Seongkook Heo

ORCID: 0000-0003-2004-4812
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About
Contact & Profiles
Research Areas
  • Tactile and Sensory Interactions
  • Interactive and Immersive Displays
  • Gaze Tracking and Assistive Technology
  • Augmented Reality Applications
  • Teleoperation and Haptic Systems
  • Hand Gesture Recognition Systems
  • Usability and User Interface Design
  • Carbon Nanotubes in Composites
  • Virtual Reality Applications and Impacts
  • Nuclear reactor physics and engineering
  • Social Media and Politics
  • Digital Games and Media
  • Innovative Human-Technology Interaction
  • Impact of Technology on Adolescents
  • Human-Automation Interaction and Safety
  • Traffic and Road Safety
  • Advanced Electron Microscopy Techniques and Applications
  • Advanced Image and Video Retrieval Techniques
  • Motor Control and Adaptation
  • Advanced Vision and Imaging
  • Nuclear Engineering Thermal-Hydraulics
  • Advanced Sensor and Energy Harvesting Materials
  • Autonomous Vehicle Technology and Safety
  • Photocathodes and Microchannel Plates
  • Nuclear Materials and Properties

University of Virginia
2020-2024

Yeungnam University
2024

University of Toronto
2017-2019

Korea Advanced Institute of Science and Technology
2011-2017

Autodesk (United States)
2017

Kootenay Association for Science & Technology
2013-2016

Microsoft (United States)
2016

Fraunhofer Institute for Computer Graphics Research
2014

Despite gaining traction in North America, live streaming has not reached the popularity it China, where live- a tremendous impact on social behaviors of users. To better understand this socio-technological phenomenon, we conducted mixed methods study practices China. We present results an online survey 527 users, focusing their broadcasting or viewing and experiences they find most engaging. also interviewed 14 active users to explore motivations experiences. Our data revealed different...

10.1145/3173574.3174040 article EN 2018-04-20

Touchscreens continue to advance including progress towards sensing fingers proximal the display. We explore this emerging pre-touch modality via a self-capacitance touchscreen that can sense multiple above mobile device, as well grip around screen's edges. This capability opens up many possibilities for interaction. For example, using in an anticipatory role affords "ad-lib interface" fades different UI--appropriate context--as user approaches one-handed with thumb, two-handed index finger,...

10.1145/2858036.2858095 article EN 2016-05-05

Text entry on a smartwatch is challenging problem due to the device's limited screen area. In this paper, we introduce SplitBoard, which soft keyboard designed for smartwatch. As user flicks left or right keyboard, it switches between and halves of QWERTY keyboard. We report results two experiments where SplitBoard was compared an ordinary ZoomBoard, SlideBoard, Qwerty-like keypad. measured initial performance with new users each method. The outperformed all other techniques in experiments....

10.1145/2702123.2702273 article EN 2015-04-17

We present a new handheld haptic device, Thor's Hammer, which uses propeller propulsion to generate ungrounded, 3-DOF force feedback. Hammer has six motors and propellers that generates strong thrusts of air without the need for physical grounding or heavy compressors. With its location orientation tracked by an optimal tracking system, system can exert forces in arbitrary directions regardless device's orientation. Our technical evaluation shows apply up 4 N with less than 0.11 3.9° average...

10.1145/3173574.3174099 article EN 2018-04-20

We introduce an interaction technique that increases the touch screen input vocabulary by distinguishing a strong tap from gentle without use of additional hardware. have designed and validated algorithm detects different types touches combining data built-in accelerometer with position screen. The proposed allows to contain not only finger contact, but also its type, i.e., whether contact is 'Tap' or 'ForceTap.' To verify feasibility we implemented our detection in experiments test cases...

10.1145/2037373.2037393 article EN 2011-08-30

Force gestures are touch screen augmented by the normal and tangential forces on screen. In order to study feasibility of force a mobile screen, we implemented prototype device that can sense gesture We also designed two example applications, web browser an e-book reader, utilize for their primary actions. conducted user with applications characteristics effectiveness mapping could discover interesting usability issues collect useful feedback about GUI

10.1145/2047196.2047278 article EN 2011-10-16

Knowledge-sharing live streams are distinct from traditional educational videos, at least because of the large concurrently-viewing audience and real-time discussions between viewers streamer. Though this creates unique opportunities for interactive learning, it also brings a challenge creating useful archive post hoc learning. This paper presents results interviews with knowledge sharing streamers, their moderators, to understand current experiences needs learning through streaming. Based...

10.1145/3274381 article EN Proceedings of the ACM on Human-Computer Interaction 2018-11-01

We present Thor's Hammer - an ungrounded force feedback device. consists of a cube-shaped structure and handle. To generate 3-DOF feedback, six motors propellers installed on the cube project air in directions that are normal to each face structure. Tracked 6-DOF by optical tracking system, can also create strong continuous any direction regardless device's orientation. four virtual reality applications demonstrate beneficial uses provided Hammer.

10.1145/3170427.3186544 article EN 2018-04-20

We present PseudoBend, a haptic feedback technique that creates the illusion rigid device is being stretched, bent, or twisted. The method uses single 6-DOF force sensor and vibrotactile actuator to render grain vibrations simulate produced during object deformation based on changes in torque exerted device. Because this does not require any moving parts aside from actuator, devices designed using can be small lightweight. Psychophysical studies conducted prototype implements confirmed could...

10.1145/3332165.3347941 article EN 2019-10-17

In video meetings, individuals may wish to share various physical objects with remote participants, such as documents, design prototypes, and personal belongings. However, our formative study discovered that this poses several challenges, including difficulties in referencing a user's objects, the limited visibility of object, friction properly framing orienting an object camera. To address these we propose ThingShare, video-conferencing system designed facilitate sharing during meetings....

10.1145/3544548.3581148 article EN 2023-04-19

While smart glasses make information more accessible in mobile scenarios, entering text on these devices is still difficult. In this paper, we suggest using a smartwatch as an indirect input device for entry. With the watch-glasses combination, users do not need to lift arm touch nor carry special external device. To prove feasibility of suggested implemented two entry methods: modified version SwipeBoard, which adapted and HoldBoard, newly designed specifically combination. We evaluated...

10.1145/3132272.3134136 article EN 2017-10-10

Despite gaining traction in North America, live streaming has not reached the popularity it China, where livestreaming a tremendous impact on social behaviors of users. To better understand this socio-technological phenomenon, we conducted mixed methods study practices China. We present results an online survey 527 users, focusing their broadcasting or viewing and experiences they find most engaging. also interviewed 14 active users to explore motivations experiences. Our data revealed...

10.48550/arxiv.1803.06032 preprint EN other-oa arXiv (Cornell University) 2018-01-01

We present Plane, Ray, and Point, a set of interaction techniques that utilizes shape constraints to enable quick precise object alignment manipulation in virtual reality. Users create the three types constraints, by using symbolic gestures. The are used like scaffoldings limit guide movement objects collide or intersect with them. same gestures can be performed other hand, which allow users further control degrees freedom for constrained manipulation. combination bimanual yield rich support...

10.1145/3332165.3347916 article EN 2019-10-17

People often form small conversation groups during physical gatherings to have ad-hoc and informal conversations. As these are loosely defined, others can overhear join the conversation. However, current video-conferencing tools only allow for strict boundaries between groups, inhibiting fluid group formations between-group This isolates small-group conversations from leads inefficient transitions We present FluidMeet, a virtual breakout meeting system that employs flexible cross-group...

10.1145/3491102.3517558 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

Turn-taking is one of the biggest interactivity challenges in multiparty remote meetings. One contributing factor that current videoconferencing tools lack support for proxemic cues; i.e., spatial cues humans use to enact their social relations and intentions. While more recent provide metaphors, they often focus on approach leave-taking rather than turn-taking. In this paper, we present OpenMic, a system utilizes metaphors conversational floor management by providing 1) Virtual Floor serves...

10.1145/3544548.3581013 article EN 2023-04-19

Tasks that involve locating objects and then moving hands to those specific locations, such as using touchscreens or grabbing on a desk, are challenging for the visually impaired. Over years, audio guidance haptic feedback have been staple in hand navigation based assistive technologies. However, these methods require user interpret generated directional cues manually perform motions. In this paper, we present automated hand-based spatial bridge gap between execution, allowing impaired users...

10.1145/3544548.3581415 article EN 2023-04-19

Similar sliding gestures may have different meanings when they are performed with changing intensity. Touch screens, however, fail to properly distinguish those intensities due their inability sense variable pressures. Enabled by distinguishing normal and tangential forces, we explore new possibilities for on a touch screen. We implemented pressure-sensitive prototype designed set of that utilize alterable forces. The gestures' feasibility has been tested through simple experiment. Finally,...

10.1145/1979742.1979895 article EN 2011-05-07

In recent years, touch screens have emerged and matured as the main input interface for mobile tablet computers calling extended possibilities. this paper, we explore use of consecutive distant taps to expand screen vocabulary. We analyzed time intervals distances between during common applications on a verified that can be used conflict-free with existing gestures. designed two interaction techniques Ta-tap Ta-Ta-tap utilize taps. uses invoke alternative operations multi-touch emulation,...

10.1145/2556288.2557234 article EN 2014-04-26

Completing tasks on smartwatches often requires multiple gestures due to the small size of touchscreens and lack sufficient number touch controls that are easily accessible with a finger. We propose increase functions can be triggered gesture by enabling smartwatch identify which finger is being used. developed MagTouch, method uses magnetometer embedded in an off-the-shelf smartwatch. It measures magnetic field magnet fixed ring worn middle By combining measured location screen, MagTouch...

10.1145/3313831.3376234 article EN 2020-04-21

Automated vehicles promise a future where drivers can engage in non-driving tasks without hands on the steering wheels for prolonged period. Nevertheless, automated may still need to occasionally hand control back due technology limitations and legal requirements. While some systems determine driver takeover using context road condition initiate request, studies show that not react it. We present DeepTake, novel deep neural network-based framework predicts multiple aspects of behavior ensure...

10.1145/3411764.3445563 preprint EN 2021-05-06

Knowing the object grabbed by a hand can offer essential contextual information for interaction between human and physical world. This paper presents novel system, ViObject, passive recognition that uses accelerometer gyroscope sensor data from commodity smartwatches to identify untagged everyday objects. The system relies on vibrations caused grabbing objects does not require additional hardware or effort. ViObject's ability recognize passively have important implications wide range of...

10.1145/3643547 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2024-03-06

In the driving circumstance, driver¿s condition is directly connected with car accident. Therefore, there are many researches to decrease accidents by keeping state in a good condition. While of these focused on face, our approach head movement. By collecting position and extracting feature points, proposed system calculates physical state: Normal or Drowsy driving. The experimental results showed 78% success rate find drowsy real situations.

10.1109/isuc.2008.76 article EN 2008-12-01
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