Publication statistics

Pub. period:2005-2012
Pub. count:20
Number of co-authors:26


Number of publications with 3 favourite co-authors:

Yeon-Ji Kim:
Heewon Lee:
Jun Park:



Productive colleagues

Woohun Lee's 3 most productive colleagues in number of publications:

Youn-kyung Lim:26
Geehyuk Lee:23
Tek-Jin Nam:16

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Woohun Lee


Publications by Woohun Lee (bibliography)

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Kim, Hyangah and Lee, Woohun (2012): Framing creative uses for describing cases of appropriation. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 135-138.

Recent studies in HCI and CSCW have defined "appropriation" as a natural interaction between users and technology. To study appropriation, we propose to employ a user collaborative system that collects creative uses as processes of appropriation. To build the system, we first investigate how to frame creative uses and then demonstrate item-function-picture framework to effectively represent user processes of appropriation.

© All rights reserved Kim and Lee and/or ACM Press

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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

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Choi, Sangwon, Han, Jaehyun, Lee, Geehyuk, Lee, Narae and Lee, Woohun (2011): RemoteTouch: touch-screen-like interaction in the tv viewing environment. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 393-402.

We explored the possibility of touch-screen-like interaction with a remote control in the TV-viewing environment. A shadow representing the user's thumb touches the screen, presses a button, flicks a cover-flow list, and draws a simple stroke, while the thumb stays and moves on and above the touchpad. In order to implement the concept we developed an optical touchpad for tracking the thumb hovering over its surface, and designed a TV application to demonstrate possible new interaction styles. Throughout two iterations of prototyping, we corrected some of our false expectations, and also verified its potential as a viable option for a TV remote control. This paper presents technical issues and requirements for the hover-tracking touchpad and a complete report of our user studies to explore touch-screen-like interaction for the TV.

© All rights reserved Choi et al. and/or their publisher

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Kim, Hyunjung and Lee, Woohun (2011): Kinetic tiles. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1279-1282.

We propose and demonstrate Kinetic Tiles, modular construction units for kinetic animations. Three different design methods are explored and evaluated for kinetic animation with the Kinetic Tiles using preset movements, design via animation toolkit, and design via direct input. It is expected that the Kinetic Tiles, as a new design and architecture material, will assist designers to introduce kinetic expressions to the surfaces of everyday objects and spaces.

© All rights reserved Kim and Lee and/or their publisher

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Lee, Heewon, Lee, Woohun and Lim, Youn-kyung (2010): The effect of eco-driving system towards sustainable driving behavior. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4255-4260.

In this paper, we explore the use of an Eco-Driving System to see how the system promotes greener driving behavior. We conducted both an online survey (N=60) and a user test (N=14) to study the Eco-Driving System. Based on participant responses, we found that the current Eco-Driving System shows minor benefits in gas mileage due to different driving behaviors and also increased task loads for our participants. Therefore, we suggest a new research direction for the Eco-Driving System for further study.

© All rights reserved Lee et al. and/or their publisher

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Kim, Hyunjung and Lee, Woohun (2010): Kinetic tiles: modular construction units for interactive kinetic surfaces. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 431-432.

We propose and demonstrate Kinetic Tiles, modular construction units for Interactive Kinetic Surfaces (IKSs). We aimed to design Kinetic Tiles to be accessible and available so that users can construct IKSs easily and rapidly. The components of Kinetic Tiles are inexpensive and easily available. In addition, the use of magnetic force enables the separation of the surface material and actuators so that users only interact with the tile modules as if constructing a tile mosaic. Kinetic Tiles can be utilized as a new design and architectural material that allows the surfaces of everyday objects and spaces to convey ambient and pleasurable kinetic expressions.

© All rights reserved Kim and Lee and/or their publisher

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Sohn, Minjung, Nam, Tekjin and Lee, Woohun (2009): Designing with unconscious human behaviors for eco-friendly interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2651-2654.

Eco-design has become a central research issue for interaction design, as emerging interactive products can create serious environmental impacts while products are being used. We investigate a design method and develop case studies for eco-friendly interaction. A main concept of the design method is to apply unconscious human behaviors in interaction design. Products designed with this method are expected to be used unconsciously by users with reduced environmental impacts. In this paper, we present a framework of design space matrix and initial case studies for the design method. For the framework, we identified the types of interaction behaviors causing environmental impacts and the attributes of unconscious human behaviors. Based on the framework, three design cases -- a power cord, a trashcan and a speedometer of an automobile -- were developed. The proposed framework and design cases can be used as a base of an advanced eco-friendly interaction design method.

© All rights reserved Sohn et al. and/or ACM Press

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Kim, Hyunjung and Lee, Woohun (2009): Designing unobtrusive interfaces with minimal presence. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3673-3678.

The vision of Ubiquitous Computing is a world of invisible technologies. Technologies are so woven into the fabric of everyday life that they become indistinguishable [1]. In this paper, we discuss unobtrusive interfaces having minimal presence. By merging into everyday objects and environments, the presence of an interface can be minimized, making our everyday life more interactive without increasing its complexity. To obtain minimal presence, physical plasticity of the interface is considered in the present work. This allows the interface to shift between invisible and visible states; the concealed interface appears when it is put into use and disappears after use. In addition, our recent project, Shade Pixel, is presented as an example of an unobtrusive interface with minimal presence. We also briefly describe a design concept for the interface to provide inspiration for its practical application.

© All rights reserved Kim and Lee and/or ACM Press

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Shin, Heesook, Lee, Woohun, Lee, Geehyuk and Cho, Ilyeon (2009): Multi-point touch input method for Korean text entry. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3871-3876.

Multi-touch interfaces are becoming popular as a new input means for the various applications. In this paper, we suggest a new Korean text entry method using a multi-touch interface called MPT (Multi-Point Touch) input method. We conducted a text entry performance test comprising 4 sessions for 10 participants, and compared the result with an existing commercial SPT (Single-Point Touch) input method. The experimental results show that the entry speed of MPT was slower than that of SPT method in the initial session. However, the entry speed of MPT input method was improved more rapidly than the speed of SPT method as sessions were proceeded. We observed a statistically significant learning effect from the result of MPT method. Moreover, we found no significant difference between the task loads of SPT and MPT input methods.

© All rights reserved Shin et al. and/or ACM Press

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Seong, JinHa, Lee, Woohun and Lim, Youn-kyung (2009): Why we cannot work without paper even in a computerized work environment. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4105-4110.

As work environment becomes more computerized, it has been long expected that the computer will substitute for paper. However, in fact, this expectation has strayed. Paper is still around in the work environment; moreover, computers and papers are used in conjunction with each other. In this study, we suggest the term "human-computer-paper interaction" considering these phenomena. Using contextual inquiry and lab-based user study, we explored the switchover in human-computer-paper interaction and determined what incites this interaction. Through this study, we attempted to provide considerable insights into the HCI design area.

© All rights reserved Seong et al. and/or ACM Press

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Lee, Boram and Lee, Woohun (2009): Cheese cam: unconscious interaction between humans and a digital camera. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4285-4290.

In everyday life, humans interact with many products. In many of these interactions, a person performs an action with, toward, or in the vicinity of a product and then the product reacts to that action. In this paper, however, the opposite interaction pattern, where a product performs an action to induce a user reaction, is presented by a new camera, 'Cheese Cam', concept. Cheese Cam is a camera that can induce unconscious facial reactions in a photography subject, based on mirror neuron theory and facial mimicry theories. A small facial expression icon displayed on Cheese Cam's screen induces unconscious facial reactions in the subject. Experiments were conducted to investigate the effects of Cheese Cam on the facial reactions of subjects, and the results are discussed in this paper. Through this study, we explored possibilities of unconscious interaction.

© All rights reserved Lee and Lee and/or ACM Press

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Lee, Sang-Su and Lee, Woohun (2009): Exploring effectiveness of physical metaphor in interaction design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4363-4368.

One direction of the emerging paradigm of interface design is the use of physical metaphors, the adoption of physical phenomenon from the real world with physical principles such as gravity or inertia. To explore effectiveness of physical metaphors in interaction design, we conducted an exploratory study by selecting one specific task where a physical metaphor was applied with physics: searching for a phone number in a contact list using an inertial scroll method with a mouse and touch screen interface environment. The result from this initial study showed that employing a physical metaphor does not always guarantee an improvement of performance; a different effect can be drawn according to the interaction style.

© All rights reserved Lee and Lee and/or ACM Press

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Kim, Seoktae, Kim, Hyunjung, Lee, Boram, Nam, Tek-Jin and Lee, Woohun (2008): Inflatable mouse: volume-adjustable mouse with air-pressure-sensitive input and haptic feedback. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 211-214.

Inflatable Mouse is a volume-adjustable user interface. It can be inflated up to the volume of a familiar mouse, but be deflated and stored flat in a PC card slot of a laptop computer when not in use. Inflatable Mouse functions just like a typical mouse; moreover, it provides new interaction techniques by sensing the air pressure in the balloon of the mouse. It also addresses some issues associated with pressure-sensing interactions such as the lack of bi-directional input and the lack of effective feedback. Moreover, it can be used as both a control tool and a display tool. In this paper, the design of an Inflatable Mouse prototype is described and potential application scenarios such as zooming in/out and fast scrolling using pressure control are explained. We also discuss the potential use of Inflatable Mouse as an emotional communication tool.

© All rights reserved Kim et al. and/or ACM Press

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Kim, Hyunjung, Kim, Seoktae, Lee, Boram, Pak, Jinhee, Sohn, Minjung, Lee, Geehyuk and Lee, Woohun (2008): Digital rubbing: playful and intuitive interaction technique for transferring a graphic image onto paper with pen-based computing. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2337-2342.

In this paper, we introduce digital rubbing, which is a playful and intuitive interaction technique for transferring a graphic image directly onto paper. We designed TransPen and MimeoPad to realize digital rubbing. With these drawing tools, children and adults can use rubbing motions to transfer a digital image directly to paper and produce a drawing with a personal touch and natural texture, just as in traditional rubbing. We expect that digital rubbing technique would be useful in arts and design as a new way of expression in the process of drawing and editing ideas. In addition, the suggested interaction devices have the full potential to become new drawing toys for children.

© All rights reserved Kim et al. and/or ACM Press

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Kim, Yeon-Ji and Lee, Woohun (2007): The Design and Evaluation of a Diagonally Splitted Column to Improve Text Readability on a Small Screen. In: Jacko, Julie A. (ed.) HCI International 2007 - 12th International Conference - Part II July 22-27, 2007, Beijing, China. pp. 384-393.

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Kim, Hyunjung, Sohn, Minjung, Kim, Seoktae, Pak, Jinhee and Lee, Woohun (2007): Button Keyboard: A Very Small Keyboard with Universal Usability for Wearable Computing. In: Baranauskas, Maria Ceclia Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 343-346.

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Kim, Seoktae, Sohn, Minjung, Pak, Jinhee and Lee, Woohun (2006): One-key keyboard: a very small QWERTY keyboard supporting text entry for wearable computing. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 305-308.

Most of the commercialized wearable text input devices are wrist-worn keyboards that have adopted the minimization method of reducing keys. Generally, a drastic key reduction in order to achieve sufficient wearability increases KSPC (Keystrokes per Character), decreases text entry performance, and requires additional effort to learn a new typing method. We are faced with wearability-usability tradeoff problems in designing a good wearable keyboard. To address this problem, we adopted a new keyboard minimization method of reducing key pitch and have developed the One-key Keyboard. The traditional desktop keyboard has one key per character, but One-key Keyboard has only one key (70mmX35mm) on which a 10*5 QWERTY key array is printed. One-key Keyboard detects the position of the fingertip at the time of the keying event and figures out the character entered. We conducted a text entry performance test comprised of 5 sessions. The participants typed 18.9WPM with a 6.7% error rate over all sessions and achieved up to 24.5WPM. From the experiment's results, the One-key Keyboard was evaluated as a potential text input device for wearable computing, balancing wearability, social acceptance, input speed, and learnability.

© All rights reserved Kim et al. and/or their publisher

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Ryu, Hokyoung and Lee, Woohun (2006): Where you point is where the robot is. In: Proceedings of CHINZ06, the ACM SIGCHI New Zealand Chapters International Conference on Computer-Human Interaction 2006. pp. 33-42.

It is virtually envisioned that in the near future home-service robots will be assisting people in their daily lives. While a wide spectrum of utility of home-service robots has been proposed, i.e., cleaning, surveillance or go-and-fetch jobs, usability studies of the home-service robots have been less undertaken. This paper explores the usability issues, in particular, a map-based user interface for instructing home-service robots in the home environment. It focused on how the different map representation of the co-located environment would affect task performance of locating the home-service robots. The effectiveness of the map-based human-robot interface was thus analysed according to the dimensionality of the map, the location information of the elements in the co-located workspace. The experimental results showed that task performance was varied by the different map representation, providing a better understanding of what characteristics of the map representation were able to effectively support the human operator in instructing the home-service robots in the home environment.

© All rights reserved Ryu and Lee and/or ACM Press

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Hwang, Sunyu, Lee, Geehyuk, Jeong, Buyong, Lee, Woohun and Cho, Ilyeon (2005): FeelTip: tactile input device for small wearable information appliances. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1475-1478.

The ever decreasing size of information devices these days does not allow even the space for small input devices such as a touchpad or a 3x4 keypad. We introduce here an input device, FeelTip, as a solution for very small information devices. The main idea is to exchange the usual roles of a finger and a surface in a touchpad; a device has a tip and a finger now provides a surface. The result is an input device requiring minimal space but is potentially more efficient than a touchpad due to the tactile feedback of a tip on a finger. Our first prototype consists of a transparent tip and a small CMOS image sensor that tracks the movement of a finger on a tip. In a series of experiments, it outperformed a small analog joystick in free pointing tasks, and was comparable with a 3x4 keypad in text entry tasks.

© All rights reserved Hwang et al. and/or ACM Press

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Lee, Woohun and Park, Jun (2005): Augmented Foam: A Tangible Augmented Reality for Product Design. In: Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2005 5-8 October, 2005, Vienna, Austria. pp. 106-109.

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