EDBT 2026 Demo / reviewers in the wild / expert
Miri Moon
dblp:131/6240
· DBLP profile ↗
6ranked-venue papers
0as first author
0since 2021 · last 2016
0000-0002-2282-3273ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 4Human-computer interaction and ubiquitous computing · 2
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 |
Ubiquitous computing and smart environments · 33% Games and playful interaction · 32% Wearable and physiological sensing · 20% | |
| Computer networks
2 papers |
Wireless networking · 54% Internet of things and sensor networks · 46% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
exergames |
0.4 | 2 | 2014 | MobyDick: an interactive multi-swimmer exergame · SenSys 2014 Human factors of speed-based exergame controllers · CHI 2014 |
Wearable and physiological sensing › biosignal sensing
electrodermal activity sensing |
0.2 | 1 | 2014 | High5: promoting interpersonal hand-to-hand touch for vibrant workplace with electrodermal sensor watches · UbiComp 2014 |
Ubiquitous computing and smart environments › context recognition
activity recognition |
0.1 | 1 | 2014 | MobyDick: an interactive multi-swimmer exergame · SenSys 2014 |
Interaction techniques and input
body movement input |
0.1 | 1 | 2014 | Human factors of speed-based exergame controllers · CHI 2014 |
Interaction techniques and input › target selection › pointing
fitts' law |
0.1 | 1 | 2014 | Human factors of speed-based exergame controllers · CHI 2014 |
Wireless networking
wireless network protocols |
0.1 | 1 | 2014 | MobyDick: an interactive multi-swimmer exergame · SenSys 2014 |
Internet of things and sensor networks › wireless sensor network
sensor fusion |
0.0 | 1 | 2013 | SocioPhone: everyday face-to-face interaction monitoring platform using multi-phone sensor fusion · MobiSys 2013 |
Methods — techniques the papers use, named apart from their topics
multi-phone sensor fusion · 0.3user study · 0.2smartwatch prototype · 0.2performance measurement · 0.2electrodermal sensing · 0.2volume-topography-based turn monitoring · 0.2sensor fusion · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Designing Interactive Multiswimmer Exergames: A Case StudyabstractThe unique aquatic nature of swimming makes it difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose the use of a smartphone-based multiplayer exergame named MobyDick . MobyDick is designed to be played while swimming, where a team of swimmers collaborate to hunt down a virtual monster. To this end, we take into account both human factors and technical challenges under swimming contexts. First, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Second, we develop a swimming activity recognition system to enable precise and real-time game inputs. Third, we devise a multiplayer game design by employing the unique interaction mode viable in an underwater environment, where the abilities of human communication are highly limited. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and we deploy it in real swimming pool environments ( n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multiplayer swimming games. Woohyeok Choi, Jeungmin Oh, Taiwoo Park, Seongjun Kang, Miri Moon, Uichin Lee, Inseok Hwang 0001, Darren Edge, Junehwa Song |
ACM Trans. Sens. Networks | 5 |
| 2014 | Human factors of speed-based exergame controllersabstractExergame controllers are intended to add fun to monotonous exercise. However, studies on exergame controllers mostly focus on designing new controllers and exploring specific application domains without analyzing human factors, such as performance, comfort, and effort. In this paper, we examine the characteristics of a speed-based exergame controller that bear on human factors related to body movement and exercise. Users performed tasks such as changing and maintaining exercise speed for avatar control while their performance was measured. The exergame controller follows Fitts' law, but requires longer movement time than a gamepad and Wiimote. As well, resistance force and target speed affect performance. User experience data confirm that the comfort and mental effort are adequate as practical game controllers. The paper concludes with discussion on applying our findings to practical exergame design. Taiwoo Park, Uichin Lee, I. Scott MacKenzie, Miri Moon, Inseok Hwang 0001, Junehwa Song |
CHI | 4 |
| 2014 | High5: promoting interpersonal hand-to-hand touch for vibrant workplace with electrodermal sensor watchesabstractInterpersonal touch is our most primitive social language strongly governing our emotional well-being. Despite the positive implications of touch in many facets of our daily social interactions, we find wide-spread caution and taboo limiting touch-based interactions in workplace relationships that constitute a significant part of our daily social life. In this paper, we explore new opportunities for ubicomp technology to promote a new meme of casual and cheerful interpersonal touch such as high-fives towards facilitating vibrant workplace culture. Specifically, we propose High5, a mobile service with a smartwatch-style system to promote high-fives in everyday workplace interactions. We first present initial user motivation from semi-structured interviews regarding the potentially controversial idea of High5. We then present our smartwatch-style prototype to detect high-fives based on sensing electric skin potential levels. We demonstrate its key technical observation and performance evaluation. Yuhwan Kim, Seungchul Lee, Inseok Hwang 0001, Hyunho Ro, Youngki Lee 0001, Miri Moon, Junehwa Song |
UbiComp | 6 |
| 2014 | MobyDick: an interactive multi-swimmer exergameabstractThe unique aquatic nature of swimming makes it very difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose MobyDick, a smartphone-based multi-player exergame designed to be used while swimming, in which a team of swimmers collaborate to hunt down a virtual monster. In this paper, we present a novel, holistic game design that takes into account both human factors and technical challenges. Firstly, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Secondly, we develop a single phone-based inertial and barometric stroke activity recognition system to enable precise, real-time game inputs. Thirdly, we carefully devise a multi-player interaction mode viable in the underwater environment highly limiting the abilities of human communication. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and deploy it to real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multi-player swimming games. Woohyeok Choi, Jeungmin Oh, Taiwoo Park, Seongjun Kang, Miri Moon, Uichin Lee, Inseok Hwang 0001, Junehwa Song |
SenSys | 5 |
| 2013 | SocioPhone: everyday face-to-face interaction monitoring platform using multi-phone sensor fusionabstractIn this paper, we propose SocioPhone, a novel initiative to build a mobile platform for face-to-face interaction monitoring. Face-to-face interaction, especially conversation, is a fundamental part of everyday life. Interaction-aware applications aimed at facilitating group conversations have been proposed, but have not proliferated yet. Useful contexts to capture and support face-to-face interactions need to be explored more deeply. More important, recognizing delicate conversational contexts with commodity mobile devices requires solving a number of technical challenges. As a first step to address such challenges, we identify useful meta-linguistic contexts of conversation, such as turn-takings, prosodic features, a dominant participant, and pace. These serve as cornerstones for building a variety of interaction-aware applications. SocioPhone abstracts such useful meta-linguistic contexts as a set of intuitive APIs. Its runtime efficiently monitors registered contexts during in-progress conversations and notifies applications on-the-fly. Importantly, we have noticed that online turn monitoring is the basic building block for extracting diverse meta-linguistic contexts, and have devised a novel volume-topography-based method. We show the usefulness of SocioPhone with several interesting applications: SocioTherapist, SocioDigest, and Tug-of-War. Also, we show that our turn-monitoring technique is highly accurate and energy-efficient under diverse real-life situations. Youngki Lee 0001, Chulhong Min, Chanyou Hwang, Jaeung Lee 0001, Inseok Hwang 0001, Younghyun Ju, Chungkuk Yoo, Miri Moon, Uichin Lee, Junehwa Song |
MobiSys | 8 |
| 2013 | SocioPhone: everyday face-to-face interaction monitoring platform using multi-phone sensor fusionabstractNo abstract available. Youngki Lee 0001, Chulhong Min, Chanyou Hwang, Jaeung Lee 0001, Inseok Hwang 0001, Younghyun Ju, Chungkuk Yoo, Miri Moon, Uichin Lee, Junehwa Song |
MobiSys | 8 |