|
|
|
| Research Interests |
My research interests lie in user-centered desing and wearable devices in the area of human-computer interaction (HCI). A perception-based engineering based on the environmental user interface (EUI) is anohter research branch to leverage contextually appropriate environmental data into wearable devices. A specific research interest that I am currently investigating is focused on evaluating and designing wearable interactions that are based on wearable computers and context awareness. As part of this effort, I am organizing a wearable interaction vertical portal at http://fvortal.cimerr.net/wearable granted by the CIMERR (Center for Industrial & Management Engineering Research Resources) at POSTECH (Pohang University of Science and Technology).
The followings are a few examples showing concepts, prototypes, or usability results with actual users. |
 |
Wearable Interactions |
| The underlying hardware for our system is advancing at a dramatic rate, so the concept of wearable computers can be supported by current technology under ubiquitous infrastructure; however, wearable devices including handheld devices raise a number of issues in regards to interaction techniques from the user interfaces and the human factors point of view. A cause of the issues is due to the interaction styles and platforms differing from traditional HCI dialogue and interaction styles. My research goal is to address these issues related to on-body and worn mobile technologies and to facilitate user interactions by bridging the gap between the user, technology and environment through evaluating and designing wearable devices. This research will include an environmental user interface research (Burkey, 2000; Kim, Hung & Winchester, 2007) being currently conducted in my doctoral research. The environmental user interface is a framework in order to leverage contextually appropriate environmental contexts into HCI systems, thus enriching the interactivity between the human, computer and environment. |
| |
 |
|
 |
 |
 |
 |
|
| |
Ubi-Fashion, 2007 |
NaFEAS, 2008-2009 |
Extreme Wave, 2009 |
|
| |
Ubi-Fashion coordinates the articles of clothing in a wardrobe according to time, occasion, and place (TOP). |
Near and Far Environmental Awareness System (NaFEAS) is a garment-based wearable wayfinding system for visually impaired people. |
Extre Wave is a proof of concept that the user can save electronic files on a garment such as mp3 files and transder them to another garment. |
|
 |
Environmental User Interface (EUI) |
It is our conjecture that Environmental User Interface, leveraging contextually appropriate environmental data in design, can enrich the interactivity between a user and technology. Further, this enriched interaction can enhance human situational awareness and thus, supports decision making.
|
|
| |
|
|
|
|
| |
The Concept of EUI, 2006 |
An EUI-based Auditory Alarm, 2007 |
|
|
| |
|
 |
Embodied
User Interfaces |
In this research,
the primary goal is to change conventional user interfaces to embodied multimodal augmented user interfaces. Two projects below show an example that the human body is a medium that tightly coupled with the context of an application and influencing interactivity.
|
|
| |
|
|
|
|
| |
Ting Ting, 2004 |
Duck Hunting, 2004 |
|
|
| |
|
 |
Tangible Behavior and Distributed Interaction |
One of my interests
is in the area of networked interactive spaces for augmented learning. An example of distributed interaction frameowrk called the AR-CAVE (Augmented Reality coupled CAVE) is represented in the picture below. In the example, a user in an immersive virtual environment is interactiong with another user being placed outside of the immersive virtual environment, an augmented reality environmen.
|
|
| |
 |
|
|
|
| |
The AR-CAVE, 2006 |
|
|
|
| |
|
 |
Live Avatar |
|
Cyber human characters
play an important role in today's interactive applications. For instance, it
plays a fundamental role in instructional systems such as game-based learning.
A 3D human character has been developmed by me which consists of 33 degrees of freedom
and 19 links. The human character can generate human motions such as walking and running.
A 2.5D chatacter being called Live Avatar is introduced. Lice Avatar is a human character which can display itself as a 3D on the 2D plane without any plug-in modules.
|
|
| |
 |
 |
|
|
| |
3D Articulated Human, 1998 |
Live Avatar, 2002 |
|
|
| |
|
 |
Experienced R&D
Area |
| |
 |
| |
|
|
|
|
|