Number of co-authors:17
Number of publications with 3 favourite co-authors:Ravin Balakrishnan:3Joon Hyub Lee:2Karan Singh:2
Seok-Hyung Bae's 3 most productive colleagues in number of publications:Ravin Balakrishnan:108Karan Singh:23Woohun Lee:20
Civilization advances by extending the number of important operations which we can perform without thinking of them.
-- Alfred North Whitehead
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Publications by Seok-Hyung Bae (bibliography)
Kwon, Hyosun, Bae, Seok-Hyung, Kim, Hwan and Lee, Woohun (2012): Inflated roly-poly. In: Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012. pp. 189-192.
We present an air-contained display medium that can be directly deformed and spatially moved by various physical interaction techniques for interactive games. We first investigated familiar objects in our everyday lives that allow users to easily anticipate the idea of exertion interaction. We then introduce a novel concept of interactive medium, dubbed Inflated Roly-Poly, which consists of an inflated body with a roly-poly structure. This device receives physical input, provides passive haptic feedback and allows spatial interaction. We discuss a number of interaction techniques with game applications on Inflated Roly-Poly that presents an engaging experience through full-body interaction. Finally, we conducted an experience workshop with four participants. The workshop proved that an inflated screen coupled with a roly-poly structure exceeds the capabilities of the rigid touch screens in terms of engagement in physical interaction.
© All rights reserved Kwon et al. and/or ACM Press
Lee, David, Son, KyoungHee, Lee, Joon Hyub and Bae, Seok-Hyung (2012): PhantomPen: virtualization of pen head for digital drawing free from pen occlusion & visual parallax. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 331-340.
We present PhantomPen, a direct pen input device whose pen head is virtualized onto the tablet display surface and visually connected to a graspable pen barrel in order to achieve digital drawing free from pen occlusion and visual parallax. As the pen barrel approaches the display, the virtual pen head smoothly appears as if the rendered virtual pen head and the physical pen barrel are in unity. The virtual pen head provides visual feedback by changing its virtual form according to pen type, color, and thickness while the physical pen tip, hidden in the user's sight, provides tactile feedback. Three experiments were carefully designed based on an analysis of drawings by design professionals and observations of design drawing classes. With these experiments that simulate natural drawing we proved significant performance advantages of PhantomPen. PhantomPen was at least as usable as the normal stylus in basic line drawing, and was 17% faster in focus region drawing (26% faster in extreme focus region drawing). PhantomPen also reduced error rate by 40% in a typical drawing setup where users have to manage a complex combination of pen and stroke properties.
© All rights reserved Lee et al. and/or ACM Press
Lee, Joon Hyub, Bae, Seok-Hyung, Jung, Jinyung and Choi, Hayan (2012): Transparent display interaction without binocular parallax. In: Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 97-98.
Binocular parallax is a problem for any interaction system that has a transparent display and objects behind it. A proposed quantitative measure called Binocular Selectability Discriminant (BSD) allows UI designers to predict the ability of the user to perform selection task in their transparent display systems, in spite of binocular parallax. A proposed technique called Single-Distance Pseudo Transparency (SDPT) aims to eliminate binocular parallax for on-screen interactions that require precision. A mock-up study shows potentials and directions for future investigation.
© All rights reserved Lee et al. and/or ACM Press
Bi, Xiaojun, Bae, Seok-Hyung and Balakrishnan, Ravin (2010): Effects of interior bezels of tiled-monitor large displays on visual search, tunnel steering, and target selection. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 65-74.
Tiled-monitor large displays are widely used in various application domains. However, how their interior bezels affect user performance and behavior has not been fully understood. We conducted three controlled experiments to investigate effects of tiled-monitor interior bezels on visual search, straight-tunnel steering, and target selection tasks. The conclusions of our paper are: 1) interior bezels do not affect visual search time nor error rate; however, splitting objects across bezels is detrimental to search accuracy, 2) interior bezels are detrimental to straight-tunnel steering, but not to target selection. In addition, we discuss how interior bezels affect user behaviors, and suggest guidelines for effectively using tiled-monitor large displays and designing user interfaces suited to them.
© All rights reserved Bi et al. and/or their publisher
Bae, Seok-Hyung, Balakrishnan, Ravin and Singh, Karan (2009): EverybodyLovesSketch: 3D sketching for a broader audience. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2009. pp. 59-68.
We present EverybodyLovesSketch, a gesture-based 3D curve sketching system for rapid ideation and visualization of 3D forms, aimed at a broad audience. We first analyze traditional perspective drawing in professional practice. We then design a system built upon the paradigm of ILoveSketch, a 3D curve drawing system for design professionals. The new system incorporates many interaction aspects of perspective drawing with judicious automation to enable novices with no perspective training to proficiently create 3D curve sketches. EverybodyLovesSketch supports a number of novel interactions: tick-based sketch plane selection, single view definition of arbitrary extrusion vectors, multiple extruded surface sketching, copy-and-project of 3D curves, freeform surface sketching, and an interactive perspective grid. Finally, we present a study involving 49 high school students (with no formal artistic training) who each learned and used the system over 11 days, which provides detailed insights into the popularity, power and usability of the various techniques, and shows our system to be easily learnt and effectively used, with broad appeal.
© All rights reserved Bae et al. and/or their publisher
Bae, Seok-Hyung, Balakrishnan, Ravin and Singh, Karan (2008): ILoveSketch: as-natural-as-possible sketching system for creating 3d curve models. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 151-160.
Bae, Seok-Hyung, Kobayash, Takahiro, Kijima, Ryugo and Kim, Won-Sup (2004): Tangible NURBS-curve manipulation techniques using graspable handles on a large display. In: Proceedings of the 2004 ACM Symposium on User Interface Software and Technology 2004. pp. 81-90.
This paper presents tangible interaction techniques for fine-tuning one-to-one scale NURBS curves on a large display for automotive design. We developed a new graspable handle with a transparent groove that allows designers to manipulate virtual curves on a display screen directly. The use of the proposed handle leads naturally to a rich vocabulary of terms describing interaction techniques that reflect existing shape styling methods. A user test raised various issues related to the graspable user interface, two-handed input, and large-display interaction.
© All rights reserved Bae et al. and/or ACM Press
Bae, Seok-Hyung, Shin, Hayong, Jung, Won-Hyung and Choi, Byoung Kyu (2002): Parametric-surface adaptive tessellation based on degree reduction. In Computers & Graphics, 26 (5) pp. 709-719.
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