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Hyerim Cho

dblp:132/5422 · DBLP profile ↗
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4ranked-venue papers
2as first author
1since 2021 · last 2023
0000-0003-2574-3591ORCID · verified

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

Databases, data management, data science and information retrieval · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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
1 paper
Games and playful interaction · 50% User interface design and tools · 50%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools › multimedia interface design
image browsing interface
0.212015
VIZMO Game Browser: Accessing Video Games by Visual Style and Mood · CHI 2015

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

expert evaluation · 0.2
YearPublicationVenuePosition
2023 Recovery and Support: Motivations for Playing a Social Video Game in the Midst of a Pandemic
Hyerim Cho, Jin Ha Lee 0001, Alex C. Urban
DiGRA1
2018 Art in an algorithm: A taxonomy for describing video game visual styles
abstract
The discovery and retrieval of video games in library and information systems is, by and large, dependent on a limited set of descriptive metadata. Noticeably missing from this metadata are classifications of visual style–despite the overwhelmingly visual nature of most video games and the interest in visual style among video game users. One explanation for this paucity is the difficulty in eliciting consistent judgements about visual style, likely due to subjective interpretations of terminology and a lack of demonstrable testing for coinciding judgements. This study presents a taxonomy of video game visual styles constructed from the findings of a 22‐participant cataloging user study of visual styles. A detailed description of the study, and its value and shortcomings, are presented along with reflections about the challenges of cultivating consensus about visual style in video games. The high degree of overall agreement in the user study demonstrates the potential value of a descriptor like visual style and the use of a cataloging study in developing visual style taxonomies. The resulting visual style taxonomy, the methods and analysis described herein may help improve the organization and retrieval of video games and possibly other visual materials like graphic designs, illustrations, and animations.
Hyerim Cho, Andy Donovan, Jin Ha Lee 0001
J. Assoc. Inf. Sci. Technol.1
2016 Users' music information needs and behaviors: Design implications for music information retrieval systems
abstract
User studies in the music information retrieval (MIR) domain tend to be exploratory and qualitative in nature, involving a small number of users, which makes it difficult to derive broader implications for system design. In order to fill this gap, we conducted a large‐scale user survey questioning various aspects of people's music information needs and behaviors. In particular, we investigated if general music users' needs and behaviors have significantly changed over time by comparing our current survey results with a similar survey conducted in 2004. In this paper, we present the key findings from the survey data and discuss 4 emergent themes—(a) the shift in access and use of personal music collections; (b) the growing need for tools to support collaborative music seeking, listening, and sharing; (c) the importance of “visual” music experiences; and (d) the need for ontologies for providing rich contextual information. We conclude by making specific recommendations for improving the design of MIR systems and services.
Jin Ha Lee 0001, Hyerim Cho, Yea-Seul Kim
J. Assoc. Inf. Sci. Technol.2
2015 VIZMO Game Browser: Accessing Video Games by Visual Style and Mood
abstract
Despite the growing interests in video games as consumer products as well as objects of research, current methods for accessing video games are limited. We present Vizmo as a new way of browsing video games based on their visual style and mood. In order to test the usability and usefulness of Vizmo, we asked 19 video game experts to evaluate their interaction with the tool. The results show that experts perceived Vizmo as a novel and aesthetically pleasing game discovery tool which would be most useful for game research on historical and aesthetic aspects. We discuss five key points for improving the design of Vizmo as well as our future plan for the next iteration of this prototype game browser.
Jin Ha Lee 0001, Sungsoo Ray Hong, Hyerim Cho, Yea-Seul Kim
CHI3