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Moon-Hwan Lee

dblp:84/9598 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2020
0000-0002-2394-1415ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
2 papers
Personal fabrication and tangible interfaces · 30% Wearable and physiological sensing · 30% Ubiquitous computing and smart environments · 23%

Topics — the 1 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › activity tracking
activity trackers
0.212015
Patina Engraver: Visualizing Activity Logs as Patina in Fashionable Trackers · CHI 2015

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

piercing technique · 0.2field trial · 0.2interviews · 0.2cross-cultural study · 0.2
YearPublicationVenuePosition
2020 DayClo: An Everyday Table Clock Providing Interaction with Personal Schedule Data for Self-reflection
abstract
We introduce DayClo, an interactive clock visualizing schedule data for supporting users to reflect and self-track themselves in their daily lives. DayClo is designed by applying the form and time representation method of analog clocks. It shows the user's upcoming schedules through the sequential movement of two clock hands with hidden LEDs and a display. We deployed DayClo in eight participants' working spaces for a month to explore how the design and its interaction could support their reflections on their scheduling practices. The findings revealed that DayClo supported users' casual access to the schedule data and motivated self-tracking of their plans. Moreover, the moving clock hands revealed the empty time of their schedules and helped to draw new plans for their implicit goal. Our findings suggest new opportunities for designing everyday objects as a medium of delivering and fostering spontaneous interaction with personal data for self-reflection.
Kyung-Ryong Lee, Somi Ju, Temirlan Dzhoroev, Geon-il Goh, Moon-Hwan Lee, Young-Woo Park
Conference on Designing Interactive Systems5
2016 Patina-inspired Personalization: Personalizing Products with Traces of Daily Use
abstract
Despite 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 Systems1
2016 Gleamy: An Ambient Display Lamp with a Transparency-Controllable Shade
abstract
We 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
TEI2
2015 Patina Engraver: Visualizing Activity Logs as Patina in Fashionable Trackers
abstract
Despite 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
CHI1
2013 Fragmentation and transition: understanding perceptions of virtual possessions among young adults in Spain, South Korea and the United States
abstract
People 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
CHI9
2003 Stability of haptic interface using nonlinear virtual coupling
abstract
This paper considers the stability of haptic interface that interacts with rigid virtual objects. Human arm is characterized with a linear time-invariant second-order impedance model, and a response model to the simulated force. Nonlinear virtual coupling is designed based on the human response model. This provides with less conservative constraint for the design of the stable haptic interface.
Moon-Hwan Lee, Doo Yong Lee
SMC1