PROJECT

ViDeX


Period: 2018 ~ Present
Grant: Microsoft
Budget: $300,000
Partner: Microsoft OneNote

 


CONTEXTS

 

In higher education, the popularity of flipped and blended classrooms has increased the number of students learning through asynchronous, online educational technologies. It is important that these technologies support students’ cognitive and social engagement. In my collaboration with UBC and Microsoft, I have developed an analytic framework that classifies students’ level of cognitive engagement through their multidimensional clickstream data using unsupervised machine learning methods (e.g., self-organized mapping).

 


METHODS

 

  • Analyzed clickstream big data using unsupervised machine learning methods (e.g., self-organized mapping)
  • Designed an AI agent to identify the conceptually important aspects of a video and automatically generates relevant exam questions in order to test students’ understanding
  • Tools: Deep learning

 


OUTCOMES

 

JOURNAL ARTICLES

  • Seo, K., Dodson, S., Harandi, N., Roberson, N., Sunani, S., Fels, S., & Roll, I. (submitting). How students learn with video: An analytic framework to unveil students’ cognitive engagement with video in different educational contexts. Computers & Education.

 

CONFERENCE PAPERS

 


 

Work as a Postdoctoral Fellow at the University of British Columbia

Kyoungwon was selected as a postdoctoral fellow at the University of British Columbia (UBC), Department of Electrical and Computer Engineering, under the supervision of Prof. Sidney Fels (google scholar, lab website). As a postdoctoral fellow, his main research project will be ViDeX, a collaborative project between UBC and Microsoft Canada Development Center (project website).

His work will be focused on investigating novel interaction techniques for personalized, shared video for education. The intent is that advanced video interaction will be supported by mobile, web and desktop to enhance learner and instructor engagement and learning outcomes. Using a user-centered design strategy, his research will create different prototypes to deploy at large and small scales to study how to improve the video experience for instructors and learners.

Published AR/VR Technology Trends Brief

Virtual Reality (VR) and Augmented Reality (AR) technologies are the next generation computing platform technologies, and are destructive technologies that can significantly change the existing ICT market and create new markets. VR technology is in its early maturity, and AR technology is still growing/evolving to the stage of growth, and efforts to create a profit model based on second- and third-generation products continue.

The AR/VR technology field is a core technology field in the era of the fourth industrial revolution that can innovate the ICT market in the future. In this context, this Technology Trends Brief analyzes the trends of AR/VR technology, industry, and policy, and government R&D investment in Korea and suggests implications for this (please note that this reports is written in Korean).

https://www.researchgate.net/publication/326291626_ARVR_Technology_Trends_Brief

Serve on the ACM TVX 2018 as an Organizing Committee


ACM TVX 2018

ACM TVX (Interactive Experiences for Television and Online Video) is the leading international conference for research into online video, TV interaction and user experience (official website).

In this year, ACM TVX 2018 was hosted by Imagine X Lab., Hanyang University (website). Kyoungwon participated in ACM TVX2018 as an organizing committee member (inter alia, Demo Chair). As a Demo Chair, his role was to support researchers to demonstrate their interesting works at the conference.

Please enjoy the video below that captures moments in the conference.


Service Design with VR-HMD


Period: 2017 ~ 2018
Grant: Hyundai Motor Company
Budget: $35,000
Partner: Infotainment Software Development Team

 


CONTEXTS

 

Feature fatigue is one of the critical problems during new service design which results in end-users significant dis-satisfaction about new products. Though automotive industry has been focused on a new connected-car service design, there are also risk about end-user feature fatigue about new services. In this project, we aim to develop a new service design process using VR-HMD (Virtual Reality Head-Mounted Display), which would optimize a company’s feature selection process for a new product development.

 


METHODS

 

  • Developing a new feature selection process for the connected-car service design
  • Probed a feature selection process in company to understand the problem of feature fatigue
  • Built a virtual reality prototyping platform with HMD (Head-Mounted Display)
  • Tools: Feature fatigue analysis, clustering, virtual reality prototypes in usability testing

 


OUTCOMES

 

connectedcar02

 

JOURNAL ARTICLES

 


 

UltraHaptics


Period: Jan. ~ Mar. 2016
Grant: Korean NRF
Budget: $100,000
Partner: University of Sussex (UK)

 


CONTEXTS

 

Various mid-air haptic devices have been developed for future user interface technologies, but their interaction quality (in particular, the haptic feedback) is heavily dependent on the device resolution. In other words, low-resolution provide poor haptic feedback performance. We proposed the ‘multi-sensory integration’ concept to enhance the haptic sensation in the low-resolution mid-air haptic device with auditory stimulus. Results showed that multi-sensory integration is an effective interaction design technique for the low-resolution mid-air haptic device.

 


METHODS

 

  • Designed a VR content with a mid-air haptic interface
  • Conducted a psychophysical experiment to investigate the effectiveness of using a mid-air haptic feedback
  • Tools: Mid-air haptic interface, A/B testing

 


OUTCOMES

 

 

CONFERENCE PAPERS

 


 

Industrial Gamification


Period: 2015 ~ 2016
Grant: Hyundai Motor Company
Budget: $80,000
Partner: Manufacturing System Technology R&D Team


CONTEXTS

 

Recent productivity-oriented technologies (e.g., industrial robots, assistive wearable tools) have more focused on production capacity rather than workers roles and experiences in the manufacturing process, and as a consequence, task have become simple and repetitive which is detrimental for work motivation. In this context, the aim of this project is to improve worker’s motivation and experience during current monotonous work (e.g., bolt tightening). We focused on Gamification as an effective design approach to improve worker’s intrinsic motivation by augmenting playful goal and feedback to previous demotivating context.

 


METHODS

 

  • Observed the car assembly line to develop the worker’s cognitive model and persona
  • Designed gamification scenarios to increase motivation in the workplace
  • Led in-situ usability testing of industrial gamification
  • Tools: Cognitive task analysis, experience sampling method, physiological assessment, video analysis

 


OUTCOMES

 

 

JOURNAL ARTICLES

  • Seo, K., Fels, S., Kang, M., Jung, C., & Ryu, H. (under review). Goldilocks conditions for workplace gamification: How narrative persuasion helps manufacturing workers create self-directed behaviors. Journal of Operations Management.

 

CONFERENCE PAPERS

 


 

Virtual Daily Living Test


Period: 2014 ~ 2017
Grant: Korean Research Foundation
Budget: $300,000
Partner: Hanyang Medical Center (Neurology)

 


CONTEXTS

 

Questionnaires or computer-based tests for assessing activities of daily living are well-known approaches to screen for mild cognitive impairment (MCI). However, questionnaires are subjective and computerized tests only collect simple performance data with conventional input devices such as a mouse and keyboard. This project explored the validity and discriminative power of a virtual daily living test as a new diagnostic approach to assess MCI.

 


METHODS

 

  • Reviewed existing measures for early dementia screening
  • Built 3D CAVE (Cave Automatic Virtual Environment) system to assess activities of daily living
  • Identified key kinematic markers that characterize the early onset of dementia
  • Tools: Immersive virtual reality, kinematic analysis and visualization, classification of early dementia

 


OUTCOMES

 

 

JOURNAL ARTICLES

 

CONFERENCE PAPERS

 


MEDIA COVERAGE

 

 


 

VR Pendulum


Period: July ~ Sep. 2013
Grant: Korean NRF
Budget: $100,000
Partner: Arts et Métiers ParisTech (France)

 


CONTEXTS

 

As Virtual Reality (VR) systems are increasingly employed in training and teaching environments, some researchers raise the question about the relationship between the VR environment and its learning effect. However, the findings are still not exhaustive, in comparison to the vast potentiality of VR. Acknowledging this, the current project aims at examining the facilitative effect of embodied cognition for the design of VR system, in particular, in a museum experience. An empirical study has been carried out with the Virtual Foucault’s Pendulum at the Musee des Arts et Métiers.

 


METHODS

 

  • Conducted field studies to collect data about museum visitors, their interests and experiences
  • Organized a brainstorming session
  • Prototyped virtual reality museum exhibits
  • Tools: Field study, brainstorming, rapid prototyping

 


OUTCOMES

 

pendulum03pendulum02

 

JOURNAL ARTICLES

  • The Effects of Fully Immersive Virtual Reality on the Learning and Engagement in a Museum (submitting)