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Sungwon Peter Choe

dblp:62/6464 · DBLP profile ↗
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8ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-authorComputer networks · 2Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
5 papers
Games and playful interaction · 69% Health and well-being technologies · 17% Ubiquitous computing and smart environments · 9%

Topics — the 6 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.542012
Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Transforming solitary exercises into social exergames · CSCW 2012
Games and playful interaction › exergames
social exergames
0.432012
Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Transforming solitary exercises into social exergames · CSCW 2012
Health and well-being technologies › physical activity
exercise monitoring
0.222012
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Games and playful interaction
pervasive games
0.112009
Swan boat: pervasive social game to enhance treadmill running · ACM Multimedia 2009
Health and well-being technologies › physical activity
exercise
0.012012
Transforming solitary exercises into social exergames · CSCW 2012
Collaborative and social computing
social interaction
0.012009
Swan boat: pervasive social game to enhance treadmill running · ACM Multimedia 2009

Methods — techniques the papers use, named apart from their topics

user study · 0.1group detection · 0.1game design · 0.1game controller design · 0.1dispersion analysis · 0.1
YearPublicationVenuePosition
2017 A System to Analyze Group Socializing Behaviors in Social Parties
abstract
Social events such as networking parties are excellent opportunities to expand one's social network and make new social ties, as well as simply have fun and enjoy oneself. With the emergence of pervasive technology, we now have the opportunity to discover face-to-face socializing behaviors of individual guests and support them in their socializing goals. Quantitative measures of socializing behaviors will be useful in diverse applications from social therapy to social event management. We propose a system that detects and analyzes group-level socializing behaviors to support real-time and ex post facto social applications deployed in real social event situations. In our approach, we exploit attendees' characteristics of socializing such as proximity and body orientation to determine social proximity among guests and subsequently detect socializing groups. We performed preliminary studies and multiple deployments of our system and example applications in real social networking parties. Evaluation shows the system can detect socializing groups accurately and support applications that satisfy the interests of guests and party hosts.
Hyukjae Jang, Sungwon Peter Choe, Simon Gunkel, Junehwa Song
IEEE Trans. Hum. Mach. Syst.2
2012 Transforming solitary exercises into social exergames
abstract
This paper discusses an approach for transforming solitary exercises into social exergames. We frame our discussion by highlighting the relation between the original exercises and game interactions, and by analyzing an example exergame which is successfully transformed from its original solitary exercise. We present a user study of the exergame that evaluates the need for holistic transformation strategies from solitary exercises into social exergames.
Taiwoo Park, Chungkuk Yoo, Sungwon Peter Choe, Byunglim Park, Junehwa Song
CSCW3
2012 RubberBand: augmenting teacher's awareness of spatially isolated children on kindergarten field trips
abstract
On school field trips, chaperoning teachers' foremost concern is the safety of the children, particularly ensuring that none of them go missing. However, they have limited attention resources and face many challenges in keeping track of their charges. We present RubberBand, an assistive application that helps alleviate the teacher's burden. Our approach adapts to diverse field trip environmental and child behavioral dynamicity, utilizing observations of the relative dispersion of children and their tendency to form sub-groups.
Hyukjae Jang, Sungwon Peter Choe, Inseok Hwang 0001, Chanyou Hwang, Lama Nachman, Junehwa Song
UbiComp2
2012 ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
abstract
We envision that diverse social exercising games, or exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social exergames with heterogeneous exercise devices via extensive human subject studies.
Taiwoo Park, Inseok Hwang 0001, Uichin Lee, Sunghoon Ivan Lee, Chungkuk Yoo, Youngki Lee 0001, Hyukjae Jang, Sungwon Peter Choe, Souneil Park, Junehwa Song
MobiSys8
2012 Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices
abstract
We demonstrate a pervasive social exergame platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. Also, we show the potential of using multiple exercise devices as game controllers and incorporating multiple heterogeneous controllers into a game. Specifically, we consider a class of exercise equipment used for repetitive, individual, and aerobic (RIA) exercises such as treadmill running, stationary cycling, hula hooping, and jump roping.
Taiwoo Park, Inseok Hwang 0001, Uichin Lee, Sunghoon Ivan Lee, Chungkuk Yoo, Youngki Lee 0001, Hyukjae Jang, Sungwon Peter Choe, Souneil Park, Junehwa Song
MobiSys8
2011 Exploring serendipitous social networks: sharing immediate situations among unacquainted individuals
abstract
In this article, we present a serendipitous social network that makes use of individuals' contextual information to connect people in shared immediate situations. We build a prototype microblogging service that uses a serendipitous social network as a substrate. We performed an initial user study and found that users engaged in shared immediate situations are likely to exchange posts relevant to their situation that provide useful information or reflect emotional understanding.
Hyukjae Jang, Sungwon Peter Choe, Junehwa Song
Mobile HCI2
2009 R4: Towards a holistic framework for designing and developing Social Web Applications
abstract
Social Web Application (SWA) design and development is a complex process that requires the understanding and coordination of several domains of knowledge. Yet there remain few if any holistic frameworks to manage this process. In this paper we present such a framework, R4. It coordinates and relates
Sungwon Peter Choe, Junehwa Song
CollaborateCom1
2009 Swan boat: pervasive social game to enhance treadmill running
abstract
We designed and implemented a pervasive game called Swan Boat that targets the bland and tedious nature of running on a treadmill, making it fun through social interaction and immersive game play. We developed Swan Boat on top of PSD, a platform for pervasive games, and using the Interactive Treadmill hardware. We conducted a user study to evaluate our game.
Miru Ahn, Sungwon Peter Choe, Sungjun Kwon, Byunglim Park, Taiwoo Park, Sooho Cho, Jaesang Park, Yunseok Rhee, Junehwa Song
ACM Multimedia2