VLDB 2026 Research / reviewers in the wild / expert
Tek-Jin Nam
dblp:79/6129
· DBLP profile ↗
30ranked-venue papers
0as first author
9since 2021 · last 2026
0000-0002-7942-0766ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 30 · 9 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Reminiscences of Futures (RoF): Designing and Studying Encounters with Embodied, AI-Generated Future SelvesabstractAI-generated future selves have been explored for self-reflection and counseling, yet most remain confined to chat, voice, or diary formats. We introduce RoF (Reminiscences of Futures), a system that enables users to encounter and converse with embodied future selves. It synthesizes voice and appearance from personal data and generates three projections of the user ten years ahead, situated within a tunnel-like installation that evokes a time-slip experience. We report the design process, stepwise judgements, and a formative study with six parent–child pairs that informed design strategies. We also present a week-long user study with fifteen participants. Participants perceived RoF as an emotionally rich experience, reporting shifts in their attitudes toward the future and deeper reflection on their present identity and life. We discuss the implications of interacting with future selves for fostering reflection and preparing positively for the future, as well as ethical issues, such as self-replication using AI. Chang-Min Kim, Suhyun Lim, Chang Hyun Park 0003, Subin Cho, Tek-Jin Nam |
CHI | 7 |
| 2025 | LO: A Speculative Domestic Technology That Lives and Dies Along with Its UserabstractTo expand the discourse on non-utilitarian values in HCI and Design, this pictorial explores the concept of Life-Synchronized Products (LSPs), domestic technologies that align lifecycles with users. Through a co-design workshop, we developed property dimensions for products whose lifetime is associated with users. We defined LSP from properties in the dimension and exemplify LSP through ‘LO (Life-synchronized Oven),’ an oven that lives along with its user and ceases to exist upon death. LO features a visual interface, Thread of Life, reflecting lifetime and meaningful events, demonstrating physical and intelligent growth, expressing thoughts and emotions, and leaving no trace after termination. Expert interviews with our research artifacts including a semi-functional prototype, service website, and design fiction video revealed that LO can transcend traditional utilitarian roles to become “life companions” that foster existential reflection. We discuss the technical, business, and socio-ethical challenges of LSPs and implications for HCI and design research. Chang-Min Kim, Hyungjun Cho, Tek-Jin Nam |
Conference on Designing Interactive Systems | 5 |
| 2025 | Living Alongside Areca: Exploring Human Experiences with Things Expressing Thoughts and Emotions
Hyungjun Cho, Tek-Jin Nam |
CHI | 2 |
| 2025 | ShamAIn: Designing Superior Conversational AI Inspired by ShamanismabstractPeer Reviewed Hyungjun Cho, Jiyeon Amy Seo, Chang-Min Kim, Tek-Jin Nam |
CHI | 5 |
| 2025 | The Effect of In-Car Agent Embodiment on Different Types of Information Delivery
Bonhee Ku, Chang-Min Kim, Hyungjun Cho, Tek-Jin Nam |
CHI | 5 |
| 2023 | ARECA: A Design Speculation on Everyday Products Having MindsabstractAn increasing number of everyday products are being designed to possess qualities such as intelligence, consciousness, and emotion. However, there is a need for more understanding on how to design for these properties of mind. To address this, we present the design of Areca, an air purifier that keeps a diary. This paper outlines our design process, focusing on how the diary generation process gives Areca properties of mind and how its appearance and interaction design support this concept. Through exhibiting Areca in a design exhibition, we gathered people's initial reactions and perceptions to further evaluate the effectiveness of our design intentions. Finally, based on these experiences, we engage in discussions on the design of products having minds. Hyungjun Cho, Bonhee Ku, Yunwoo Jeong, Shakhnozakhon Yadgarova, Tek-Jin Nam |
Conference on Designing Interactive Systems | 6 |
| 2023 | AutomataStage: an AR-mediated Creativity Support Tool for Hands-on Multidisciplinary LearningabstractThe creativity support tools can enhance the hands-on multidisciplinary learning experience by drawing interest in the process of creating the outcome. We present AutomataStage, an AR-mediated creativity support tool for hands-on multidisciplinary learning. AutomataStage utilizes a video see-through interface to support the creation of Interactive Automata. The combination of building blocks and low-cost materials increases the expressiveness. The generative design method and one-to-one guide support the idea development process. It also provides a hardware see-through feature with which inside parts and circuits can be seen and an operational see-through feature that shows the operation in real-time. The visual programming method with a state transition diagram supports the iterative process during the creation process. A user study shows that AutomataStage enabled the students to create diverse Interactive Automata within 40-minute sessions. By creating Interactive Automata, the participants could learn the basic concepts of components. See-through features allowed active exploration with interest while integrating the components. We discuss the implications of hands-on tools with interactive and kinetic content beyond multidisciplinary learning. Yunwoo Jeong, Hyungjun Cho, Tek-Jin Nam |
CHI | 4 |
| 2022 | Exploration on Everyday Objects as an IoT Control InterfaceabstractAs the user needs for IoT applications have grown, solutions for coordinating IoT devices in everyday living contexts are in high demand. This pictorial presents an explorative study and the design of a new IoT coordination approach that utilizes everyday objects as IoT control interfaces. We conducted a workshop study to explore the potential use cases and understand the opportunities and challenges of everyday objects as means for IoT coordination. Using the use cases from the workshop, we created a scenario movie to illustrate the user experience of the smart environment enabled by everyday objects. We also developed a functional prototype of the IoT coordination system with a wearable device that recognizes the usage of everyday objects. Based on the workshop and the design of two research artefacts, we discuss the implications for advancing the IoT ecology through the use of everyday objects and combining digital and non-digital artifacts. Chang-Min Kim, Tek-Jin Nam |
Conference on Designing Interactive Systems | 2 |
| 2021 | IoTIZER: A Versatile Mechanical Hijacking Device for Creating Internet of Old ThingsabstractMechanical hijacking of physical interfaces is a cost-eff method for providing an Internet of Things (IoT) experience. However, existing mechanical hijacking devices (MHD) have limited applicability and usability. This pictorial introduces a research through design project on IoTIZER, which is easy to use and versatile MHD. We report on a design process from identifying a design space, conducting an iterative design and prototyping. We present the final design's hardware, software, usage scenario and implementation details. We also share lessons from a user study with eight households. The potential value of IoTIZER were appreciated as a versatile MHD. We discuss improvement areas of IoTIZER and implications for creating an IoT environment while preserving the existing conventions. Hyungjun Cho, Han-Jong Kim, Chang-Min Kim, Jinseong Bae, Tek-Jin Nam |
Conference on Designing Interactive Systems | 6 |
| 2020 | WIKA: A Projected Augmented Reality Workbench for Interactive Kinetic ArtabstractIterative artistic exploration, mechanism building, and interaction programming are essential processes of prototyping interactive kinetic art (IKA). However, scattered tools and interwoven workflows across digital and physical worlds make the task difficult. We present WIKA, an integrated environment supporting the whole creation process of IKA in the form of a layered picture frame in a single workspace. A projected AR system with a mobile device efficiently makes an interactive tabletop. The projected information connected with physical components (e.g. sensors and motors) enables the programming and simulation on the workspace. Physical components are applied from the initial phase of prototyping using an AR plate, and this supports the iterative trial-and-error process by bridging the workflow. A user study shows that WIKA enabled non-experts to create diverse IKA with their ideas. A tangible interaction and projected information enable the iterative and rapid creation. The method that integrates the hardware and software in the physical environment can be applied to other prototyping tools that support the creation of interactive and kinetic elements. Yunwoo Jeong, Han-Jong Kim, Gyeongwon Yun, Tek-Jin Nam |
UIST | 4 |
| 2020 | HapLinkage: Prototyping Haptic Proxies for Virtual Hand Tools Using Linkage MechanismabstractHaptic simulation of hand tools like wrenches, pliers, scissors and syringes are beneficial for finely detailed skill training in VR, but designing for numerous hand tools usually requires an expert-level knowledge of specific mechanism and protocol. This paper presents HapLinkage, a prototyping framework based on linkage mechanism, that provides typical motion templates and haptic renderers to facilitate proxy design of virtual hand tools. The mechanical structures can be easily modified, for example, to scale the size, or to change the range of motion by selectively changing linkage lengths. Resistant, stop, release, and restoration force feedback are generated by an actuating module as part of the structure. Additional vibration feedback can be generated with a linear actuator. HapLinkage enables easy and quick prototypting of hand tools for diverse VR scenarios, that embody both of their kinetic and haptic properties. Based on interviews with expert designers, it was confirmed that HapLinkage is expressive in designing haptic proxy of hand tools to enhance VR experiences. It also identified potentials and future development of the framework. Nianlong Li, Han-Jong Kim, Luyao Shen, Feng Tian 0001, Teng Han, Xing-Dong Yang, Tek-Jin Nam |
UIST | 7 |
| 2018 | SketchStudio: Experience Prototyping with 2.5-Dimensional Animated Design ScenariosabstractRecent subject matters of design have become complex systems involving various elements and multiple users' interactions in large-scale spaces. In addition, visualizing these complex design subjects without preparing heavy resources in the early design phases is challenging. In this paper, we present SketchStudio, a prototyping tool for generating, sharing, and reviewing an animated design scenario involving complex design subjects. The tool allows designers to define the user experience by simply creating a node graph of the user's journey over time and space. SketchStudio instantly generates unique 2.5D animated design scenarios by blending 2D sketches and 3D characters. In addition, the tool supports the virtual reality mode for immersive views of the created scenario prototype. We also report on the result of a user study with nine potential users in the design practice and education fields. Based on our tool-developing experiences as well as on the study results, we discuss possible applicable areas and points for further improvement. Han-Jong Kim, Chang-Min Kim, Tek-Jin Nam |
Conference on Designing Interactive Systems | 3 |
| 2018 | Mechanism Perfboard: An Augmented Reality Environment for Linkage Mechanism Design and FabricationabstractPrototyping devices with kinetic mechanisms, such as automata and robots, has become common in physical computing projects. However, mechanism design in the early-concept exploration phase is challenging, due to the dynamic and unpredictable characteristics of mechanisms. We present Mechanism Perfboard, an augmented reality environment that supports linkage mechanism design and fabrication. It supports the concretization of ideas by generating the initial desired linkage mechanism from a real world movement. The projection of simulated movement within the environment enables iterative tests and modifications in real scale. Augmented information and accompanying tangible parts help users to fabricate mechanisms. Through a user study with 10 participants, we found that Mechanism Perfboard helped the participant to achieve their desired movement. The augmented environment enabled intuitive modification and fabrication with an understanding of mechanical movement. Based on the tool development and the user study, we discuss implications for mechanism prototyping with augmented reality and computational support. Yunwoo Jeong, Han-Jong Kim, Tek-Jin Nam |
CHI | 3 |
| 2017 | TransPoint: Real-Time Remote Lecturing via Adaptive TransparencyabstractConventional ways of delivering lecture slides and lecturer scenes for synchronous remote lectures have several challenges in terms of resource and attention management. We present TransPoint, a lightweight remote lecturing system that combines lecture slides and lecturer scenes via adaptive transparency. The natural teaching behavior of the lecturer and contextual cues are used to selectively adjust the overlaid transparency of the slides. We conducted a comparative user study with 3 ways of delivering lecture slides and lecturer scenes: (1) TransPoint, (2) Picture-in-Picture, and (3) Total Shot. We found that TransPoint could coordinate remote students' attention according to the lecture contexts and improve real-time interaction between the lecturer and remote students. Based on the results, we discuss system design implications for synchronous remote lectures. Jiwon Nam, Tek-Jin Nam |
Conference on Designing Interactive Systems | 2 |
| 2016 | Patina-inspired Personalization: Personalizing Products with Traces of Daily UseabstractDespite the popularization of product personalization systems, it is difficult for people to personalize a product in a way that symbolizes themselves and their daily lives. Borrowing the characteristics of patina generation, we suggest patina-inspired personalization as an alternative approach. This approach is a way of progressive personalization through transforming digital traces of product use into patina-like material traces on a product. As an exemplar, we developed Trace-Marker, a custom-built laser engraver for bicycle riders. It engraves aesthetic patterns on a bicycle bag according to a user's bicycle journey. During the field trial with 10 participants for three weeks, participants used the system to add symbolic meanings, in particular their unique identities and personal stories on their bags. The permanently engraved patterns enhanced the emotional bond with the bags. Based on the field trial, we discuss implications for improving patina-inspired personalization in wider contexts. Moon-Hwan Lee, Oosung Son, Tek-Jin Nam |
Conference on Designing Interactive Systems | 3 |
| 2016 | miniStudio: Designers' Tool for Prototyping Ubicomp Space with Interactive MiniatureabstractRecently, it has become common for designers to deal with complex and large-scale ubicomp or IoT spaces. Designers without technical implementation skills have difficulties in prototyping such spaces, especially in the early phases of design. We present miniStudio, a designers' tool for prototyping ubicomp space with proxemic interactions. It is built on designers' existing software and modeling materials (Photoshop, Lego, and paper). Interactions can be defined in Photoshop based on five spatial relations: location, distance, motion, orientation, and custom. Projection-based augmented reality was applied to miniatures in order to enable tangible interactions and dynamic representations. Hidden marker stickers and a camera-projector system enable the unobtrusive integration of digital images on the physical miniature. Through the user study with 12 designers and researchers in the ubicomp field, we found that miniStudio supported rapid prototyping of large and complex ideas with multiple connected components. Based on the tool development and the study, we discuss the implications for prototyping ubicomp environments in the early phase of the design. Han-Jong Kim, Ju-Whan Kim, Tek-Jin Nam |
CHI | 3 |
| 2016 | M.Gesture: An Acceleration-Based Gesture Authoring System on Multiple Handheld and Wearable DevicesabstractGesture-based interaction is still underutilized in the mobile context despite the large amount of attention it has been given. Using accelerometers that are widely available in mobile devices, we developed M.Gesture, a software system that supports accelerometer-based gesture authoring on single or multiple mobile devices. The development was based on a formative study that showed users' preferences for subtle, simple motions and synchronized, multi-device gestures. M.Gesture adopts an acceleration data space and interface components based on mass-spring analogy and combines the strengths of both demonstration-based and declarative approaches. Also, gesture declaration is done by specifying a mass-spring trajectory with planes in the acceleration space. For iterative gesture modification, multi-level feedbacks are provided as well. The results of evaluative studies have shown good usability and higher recognition performance than that of dynamic time warping for simple gesture authoring. Later, we discuss the benefits of applying a physical metaphor and hybrid approach. Ju-Whan Kim, Han-Jong Kim, Tek-Jin Nam |
CHI | 3 |
| 2016 | Gleamy: An Ambient Display Lamp with a Transparency-Controllable ShadeabstractWe present Gleamy, a lamp supporting ambient information display in everyday environment by the shade with controllable transparency. Information can be displayed abstractly by static or animated patterns on the shade. A preliminary study with twelve users showed that Gleamy naturally blended in a home environment. It satisfied practicality both as an ambient display and as a lighting device. We found that representation of information by Gleamy was unobtrusive and informative. The changes of the pattern on the shade delivered information in an emotionally rich and private manner, and enhanced aesthetic value as well. In this paper, we discuss design considerations that could improve peripheral information display using the shade with changeable transparency. Seijin Cha, Moon-Hwan Lee, Tek-Jin Nam |
TEI | 3 |
| 2015 | G-raff: An Elevating Tangible Block for Spatial Tabletop InteractionabstractWe present an elevating tangible block, G-raff that supports spatial interaction in a tabletop computing environment. The elevating head part of G-raff moves according to the given height and angle data. We adopted two rollable metal tape structures to create large movements with a small volume block. On the head part, a smartphone can be mounted either horizontally or vertically. G-raff becomes a device that can connect a mobile device with a tabletop computer, thus a new spatial representation and control interaction is made. This paper introduces the design details, key features and applications of G-raff. We report on the results of a preliminary user study and discuss future work to improve the elevating device. This work contributes to maximizing the availability of augmented reality space above the tabletop display. Chang-Min Kim, Tek-Jin Nam |
CHI | 2 |
| 2015 | Patina Engraver: Visualizing Activity Logs as Patina in Fashionable TrackersabstractDespite technological improvements in commercial activity trackers, little attention has been given to their emotional, social, or fashion-related qualities, such as their visual aesthetics and their relationship to self-expression and social connection. As an alternative integrated approach incorporating HCI, fashion, and product design, our project made use of the characteristics of patina to improve activity trackers as fashionable wearables. We developed the Patina Engraving System, which engraves patina-like patterns on an activity tracker according to a user's activity logs. Using a piercing technique, the patina of activity logs has been made abstract, visually rich, gradually emerging, and historically accumulated. During the field trial, we found that the patina motivated the participants to increase exercises for engraving aesthetic patinas. A tracker with patina triggered spontaneous social interactions in face-to-face situations. The participants also cherished the trackers that held their own history. Based on the field trial, we discuss design implications for utilizing patina in designing future fashionable technologies. Moon-Hwan Lee, Seijin Cha, Tek-Jin Nam |
CHI | 3 |
| 2015 | The Trial of Bendi in a Coffeehouse: Use of a Shape-Changing Device for a Tactile-Visual Phone ConversationabstractWe present Bendi, a shape-changing device for a tactile-visual phone conversation. Bendi enables users to deliver shape-changing movements (e.g., upward or downward bending, left or right tilting, and shrinking) from the user's joystick input to the other party's device in real time during phone conversations. We conducted a user study to observe how seven couples used it over three days in a coffeehouse. Our field trial of Bendi in a coffeehouse showed the private and natural uses, and integrated uses of tactile and visual expressions along with the uses of the vocabularies developed through Bendi. In addition, there were active uses even in negative and serious conversational context with its pleasant tactile feelings and movement representations. Lastly, we discuss issues for the future designs and real-world deployment of shape-changing mobile devices for daily use. Youngwoo Park, Joohee Park, Tek-Jin Nam |
CHI | 3 |
| 2015 | BreathingFrame: An Inflatable Frame for Remote Breath Signal SharingabstractWe present BreathingFrame, a breath signal sharing device that supports pairwise remote communication through delivering the physical inflating movement of the other party's breathing on the surface of a digital photo frame. The results of our observational study with eight couples showed that participants could associate the other party on the frame, feel sentimental connectedness and the breathing movement from the other party, and stimulate their curiosity in a positive way. We also found that it was effective for conveying affection and making users to do natural abdominal breathing through intentional breath signal delivery. Allowing the users to share breathing at a distance by applying unconscious but partially controllable breath signals on the digital picture frame which is used in everyday lives, BreathingFrame can deliver new forms of telepresence and support emotional communication. Youngwoo Park, Tek-Jin Nam |
TEI | 3 |
| 2014 | Let's giggle!: design principles for humorous productsabstractHumor and its relationship to user experience have received limited prior attention in design and HCI. In this paper, we present a framework of design principles that could be used to design humorous products. First, we identified three aspects of experience with humorous products by collecting various amusing products and analyzing them with designers. Next, we conducted a workshop with professional comedians and designers to understand methods for creating humorous products. Through this process, we elicited nine principles for making products humorous: visualization of taboo, bizarre consequence, destructive play, zoomorphism, self-depreciation, abused product, shape incongruity, unconventional use, and unexpected function. To understand how the principles are used in the conceptual design phase, we conducted design sessions for a water fountain using a software application to explain the principles. The results indicate that some principles were more actively used. This work contributes to knowledge on designing products and interaction that deliver more positive feelings to users. Yeonsu Yu, Tek-Jin Nam |
Conference on Designing Interactive Systems | 2 |
| 2014 | Wrigglo: shape-changing peripheral for interpersonal mobile communicationabstractWe introduce Wrigglo, a shape-changing smart phone peripheral that allows pairs of users to share wriggling movements with one another. Attached to a smart phone, Wrigglo captures the sender's motions and activates the receiver's Wrigglo which repeats the motion simultaneously. The result of our in-lab use observation with twelve couples showed that Wrigglo supported emotional and functional roles of body gestures and postures, creating vocabularies related to the motion of specific body parts and, to some extent, reflected the connected user's presence through the device's movement. Through its peripheral anthropomorphization, Wrigglo can deliver new forms of telepresence by embodied posturing and gesturing in mobile communication. Joohee Park, Youngwoo Park, Tek-Jin Nam |
CHI | 3 |
| 2014 | CAMY: applying a pet dog analogy to everyday ubicomp productsabstractUbicomp products have become more important in providing emotional experiences as users increasingly assimilate these products into their everyday lives. In this paper, we explored a new design perspective by applying a pet dog analogy to support emotional experience with ubicomp products. We were inspired by pet dogs, which are already intimate companions to humans and serve essential emotional functions in daily live. Our studies involved four phases. First, through our literature review, we articulated the key characteristics of pet dogs that apply to ubicomp products. Secondly, we applied these characteristics to a design case, CAMY, a mixed media PC peripheral with a camera. Like a pet dog, it interacts emotionally with a user. Thirdly, we conducted a user study with CAMY, which showed the effects of pet-like characteristics on users' emotional experiences, specifically on intimacy, sympathy, and delightedness. Finally, we presented other design cases and discussed the implications of utilizing a pet dog analogy to advance ubicomp systems for improved user experiences. Yea-Kyung Row, Tek-Jin Nam |
UbiComp | 2 |
| 2013 | EventHurdle: supporting designers' exploratory interaction prototyping with gesture-based sensorsabstractPrototyping of gestural interactions in the early phase of design is one of the most challenging tasks for designers without advanced programming skills. Relating users' input from gesture-based sensor values requires a great deal of effort on the designer's part and disturbs their reflective and creative thinking. To deal with this problem, we present EventHurdle, a visual gesture-authoring tool to support designers' explorative prototyping. It supports remote gestures from a camera, handheld gestures with physical sensors, and touch gestures by utilizing touch screens. EventHurdle allows designers to visually define and modify gestures through interaction workspace and graphical markup language with hurdles. Because the created gestures can be integrated into a prototype as programming code and automatically recognized, designers do not need to pay attention in sensor-related implementation. Two user studies and a recognition test are reported to discuss the acceptance and implications of explorative prototyping tools for designers. Ju-Whan Kim, Tek-Jin Nam |
CHI | 2 |
| 2013 | Fragmentation and transition: understanding perceptions of virtual possessions among young adults in Spain, South Korea and the United StatesabstractPeople worldwide are increasingly acquiring collections of virtual possessions. While virtual possessions have become ubiquitous, little work exists on how people value and form attachments to these things. To investigate, we conducted a study with 48 young adults from South Korea, Spain and the United States. The study probed on participants' perceived value of their virtual possessions as compared to their material things, and the comparative similarities and differences across cultures. Findings show that young adults live in unfinished spaces and that they often experience a sense of fragmentation when trying to integrate their virtual possessions into their lives. These findings point to several design opportunities, such as tools for life story-oriented archiving, and insights on better forms of Cloud storage. William Odom, John Zimmerman, Jodi Forlizzi, Ana López Higuera, Mauro Marchitto, José J. Cañas, Youn-Kyung Lim, Tek-Jin Nam, Moon-Hwan Lee, Yeoreum Lee, Da-jung Kim, Yea-Kyung Row, Jinmin Seok, Bokyung Sohn, Heather Moore |
CHI | 8 |
| 2013 | The roles of touch during phone conversations: long-distance couples' use of POKE in their homesabstractWe report the roles of touch during phone conversations by observing long-distance couples' one month use of POKE in their homes. POKE enables users to deliver touches through an inflatable surface on the front of the device that receives index finger pressure inputs on the back of another device, while allowing the callers to maintain a conventional phone-calling posture. After a month of use by three couples, we found unexpected roles of touch in that it supported the couples in developing and sharing their tactile vocabularies by applying POKE during various conversational situations. Moreover, the findings confirmed the roles that touch play in face-to-face communication. In particular, POKE was useful for expressing and understanding emotions, resolving conversations smoothly by replacing the words, feeling close to the partner at a distance, and concentrating on the phone conversations. We conclude by discussing the unused situations, privacy issues, and usable targets to improve POKE as a way of future tactile phone conversations. Youngwoo Park, Kyoung-Min Baek, Tek-Jin Nam |
CHI | 3 |
| 2012 | How do couples use CheekTouch over phone calls?abstractIn this paper we introduce CheekTouch, an affective audio-tactile communication technique that transmits multi-finger touch gestures applied on a sender's mobile phone to a receiver's cheek in real time during a call. We made a pair of CheekTouch prototypes each with a multi-touch screen and vibrotactile display to enable bidirectional touch delivery. We observed four romantic couples in their twenties using our prototype system in a lab setting over five consecutive days, and analyzed how CheekTouch affected their non-verbal and emotional communication. The results of the user study showed that CheekTouch could effectively support audio-tactile communication in various ways - persuading, conveying status, delivering information, emphasizing emotion/words, calling for attention, and being playful. Youngwoo Park, Seok-Hyung Bae, Tek-Jin Nam |
CHI | 3 |
| 2008 | Inflatable mouse: volume-adjustable mouse with air-pressure-sensitive input and haptic feedbackabstractInflatable Mouse is a volume-adjustable user interface. It can be inflated up to the volume of a familiar mouse, but be deflated and stored flat in a PC card slot of a laptop computer when not in use. Inflatable Mouse functions just like a typical mouse; moreover, it provides new interaction techniques by sensing the air pressure in the balloon of the mouse. It also addresses some issues associated with pressure-sensing interactions such as the lack of bi-directional input and the lack of effective feedback. Moreover, it can be used as both a control tool and a display tool. In this paper, the design of an Inflatable Mouse prototype is described and potential application scenarios such as zooming in/out and fast scrolling using pressure control are explained. We also discuss the potential use of Inflatable Mouse as an emotional communication tool. Seoktae Kim, Boram Lee, Tek-Jin Nam, Woohun Lee |
CHI | 4 |