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Yu-Jung Ko

dblp:175/0038 · DBLP profile ↗
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8ranked-venue papers
3as first author
3since 2021 · last 2023
0000-0003-4862-8318ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
3 papers
Interaction techniques and input · 64% Accessibility and assistive technology · 25% Usability and user experience research · 10%
Artificial intelligence
1 paper
Knowledge representation and reasoning · 100%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › selection techniques › command selection › menu interaction
menu selection
0.712023
Modeling Touch-based Menu Selection Performance of Blind Users via Reinforcement Learning · CHI 2023
Interaction techniques and input
touch interaction
0.712023
Modeling Touch-based Menu Selection Performance of Blind Users via Reinforcement Learning · CHI 2023
Accessibility and assistive technology
visual impairment
0.712023
Modeling Touch-based Menu Selection Performance of Blind Users via Reinforcement Learning · CHI 2023
Interaction techniques and input › target selection › pointing
fitts' law
0.412020
Modeling Two Dimensional Touch Pointing · UIST 2020
Usability and user experience research
interaction modeling
0.412020
Modeling Two Dimensional Touch Pointing · UIST 2020
Interaction techniques and input
touch and gesture input
0.412020
Modeling Two Dimensional Touch Pointing · UIST 2020
Interaction techniques and input › text entry
gesture typing
0.412019
Accessible Gesture Typing for Non-Visual Text Entry on Smartphones · CHI 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning
user modeling
0.212023
Modeling Touch-based Menu Selection Performance of Blind Users via Reinforcement Learning · CHI 2023

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

reinforcement learning · 1.3cognitive modeling · 1.3regression modeling · 0.4model selection · 0.4user study · 0.4earcons · 0.4audio feedback · 0.4
YearPublicationVenuePosition
2023 Modeling Touch-based Menu Selection Performance of Blind Users via Reinforcement Learning
abstract
Although menu selection has been extensively studied in HCI, most existing studies have focused on sighted users, leaving blind users’ menu selection under-studied. In this paper, we propose a computational model that can simulate blind users’ menu selection performance and strategies, including the way they use techniques like swiping, gliding, and direct touch. We assume that selection behavior emerges as an adaptation to the user’s memory of item positions based on experience and feedback from the screen reader. A key aspect of our model is a model of long-term memory, predicting how a user recalls and forgets item position based on previous menu selections. We compare simulation results predicted by our model against data obtained in an empirical study with ten blind users. The model correctly simulated the effect of the menu length and menu arrangement on selection time, the action composition, and the menu selection strategy of the users.
Zhi Li 0052, Yu-Jung Ko, Aini Putkonen, Shirin Feiz, Vikas Ashok, I. V. Ramakrishnan, Antti Oulasvirta, Xiaojun Bi 0001
CHI2
2021 Non-Visual Accessibility Assessment of Videos
abstract
Video accessibility is crucial for blind screen-reader users as online videos are increasingly playing an essential role in education, employment, and entertainment. While there exist quite a few techniques and guidelines that focus on creating accessible videos, there is a dearth of research that attempts to characterize the accessibility of existing videos. Therefore in this paper, we define and investigate a diverse set of video and audio-based accessibility features in an effort to characterize accessible and inaccessible videos. As a ground truth for our investigation, we built a custom dataset of 600 videos, in which each video was assigned an accessibility score based on the number of its wins in a Swiss-system tournament, where human annotators performed pairwise accessibility comparisons of videos. In contrast to existing accessibility research where the assessments are typically done by blind users, we recruited sighted users for our effort, since videos comprise a special case where sight could be required to better judge if any particular scene in a video is presently accessible or not. Subsequently, by examining the extent of association between the accessibility features and the accessibility scores, we could determine the features that significantly (positively or negatively) impact video accessibility and therefore serve as good indicators for assessing the accessibility of videos. Using the custom dataset, we also trained machine learning models that leveraged our handcrafted features to either classify an arbitrary video as accessible/inaccessible or predict an accessibility score for the video. Evaluation of our models yielded an F1 score of 0.675 for binary classification and a mean absolute error of 0.53 for score prediction, thereby demonstrating their potential in video accessibility assessment while also illuminating their current limitations and the need for further research in this area.
Ali Selman Aydin, Yu-Jung Ko, Utku Uckun, I. V. Ramakrishnan, Vikas Ashok
CIKM2
2021 Modeling Gliding-based Target Selection for Blind Touchscreen Users
abstract
Gliding a finger on touchscreen to reach a target, that is, touch exploration, is a common selection method of blind screen-reader users. This paper investigates their gliding behavior and presents a model for their motor performance. We discovered that the gliding trajectories of blind people are a mixture of two strategies: 1) ballistic movements with iterative corrections relying on non-visual feedback, and 2) multiple sub-movements separated by stops, and concatenated until the target is reached. Based on this finding, we propose the mixture pointing model, a model that relates movement time to distance and width of the target. The model outperforms extant models, improving R2 from 0.65 for Fitts’ law to 0.76, and is superior in cross-validation and information criteria. The model advances understanding of gliding-based target selection and serves as a tool for designing interface layouts for screen-reader based touch exploration.
Yu-Jung Ko, Aini Putkonen, Ali Selman Aydin, Shirin Feiz, Vikas Ashok, I. V. Ramakrishnan, Antti Oulasvirta, Xiaojun Bi 0001
MobileHCI1
2020 Modeling Two Dimensional Touch Pointing
abstract
Modeling touch pointing is essential to touchscreen interface development and research, as pointing is one of the most basic and common touch actions users perform on touchscreen devices. Finger-Fitts Law [4] revised the conventional Fitts' law into a 1D (one-dimensional) pointing model for finger touch by explicitly accounting for the fat finger ambiguity (absolute error) problem which was unaccounted for in the original Fitts' law. We generalize Finger-Fitts law to 2D touch pointing by solving two critical problems. First, we extend two of the most successful 2D Fitts law forms to accommodate finger ambiguity. Second, we discovered that using nominal target width and height is a conceptually simple yet effective approach for defining amplitude and directional constraints for 2D touch pointing across different movement directions. The evaluation shows our derived 2D Finger-Fitts law models can be both principled and powerful. Specifically, they outperformed the existing 2D Fitts' laws, as measured by the regression coefficient and model selection information criteria (e.g., Akaike Information Criterion) considering the number of parameters. Finally, 2D Finger-Fitts laws also advance our understanding of touch pointing and thereby serve as the basis for touch interface designs.
Yu-Jung Ko, Hang Zhao 0005, Yoonsang Kim, I. V. Ramakrishnan, Shumin Zhai, Xiaojun Bi 0001
UIST1
2019 Accessible Gesture Typing for Non-Visual Text Entry on Smartphones
abstract
Gesture typing--entering a word by gliding the finger sequentially over letter to letter-- has been widely supported on smartphones for sighted users. However, this input paradigm is currently inaccessible to blind users: it is difficult to draw shape gestures on a virtual keyboard without access to key visuals. This paper describes the design of accessible gesture typing, to bring this input paradigm to blind users. To help blind users figure out key locations, the design incorporates the familiar screen-reader supported touch exploration that narrates the keys as the user drags the finger across the keyboard. The design allows users to seamlessly switch between exploration and gesture typing mode by simply lifting the finger. Continuous touch-exploration like audio feedback is provided during word shape construction that helps the user glide in the right direction of the key locations constituting the word. Exploration mode resumes once word shape is completed. Distinct earcons help distinguish gesture typing mode from touch exploration mode, and thereby avoid unintended mix-ups. A user study with 14 blind people shows 35% increment in their typing speed, indicative of the promise and potential of gesture typing technology for non-visual text entry.
Syed Masum Billah, Yu-Jung Ko, Vikas Ashok, Xiaojun Bi 0001, I. V. Ramakrishnan
CHI2
2018 Why Is Gesture Typing Promising for Older Adults?: Comparing Gesture and Tap Typing Behavior of Older with Young Adults
abstract
Gesture typing has been a widely adopted text entry method on touchscreen devices. We have conducted a study to understand whether older adults could gesture type, how they type, what are the strengths and weaknesses of gesture typing, and how to further improve it. By logging stroke-level interaction data and leveraging the existing modeling tools, we compared the gesture and tap typing behavior of older adults with young adults. Our major finding is promising and encouraging. Gesture typing outperformed the typical tap typing for older adults, and was very easy for them to learn. The gesture typing input speed was 15.28% higher than that of tap typing for 14 older adults who had none gesture typing experience in the past. One of the main reasons was that older adults adopted the word-level inputting strategy in gesture typing, while often used the letter-level correction strategy in tap typing. Compared with young adults, older adults exhibited little degradation in gesture accuracy. Our study also led to implications on how to further improve gesture typing for older adults.
Yu-Hao Lin, Suwen Zhu, Yu-Jung Ko, Wenzhe Cui, Xiaojun Bi 0001
ASSETS3
2018 Optimal-T9: An Optimized T9-like Keyboard for Small Touchscreen Devices
abstract
T9-like keyboards (i.e., 3×3 layouts) have been commonly used on small touchscreen devices to mitigate the problem of tapping tiny keys with imprecise finger touch (e.g., T9 is the default keyboard on Samsung Gear 2). In this paper, we proposed a computational approach to design optimal T9-like layouts by considering three key factors: clarity, speed, and learnability. In particular, we devised a clarity metric to model the word collisions (i.e., words with identical tapping sequences), used the Fitts-Digraph model to predict speed, and introduced a Qwerty-bounded constraint to ensure high learnability. Founded upon rigorous mathematical optimization, our investigation led to Optimal-T9, an optimized T9-like layout which outperformed the original T9 and other T9-like layouts. A user study showed that its average input speed was 17% faster than T9 and 26% faster than a T9-like layout from literature. Optimal-T9 also drastically reduced the error rate by 72% over a regular Qwerty keyboard. Subjective ratings were in favor of Optimal-T9: it had the lowest physical, mental demands, and the best perceived-performance among all the tested keyboards. Overall, our investigation has led to a more efficient, and more accurate T9-like layout than the original T9. Such a layout would immediately benefit both T9-like keyboard users and small touchscreen device users.
Ryan Qin, Suwen Zhu, Yu-Hao Lin, Yu-Jung Ko, Xiaojun Bi 0001
ISS4
2016 Drawing Clustered Graphs Using Stress Majorization and Force-Directed Placements
abstract
We propose a novel layout algorithm to draw clustered graphs. Our algorithm applies a stress model to draw intra-cluster graphs and a spring-electrical force model to place clusters. Our strategy modifies the original stress model in graph drawing by integrating the force from the center to push and pull the intra-cluster nodes based on their outside connectivity. We also apply the idea of torque equilibrium, coupled with some heuristics, to realize our force-directed placement algorithm. To show the effectiveness of our design, we compare the running time and the number of edge crossings experimentally with the one using full stress majorization as well as other clustered graph drawing algorithms available in the literature. Our experimental results look promising.
Yu-Jung Ko, Hsu-Chun Yen
IV1