there is little knowledge available about the fishkeeping experience and the related interactions. In this regard, this study aims to look into the experience of fishkeeping by supporting people's actions through a tech-mediated system. Based on the results, an interactive system called BubbleTalk was developed to help people to convey their actions using bubbles into a fish tank. A user study was conducted with BubbleTalk, and the results showed that the interaction through BubbleTalk varied people's behavior, prolonged their interaction and thus reshaped their relationship with fish. Beyond the implications for fishkeeping, we believe that our findings could serve as insight and further motivation for overcoming interactions limited by this physically disconnected environment.
- Published
- 2018
12. Artifact Mixtape
- Author
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Daye Kwon and Woohun Lee
- Subjects
Materiality (auditing) ,Service (systems architecture) ,business.industry ,Transition (fiction) ,05 social sciences ,Internet privacy ,020207 software engineering ,Cloud computing ,02 engineering and technology ,Artifact (software development) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,Psychology ,050107 human factors ,Digital audio - Abstract
The transition from physical to digital and cloud media has enabled more personalized music appreciation. However, it is questionable whether the current media adequately supports music's role in constructing self-identity. To investigate this issue, we conducted exploratory interviews, from which we derived that today's digital music service can discourage listeners from exploring, expressing, and reflecting on themselves with music. We presumed that inducing people to curate the music in personal tangible artifacts can resolve the issue, which is why we devised the concept of Artifact Mixtape. We introduced the design and usage of the system and added our hypotheses about how it will contribute to establishing self-identity with music.
- Published
- 2018
13. HapCube
- Author
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HyeonBeom Yi, Hwan Kim, Woohun Lee, and Hyein Lee
- Subjects
business.industry ,Computer science ,media_common.quotation_subject ,Acoustics ,05 social sciences ,Illusion ,Wearable computer ,020207 software engineering ,Sensory system ,02 engineering and technology ,Sensation ,Fictitious force ,0202 electrical engineering, electronic engineering, information engineering ,Immersion (virtual reality) ,0501 psychology and cognitive sciences ,Augmented reality ,business ,Actuator ,050107 human factors ,Wearable technology ,Haptic technology ,media_common - Abstract
Haptic devices allow a more immersive experience with Virtual and Augmented Reality. However, for a wider range of usage they need to be miniaturized while maintaining the quality of haptic feedback. In this study, we used two kinds of human sensory illusion of vibration. The first illusion involves creating a virtual force (pulling sensation) using asymmetric vibration, and the second involves imparting compliances of complex stress-strain curves (i.e. force-displacement curves of mechanical keyboards) to a rigid object by changing the frequency and amplitude of vibration. Using these two illusions, we developed a wearable tactile device named HapCube, consisting of three orthogonal voicecoil actuators. Four measurement tests and four user tests confirmed that 1) a combination of two orthogonal asymmetric vibrations could provide a 2D virtual force in any tangential directions on a finger pad, and 2) a single voicecoil actuator produced pseudo-force feedback of the complex compliance curves in the normal direction.
- Published
- 2018
14. HapCube
- Author
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Woohun Lee, Hwan Kim, Hyein Lee, and HyeonBeom Yi
- Subjects
Computer science ,Acoustics ,05 social sciences ,One-dimensional space ,Tactile device ,020207 software engineering ,Voice coil ,02 engineering and technology ,Fictitious force ,0202 electrical engineering, electronic engineering, information engineering ,Key (cryptography) ,0501 psychology and cognitive sciences ,Actuator ,050107 human factors ,Haptic technology - Abstract
In this research, we propose a fingertip-sized tactile device named HapCube, consisting of three orthogonal voice coil actuators. It provides tangential and normal pseudo-force feedback on a fingertip. The tangential feedback can be created in any desired tangential directions by combining two orthogonal asymmetric vibrations. The normal feedback can simulate various button feedbacks such as the representative four key switches (Black, Red, Blue, and Brown) of CHERRY keyboard company.
- Published
- 2018
15. Enhancing Storytelling Experience with Story-Aware Interactive Puppet
- Author
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Jaehoon Pyun, Woohun Lee, and Bogyeong Kim
- Subjects
Computer science ,Human–computer interaction ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,GeneralLiterature_MISCELLANEOUS ,050107 human factors ,ComputingMethodologies_COMPUTERGRAPHICS ,Storytelling - Abstract
Puppets are often used in storytelling, but there are few studies about puppets regarding the storytelling experience. In this paper, we introduce the concept of an ideal puppet for storytelling and discuss directions for puppet development. The ideal puppet is able to automatically animate itself in line with a story plot and positively influence the interactions in the storytelling dynamic. To see how children and parents would accept the concept, we created a preliminary prototype and conducted user study using Wizard-of-Oz method. Participants experienced enhanced immersion and increased communication between them by through the automatic movement of the puppet. They expected various roles from the puppet such as actor, support tool, and friend, which made various usage scenarios possible. The puppet should be developed in the direction of enhancing its advantages and including various usage scenarios, especially by combining the needs of both automation and manipulation.
- Published
- 2018
16. TouchRoller: A Touch-sensitive Cylindrical Input Device for GUI Manipulation of Interactive TVs
- Author
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Hwan Kim, Geehyuk Lee, Jonggi Hong, and Woohun Lee
- Subjects
Human-Computer Interaction ,Computer science ,Computer graphics (images) ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,Input device ,02 engineering and technology ,050107 human factors ,Software - Published
- 2015
17. Utilizing Smartphones as a Multi-Device Single Display Groupware to Design Collaborative Games
- Author
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Donghyeon Ko, Seungki Kim, and Woohun Lee
- Subjects
Collaborative software ,Engineering ,Multimedia ,business.industry ,Bar (music) ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Space (commercial competition) ,computer.software_genre ,Domain (software engineering) ,User studies ,Human–computer interaction ,Multi device ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Rectangle ,business ,computer ,Mobile device ,050107 human factors - Abstract
Nowadays, it is easy to find concepts for connecting mobile devices and looking at photos together. Despite the increasing interest in multi-device single display groupware (multi-device SDG), most of the existing research is limited to using a rectangular form array to enlarge the display. In this paper, we suggest a new way of assembling mobile devices to create unique forms, such as ring, bar, rectangle and radial shape displays, and investigate their inter-device interaction characteristics. We conducted generative workshops on a game domain to understand the characteristics of those interfaces. Directionality, inter-device space, and tangible interactions were extracted. By applying the derived characteristics, we have developed three different collaborative games using different types of interfaces. Through user studies of the developed games, we refined the characteristics and found additional design issues. The inter-device interaction characteristics and issues of multi-device SDG obtained from this study could be generally applied to collocated multi-mobile interactions.
- Published
- 2017
18. A Demonstration of Conveyor World
- Author
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Hyung Kun Park, Woohun Lee, and Jiwoo Hong
- Subjects
Game mechanics ,Non-cooperative game ,Game art design ,Multimedia ,Computer science ,Game design document ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,02 engineering and technology ,Level design ,computer.software_genre ,Mixed reality ,Game design ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Simultaneous game ,Video game design ,Metagaming ,computer ,050107 human factors - Abstract
In this research, we develop an immersive mixed reality game environment using an actuated conveyor belt surface as a game stage. One game player creates the game environment by arranging tangible objects; those objects linearly flow and interact with a virtual character manipulated by another player. We expect that game enjoyment could be leveraged while being highly immersed into mixed reality game world. Also, new kinds of interaction between two players with different game roles are expected. The prototype was pilot-tested and planned for a future demonstration.
- Published
- 2017
19. Motion Log Skateboard
- Author
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Woohun Lee, Hyeon beom Yi, and Hyung Kun Park
- Subjects
Movement (music) ,Computer science ,Computer graphics (images) ,Obstacle ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,Body movement ,02 engineering and technology ,050107 human factors ,Motion (physics) ,Slip (vehicle dynamics) - Abstract
Skateboarding is an extreme sport that is consists of various trick performances. You can control your board with various foot movements, and slip over the obstacle with the board. In this research, we provided a Motion Log Skateboard system that visualizes the pressure distribution of the foot on the board. A customizable pressure sensor sheet was attached to the top of the skateboard deck, and the distribution of pressure was imaged and reproduced along with the recorded video in smartphone App. We have focused on visualizing non-visible information of body movement, which is not easily observed but acts as important elements in sports activity. We expect that the providing these kinds of information through the interactive technology will encourage discussion on the body movement and induce people to share their boy movement with others.
- Published
- 2017
20. Recording and Sharing Non-Visible Information on Body Movement while Skateboarding
- Author
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Hyung Kun Park, Woohun Lee, and HyeonBeom Yi
- Subjects
Multimedia ,Computer science ,media_common.quotation_subject ,05 social sciences ,020207 software engineering ,Context (language use) ,Body perception ,Body movement ,02 engineering and technology ,computer.software_genre ,Session (web analytics) ,Motion (physics) ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Observation method ,Function (engineering) ,computer ,050107 human factors ,media_common - Abstract
Knowing your own body movement is an essential element of sports. Recently, the popularization of smartphones has enabled people to easily record their performance in most situations. However, these observations have limited applicability in assisting with a clear understanding of body movement. In this paper, we propose the Motion Log Skateboard, which records and shares non-visible information about body movement that is difficult to obtain through current observation methods in skateboarding. A pressure-sensor matrix on a skateboard deck is used to record the pressure distribution data, which are then played using the video function of a smartphone camera. With this logged data, a user can access the feet positions, pressure intensity, and timing of the foot movements. To verify the proposed concept and determine the specific context of its use, an experimental session and interviews were conducted with skateboarders of various skill levels. Based on the results of this research, the shared experiences of non-visible information, which is perceived differently depending on the individual, are expected to become a standard for exploring and training body movement.
- Published
- 2017
21. Motion Echo Snowboard
- Author
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Hyung Kun Park and Woohun Lee
- Subjects
Computer science ,Computer graphics (images) ,05 social sciences ,Echo (computing) ,Weight distribution ,0501 psychology and cognitive sciences ,050107 human factors ,050105 experimental psychology ,Motion (physics) ,Deck - Abstract
In this research, we propose an interactive snowboard concept, Motion Echo Snowboard, which helps perceiving body movement in snowboarding. By installing the display on the upper side of snowboard deck, a mundane wooden board, we visualized weight distribution, which is important movement related information in snowboarding. We expect that new kinds of interaction could be developed in individual usage and lesson usages of snowboarding. The prototype was pilot-tested on an indoor ski slope and formulated the structure of a user study for future.
- Published
- 2016
22. Mo-Bi: Contextual Mobile Interfaces through Bimanual Posture Sensing with Wrist-Worn Devices
- Author
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Seijin Cha, Geehyuk Lee, Tek-Jin Nam, Richard Chulwoo Park, Woohun Lee, and Han-Jong Kim
- Subjects
Computer science ,Interface (computing) ,media_common.quotation_subject ,05 social sciences ,Stability (learning theory) ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Mobile interfaces ,Function (engineering) ,Mobile device ,050107 human factors ,Simulation ,media_common ,Gesture - Abstract
Using multiple sensor-embedded devices enables detection of usage contexts that extend new interaction opportunities (e.g., a gesture and posture composite interface). In this study, we explored a design space of contextual interactions using a mobile device and two wrist-worn devices, suggesting Mo-Bi, the bimanual posture-based mobile interface system. Mo-Bi recognizes a user's hand posture compositely utilizing the spatial configurations of the three devices. It provides the contextually appropriate interface layout or application function according to the inference based on bimanual posture information. We suggested four interface scenarios of Mo-Bi that are applicable for common use applications in mobile context. A technical evaluation shows the feasibility of the system, and users found that Mo-Bi enhanced physical comfort and stability, providing interfaces that fit their context without increasing interaction steps for the adaptive interface.
- Published
- 2016
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