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Sang-Su Lee

dblp:01/5839 · DBLP profile ↗
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6ranked-venue papers
3as first author
1since 2021 · last 2024
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 3 first-authorSystems, architecture and hardware · 1 · 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
3 papers
Interaction techniques and input · 77% User interface design and tools · 13% Ubiquitous computing and smart environments · 10%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › gesture input
deformation-based gestures
0.112010
How users manipulate deformable displays as input devices · CHI 2010
User interface design and tools
design language
0.012009
Interactivity attributes: a new way of thinking and describing interactivity · CHI 2009

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

wizard-of-oz study · 0.2user-elicitation study · 0.2user study · 0.1gesture elicitation · 0.1prototype evaluation · 0.1online survey · 0.1
YearPublicationVenuePosition
2024 ARdetector: android ransomware detection framework
Dan Li 0028, Ning Lu 0005, Sang-Su Lee
J. Supercomput.4
2019 Once a Kind Friend is Now a Thing: Understanding How Conversational Agents at Home are Forgotten
abstract
The number of households using stand-alone conversational agents is rapidly increasing. However, recent research revealed that in some of these households, use of agents decreases over time, and we know little about why. Therefore, we aim to understand how people utilize such devices in their daily lives and to explore the associated obstacles or difficulties. We conducted a long-term (12-week) user study in which we followed eight households, examining their use of Amazon Echo at home. From a series of diaries, surveys, and interviews with eight first-time users, we identified how their experiences changed over time and how conversational agents lose their presence at home. We found that voice interface, physical form, and at-home installation affect users' perceptions and expectations of smart speakers. Based on these findings, we discuss challenges and design opportunities for future at-home conversational agents.
Minji Cho, Sang-Su Lee, Kun-Pyo Lee
Conference on Designing Interactive Systems2
2017 Designing Intelligent Assistant through User Participations
abstract
Today, intelligent assistants, such as Apple's Siri, becoming a part of our everyday life. While there have been many studies focused on technologies, there are no studies dealing with design issues at the initial stage of the design, the stage prior to system implementation. Although the designers had a lot of questions in the design process, such as how the personality of virtual assistant should be, how users could discover the way of interacting, the designers had to rely on imagination. In this paper, we present a user-friendly way of designing intelligent assistant which allow designers and engineers to explore the possible design problems and solutions through user participation, before all the complex systems are ready to run. Through a low-tech approach involving two users, we could understand the behavior of users with intelligent assistants in an easy and fast way.
Sang-Su Lee, Jaemyung Lee 0001, Kun-Pyo Lee
Conference on Designing Interactive Systems1
2013 Towards more natural digital content manipulation via user freehand gestural interaction in a living room
abstract
Advances in dynamic gesture recognition technologies now make it possible to investigate freehand input techniques. This study tried to understand how users manipulate digital content on a distant screen by hand gesture interaction in a living room environment. While there have been many existing studies that investigate freehand input techniques, we developed and applied a novel study methodology based on a combination of both an existing user elicitation study and conventional Wizard-of-Oz study that involved another non-technical user for providing feedback. Through the study, many useful issues and implications for making freehand gesture interaction design more natural in a living room environment were generated which have not been covered in previous works. Furthermore, we could observe how the initial user-defined gestures are changed over time.
Sang-Su Lee, Jeonghun Chae, Hyunjeong Kim, Youn-Kyung Lim, Kun-Pyo Lee
UbiComp1
2010 How users manipulate deformable displays as input devices
abstract
This study is aimed at understanding deformation-based user gestures by observing users interacting with artificial deformable displays with various levels of flexibility. We gained user-defined gestures that would help with the design and implementation of deformation-based interface, without considering current technical limitations. We found that when a display material gave more freedom from deformation, the level of consensus of gestures among the users as well as the intuitiveness and preferences were all enhanced. This study offers implications for deformation-based interaction which will be helpful for both designers and engineers who are trying to set the direction for future interface and technology development.
Sang-Su Lee, Bipil Jin, Eunji Choi, Boa Kim, Daeeop Kim, Kun-Pyo Lee
CHI1
2009 Interactivity attributes: a new way of thinking and describing interactivity
abstract
We propose a new perspective, seeing interactivity that is the immaterial part of an interactive artifact as something concretely describable and perceivable as we do with physical materials. In order to examine the validity of this proposal, we extracted a set of interactivity attributes to be used as a design language for thinking and describing interactivity in a new way, and conducted an online survey with 14 Flash prototypes representing pairs of values of 7 interactivity attributes we extracted. The result showed that all the interactivity attributes were significant, and participants experienced distinctive and meaningful emotional effects for different interactivity attributes.
Youn-Kyung Lim, Sang-Su Lee, Kwang-young Lee
CHI2