Jinsil Hwaryoung Seo

dblp:16/10926 · DBLP profile ↗
← Back
27ranked-venue papers
9as first author
7since 2021 · last 2024
0000-0003-0410-7203ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 25 · 9 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 1
YearPublicationVenuePosition
2024 Mosaic Immersion: Through Shared Touch and Stories
abstract
"Mosaic Immersion" is a mixed-reality installation that interweaves physical and virtual experiences in a shared space. Participants explore interconnected narratives through uniquely created rock objects with their hand images. Mosaic Immersion was inspired by cairn stacking, along hiking trails. Cairns, which are created by carefully balancing rocks on top of one another, serve as markers or symbols along the trail, guiding and providing a sense of connection for hikers. It is a practice that carries both cultural and personal significance. These rock formations create a shared experience, inviting others to contribute their own stones or simply admire the collective effort. Within this space, the boundaries between physical and virtual realms blur, inviting profound explorations of resilience and connection in the human experience.
Jinsil Hwaryoung Seo, John Alberse, Wesley Taylor, Claire J. Thessen
Creativity & Cognition1
2023 Development of Virtual Reality SBIRT Skill Training with Conversational AI in Nursing Education
Jinsil Hwaryoung Seo, Rohan Chaudhury, Ja-Hun Oh, Caleb Kicklighter, Tomas Arguello, Elizabeth Wells-Beede, Cynthia Weston
AIED1
2023 Connected Immersion: Interacting with Dynamically Generated Creatures and Narratives
abstract
Connected Immersion, a mixed reality art installation explores dynamic spaces that were created by imaginative organisms from captured human images in the physical, virtual, and networked environments. The project is an extract of our body and generates virtual lives (birds, trees, and snakes). The new creatures build new societies based on computer algorithms and mimic human society and behaviors. The audience creates new organisms by putting their hands or objects into the white box in the physical installation space. Their input becomes a flock of birds, a group of trees, or snakes in the projected virtual environment. Participants can get immersed in the virtual environment through a projection or a VR headset. In the virtual environment with a VR headset, they can navigate the world that is full of the dynamism of the trees, birds, and snakes by walking or teleporting using the VIVE controllers. The organisms go through a life cycle (birth, growth, interact, death and re-birth) and provide various interactions to the participants. In the VR environment, participants can experience the space through multiple sensory channels.
Jinsil Hwaryoung Seo, John Alberse
Creativity & Cognition1
2023 AllyChat: Developing a VR Conversational AI Agent Using Few-Shot Learning to Support Individuals with Intellectual Disabilities
Brittany Garcia-Pi, Rohan Chaudhury, Miles Versaw, Jonathan Back, Dongjin Kwon, Caleb Kicklighter, Paul Taele, Jinsil Hwaryoung Seo
INTERACT (4)8
2022 Fab4D : An Accessible Hybrid Approach for Programmable Shaping and Shape Changing Artifacts
abstract
4D printing is a new technique for human-computer interaction to create self bending and actuating interfaces, leveraging the properties of 3D printed materials for shape change over time, triggered by external factors such as heat. Given the ubiquity of low-cost 3D printers, we see an opportunity to translate 4D printing from the research lab into makerspaces and educational settings. In this work, we explore low cost 4D printing with shape memory polymers and desktop 3D printers, tackling hybrid fabrication approach to lower the barrier for non-experts. We see heat as one promising way of creating shape changing behaviors using common triggering methods such as oven, hair dryer, hot water. We present the initial design space for hybrid fabrication with factors that help characterize and control bending behaviors, showcasing potential design contexts with 4D printed applications.
Himani Deshpande, Clement Zheng, Courtney Starrett, Jinsil Hwaryoung Seo, Jeeeun Kim
TEI4
2021 Co-Verbal Touch: Enriching Video Telecommunications with Remote Touch Technology
abstract
This paper explores the psycho-physiological impact of remote touch in conjunction with conversations shared over video telecommunication. Interlocutors sent upper arm squeezes to each other through paired touch input and output devices in real time. Committed couples were recruited to use the devices in semi-structured discussions after they watched a video clip that contained emotionally charged moments. Users were not told how to use the devices and were free to define the purpose of their use. We examined how remote touch may impact skin conductance and heart rate variability during emotionally charged conversations. Our results revealed that irrespective of speech sentiment, co-verbal touch reduced arousal when compared to discourse without touch. However, touch was used more frequently in utterances that were judged negative and its reduction in arousal was more pronounced than co-verbal touch in positive utterances. These findings suggest that remote touch can be used to attenuate negative conversations or similar circumstances.
Angela Chan, Francis K. H. Quek, Takashi Yamauchi, Jinsil Hwaryoung Seo
ICMI4
2021 Work-in-Progress-Design and Evaluation of 360 VR Immersive Interactions in Nursing Education
abstract
Immersive technologies for education have been investigated for some time; it is only recently that Virtual Reality has been widely adopted within nursing and healthcare professions. In this work in progress, we present the current status of our immersive 360 video Antepartum 360, which is targeted towards undergraduate nursing students. We discuss the creation process of Antepartum 360 including the design of the lesson structure, design of the user experience and interactions, and the filming and editing the 360 video itself. We then present the initial findings from a user study testing the effectiveness of Antepartum 360. Participant results show high levels of engagement with the 360 video, satisfaction with the effectiveness of the video, and confidence in using the application.
Jinsil Hwaryoung Seo, Caleb Kicklighter, Brittany Garcia-Pi, Soo Wan Chun, Elizabeth Wells-Beede
iLRN1
2020 Orthorigami: Implementing Shape-Memory Polymers for Customizing Orthotic Applications
abstract
Previous work in 3D printing of hand orthotic devices has shown that patients prefer a 3D-printed design over traditional orthotic splints. Despite the possibility to incorporate self-expression when designing for 3D printing, further customization post-printing is not possible. This creates a design iteration process that may require multiple 3D-printed customized orthosis to obtain the final product. Shape memory polymers (SMPs) are unique materials for design due to their "origami" nature; that is, their ability to bend when heated. This paper looks at how to harness this ability to create what we propose as Orthorigami: orthotics made using folding techniques. Specifically, the paper explores how to design an aesthetically pleasing, lightweight, simple, easily adjustable, personally customizable Orthorigami device. This paper presents three design cases using Orthorigami. These cases are used as a means to explore the design process of Orthorigami and see if the process provides an improvement on design iteration over its 3D-printed counterparts. The outcome of case studies is used to propose a process that the end-user may use to create a tailored Orthorigami device in a DIY setting.
Jessica Reese, Jinsil Hwaryoung Seo, Arun Srinavasa
TEI2
2020 ARtist: Interactive Augmented Reality for Curating Children's Artworks
abstract
ARtist is a mobile app that allows children to curate, display, and document their artworks through mobile augmented reality technology. This application aims to improve the traditional art display environment with augmented reality technology which enables users to utilize virtual space freely with interactive assets. It allows users to upload images of their artworks and decorate them with provided 3D frames and pedestals. Users can place their artworks and modify them in the augmented environment. ARtist is designed for children through a user-centered design process and developed using Unity and Google ARcore.
Eun Sun Chu, Jinsil Hwaryoung Seo
VRST2
2019 Touch Media: Investigating the Effects of Remote Touch on Music-based Emotion Elicitation
abstract
Touch is a contextual medium for affect conveyance. It is difficult to assign specific meanings to each instance of touch in isolation. However, when engaged within context, touch becomes a powerful and indispensable means for humans to convey feelings of love, concern, and sympathy. This paper explores how remote touch may influence one's affective experience of music, and how this experience is dependent on the relationship between the originator and recipient of the touch. For our study, we designed: (1) A mediated touch system that provides kinesthetic touches through an armband device that is controlled by changes in force applied to an input device, and (2) A touch-media system by which one can record and playback a co-temporal stream of touches with a track of music. We examined: (1) How remote touch may influence a touch recipient's experience of the music, and (2) how the recipients' affective experiences may depend on whether the touch is believed to be generated by intimates (familiar touch) versus by a music performer as part of a performance (unfamiliar touch)? Our study's results revealed that there is a significant correlation between the conditions (familiar, unfamiliar, and no touches) and song types (happy, sad) in both positive and negative affective experiences.
Angela Chan, Niloofar Zarei, Takashi Yamauchi, Jinsil Hwaryoung Seo, Francis K. H. Quek
ACII4
2019 InNervate AR: Mobile Augmented Reality for Studying Motor Nerve Deficits in Anatomy Education
abstract
Augmented reality applications for anatomy education have seen a large growth in their literature presence as an educational technology. However, the majority of these new anatomy applications limit their educational scope to the labelling of anatomical structures and layers, and simple identification interactions. There is a strong need for expansion of augmented reality applications, in order to give the user more dynamic control of the anatomy material within the application. To meet this need, the mobile augmented reality (AR) application, InNervate AR, was created. This application allows the user to scan a marker for two distinct learning modules; one for labelling and identification of anatomy structures, the other one for interacting with the radial nerve as it relates to the movement of the canine forelimb. A formal user study was run with this new application, which included the Crystal Slicing test for measuring visual spatial ability, the TOLT test to measure critical thinking ability, and both a pre- and post-anatomy knowledge assessment. Data analysis showed a positive qualitative user experience overall, and that the majority of the participants demonstrated an improvement in their anatomical knowledge after using InNervate AR. This implies th at the application may prove to be educationally effective. In future, the scope of the application will be expanded, based on this study’s analysis of user data and feedback, and educational modules for all of the motor nerves of the canine forelimb will be developed.
Margaret E. Cook, Austin Payne, Jinsil Hwaryoung Seo, Michelle Pine, Timothy McLaughlin
ICCE3
2019 Though Miles Apart: Soft Tangible Interface that Evokes Nostalgic Memories
abstract
Though Miles Apart is an interactive installation that encourages people to join together through a soft tangible interface, to reminisce on their personal experiences. Based on a traditional Chinese melody, Shuidiao Getou, the installation embodies the idea of separation but, though apart, "we are still able to share the beauty of the moon together''. Initially, as people enter the area, they are invited to sit around the pond-like surface, near glowing points. When a viewer grasps a glowing, soft conductive unit in their hands, it will trigger videos in response to their touch. Viewers will listen and watch stories from people of different cultures and backgrounds, as they recollect on their memories. It creates a meditative, immersive environment, where the collective is allowed to sit and experience nostalgia.
Annie Sungkajun, Jinsil Hwaryoung Seo
ISS2
2019 Upwell: Performative Immersion Hybridizing Two Worlds
abstract
Upwell is a mixed reality performance that allows audience members to explore virtual and physical worlds with two dancers. The environment provokes the feeling of being underwater. A dancer with a conventional VR head-mounted display and wearable controllers can navigate around a room scale virtual reality setup and interacts with dynamic visual and sound elements. Since the dancer wears custom-made wearable controllers on the palms, she can make intricate gestures to develop direct relationships with bioluminescent particles in the virtual water. The other dancer only interacts with the visuals created by the VR dancer without realizing the virtual world. Upwell can be utilized as a single person art installation as well as a performance projecting different views on a projection screen.
Jinsil Hwaryoung Seo, Michael Bruner, Nathanael Ayres, Christine Bergeron, Alexandra Pooley
TEI1
2018 Paper Circuitry and Projection Mapping: An Interactive Textbook Approach to Veterinary Education
abstract
We present an interactive book platform that was initially developed for veterinary students. This platform provides a simple tangible book interface that users can touch, flip through pages, and read the content. Meanwhile, they experience a dynamic content display system using a projector. In this paper, we present an interactive book which specifically covers Cattle (Bovine) laminitis, a painful and widely prevalent disease in cattle. Our project aims to support students' understanding of the multi-faceted nature of bovine laminitis, through the use of an interactive book interface. We implemented the unique approach of using paper circuitry to create the electrical pathway from an actual book to the computer. Book pages with embedded paper circuitry become an interactive surface, that visualizes a progression of bovine laminitis through its stages of disease. Future development of the work will include developing content from other disciplines for the same platform.
Margaret E. Cook, Jinsil Hwaryoung Seo, Michelle Pine, Annie Sungkajun
TEI2
2017 What is the Human?: Imagining the Self as Post-human
abstract
This project consists of a series of three primary media sculptures that progressively remove the human form and replace it with technology. The organic human forms have no active functionality and are juxtaposed with manufactured technological components that provide the interactive aspect of the artwork. The facial molds resemble "death masks" that can be found in art museums and anthropological collections, but are made "alive" with recycled technology. The intention of the artists is to evoke exploration, captivation and fantasy from the viewer as he or she explores these interactive sculptures. The artwork questions as well as highlights the importance of technology as part of our contemporary culture and consciousness and intends to engage in the discourse of human versus cyborg, technicism versus humanism.
Anatol Bologan, Jinsil Hwaryoung Seo
Creativity & Cognition2
2017 Prey: Digital Storytelling
abstract
Prey is a reinvention of lucid childhood dreamscapes and a recreation of imaginary entities made incarnate in the form of three interactive novels. The stories embedded within must be coaxed using touch, rather than follow the contemporary tradition of reading text. Prey uses this natural and intimate gesture to guide mindful interaction with personally meaningful artifacts. Technology lives quietly in the background, allowing users to reflect directly on the rich materiality of the piece and their own sensorial experiences without distraction.
Tiffany Sánchez, Jinsil Hwaryoung Seo
Creativity & Cognition2
2017 Toward Creative Engagement of Soft Haptic Toys with Children with Autism Spectrum Disorder
abstract
Many children with Autism Spectrum Disorder (ASD) suffer from over or under sensory development and stimulation. Stuffed toys, weighted blanket, or weighted vest have been used to relax children with ASD. However children with autism are not actively invited to design/create their own relaxation toys. We conducted iterative design explorations for 6 months in collaboration with 22 children and 18 caregivers at a local autism clinic to characterize design elements of soft haptic toys for children with ASD to help sensory regulation and integration. This paper details various design elements of our soft haptic toys focusing on sensory qualities, customizability and affordability that we learned from the design exploration phase of the study. After the design exploration, we invited 5 children with ASD and their caregivers to investigate how making soft haptic toys impacts children's behaviors. The study indicates that children with ASD build a strong personal connection to the soft toy they created, promote pretend play and alleviate their abnormal behaviors in the process of creative engagement.
Jinsil Hwaryoung Seo, Pavithra Aravindan, Annie Sungkajun
Creativity & Cognition1
2017 Kinetic Pelvic Limb Model to Support Students' Understanding of Spatial Visualization in Gross Anatomy
abstract
Visual aids currently being used for anatomy education are often only designed to help identify structures and, in some cases, to facilitate understanding of the spatial relationships amongst structures. However, a knowledge of the basic functions of structures is crucial to understanding anatomy and is vastly neglected in the design of instructional tools. One major concept which current tools lack the ability to demonstrate is basic biomechanics. A possible solution to address this oversight is the creation of a kinetic, interactive model that demonstrates movement. Creation of this type of model should incorporate aspects of many different disciplines and should facilitate learning by providing engaging and intuitive interaction. To test this hypothesis, a physically based interactive kinetic simulation model of the canine pelvic limb was constructed. From the user studies, positive student feedback as well as improved quiz scores show that the interactive simulation model had a positive effect on student comprehension in anatomy education.
Erica Malone, Jinsil Hwaryoung Seo, Michelle Pine, Brian Michael Smith
TEI2
2017 InTouch Wearables: Exploring Ambient Remote Touch in Child-Parent Relationships
abstract
InTouch Wearables is a set of wearables that consist of dresses and shoulder pieces that allow mother and child share remote touches through garments with ambient feedback. This was developed to explore how remote touches can convey emotion and help people stay connected between remote locations. This project was created based on the lead artist's personal experience with her child. In InTouch Wearables, a parent can increase the vividness of her conversation with a child through contextualized touch, and the loved ones may enhance the affective tone of their communication using a remote touch technology. All the electronic components of the garment for sensing human touches and actuating color-changing garment are integrated on the main fabrics. Audience will be able to touch and activate interaction between garments.
Jinsil Hwaryoung Seo, Annie Sungkajun, Meghan Cook
TEI1
2017 Anatomy builder VR: Applying a constructive learning method in the virtual reality canine skeletal system
abstract
We present Anatomy Builder VR that examines how a virtual reality (VR) system can support embodied learning in anatomy education. The backbone of the project is to pursue an alternative constructivist pedagogical model for learning canine anatomy. The main focus of the study was to identify and assemble bones in the live-animal orientation, using real thoracic limb bones in a bone box and digital pelvic limb bones in the Anatomy Builder VR. Eleven college students participated in the study. The pilot study showed that participants most enjoyed interacting with anatomical contents within the VR program. Participants spent less time assembling bones in the VR, and instead spent a longer time tuning the orientation of each VR bone in the 3D space. This study showed how a constructivist method could support anatomy education while using virtual reality technology in an active and experiential way.
Jinsil Hwaryoung Seo, Brian Michael Smith, Margaret E. Cook, Michelle Pine, Erica Malone, Steven Leal, Jinkyo Suh
VR1
2015 The role of materiality in tangibles for young children's digital art drawings
abstract
The purpose of this study is to investigate the role of materiality in tangible interaction design for children. We specifically target children aged 4 to 6 years old because of societal trend of early exposure to touch screen devices for children. This study compares three types of material (felt, wood, and plastic) for tangibles along with touch-based interaction and how the differences implicate child art creation on an iPad application. Through mixed-methods analysis of twenty-six participants' experiences, we use data sources of video recordings, drawings, and interview. The main finding looked at the hardness of materiality for physical and digital drawing tools and its influence to digital art drawings. The findings from this study may be applied to design tangible user interfaces for young children.
Janelle Arita, Jinsil Hwaryoung Seo, Sharon Lynn Chu Yew Yee, Francis K. H. Quek
IDC2
2015 Touch Wire: Interactive Tangible Electricty Game for Kids
abstract
This paper presents Touch Wire, a learning environment for teaching the basics of electricity and electronic design to young children. Touch Wire combines a digital touch screen interface with tangible components to bring the concepts of electronic circuitry to the forefront, while removing the tedium of tasks such as wiring for young children. Grounded in constructivist theories of learning, Touch Wire will overlay information about the underlying electrical mechanics on the tablet interface to scaffold children's learning of electronics. Our demonstrations have given us insight into how to best move forward developing the blended tangible and graphical interfaces of Touch Wire to both enhance the fun experience for children and support their learning of electronic circuitry.
Michael Saenz, Joshua Strunk, Sharon Lynn Chu Yew Yee, Jinsil Hwaryoung Seo
TEI4
2015 Material Significance of Tangibles for Young Children
abstract
The purpose of this paper is to investigate how young children associate materiality and meanings and how it can benefit tangible interaction design. To study this, we developed a research prototype, Stampies, that allows playful tangible interactions. Stampies consists of tangible objects made out of different materials (wood, felt, silicone, and plastic) and an iPad drawing application. We describe results from our empirical study involving 19 children aged 4 to 7. The study indicates that children associate materials with meanings through "material essences", feel, and tactile preference. We conclude with design implications for tangible interaction for children.
Jinsil Hwaryoung Seo, Janelle Arita, Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Stephen Aldriedge
TEI1
2015 Gender Differences in Mouse and Cursor Movements
abstract
Computer cursor and mouse activities such as moving, pointing, selecting, and dragging are essential parts of everyday interactions. Yet it is unknown how men and women differ in the way they move computer cursors. This study examines gender differences in movements of computer cursors. In one experiment, the authors measured trajectories of computer cursors every 20 ms in a simple choice-reaching task and tested the extent to which movement features related to controlling and targeting diverge between male and female participants. Results showed significant gender differences in cursor motions. Female participants deviated from the straight path toward the target location to a larger degree than did male participants, and female participants showed more backward motions (deviating backward from the target location) than did male participants. Implications for sources of these gender differences, user interface and input device design, and musculoskeletal disorders in women are also discussed.
Takashi Yamauchi, Jinsil Hwaryoung Seo, Noel Jett, Greg Parks, Casady Bowman
Int. J. Hum. Comput. Interact.2
2013 Multi-tap sliders: advancing touch interaction for parameter adjustment
abstract
Research in multi-touch interaction has typically been focused on direct spatial manipulation; techniques have been create to result in the most intuitive mapping between the movement of the hand and the resultant change in the virtual object. However, as we attempt to design for more complex operations, the expectation of spatial manipulation becomes infeasible.
Sashikanth Damaraju, Jinsil Hwaryoung Seo, Tracy Anne Hammond, Andruid Kerne
IUI2
2013 Proximity: Emergent interaction design for co-constructed improvisational performance
abstract
We present Proximity, a robotic improvisational dance partner that uses principles of interactive dance and emergent behavior to collaborate with a human dancer in live, improvised dance performance. We describe the design theories that informed the project and how they were applied. Future development of the prototype is discussed.
Thomas Storey, Federico Burch, Jonathan Williamson, Andrea Alvarez, Jinsil Hwaryoung Seo
RO-MAN5
2012 Tessella: interactive origami light
abstract
We present an interactive origami light that transforms its shape in the user's hands and creates light patterns depending on the shape. Tessella, explores key themes of current Organic User Interface research. First, input and output are integrated in one object. Second, the form implies its function. Thirdly, it allows the user to discover its affordances and uses. Our work merges the physicality of tessellation with a tangible light experience, incorporating traditional craft and more recent soft-circuit techniques. The goal of this project is to create a playful, poetic interface that evokes users' creativity through interaction.
Billy Cheng, Maxine Kim, Sarah Fung, Zac Bush, Jinsil Hwaryoung Seo
TEI6