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Dive into the research topics where Jaejeung Kim is active.

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Featured researches published by Jaejeung Kim.


Online Information Review | 2011

Understanding music sharing behaviour on social network services

Dongwon Lee; Jaimie Yejean Park; Junha Kim; Jaejeung Kim; Junghoon Moon

Purpose – The purpose of this paper is to understand music sharing behaviour on social networking services (SNS). This study suggests and examines a research model which focuses on the influences of user motivations, such as self‐expression, ingratiation, altruism, and interactivity, on music sharing behaviour in SNS through social motivation factors.Design/methodology/approach – Data were collected from 153 Korean SNS (i.e. Cyworld, Naver Blog, Daum Blog, and Tistory) users, who have experience in purchasing music and legally sharing it on SNS. The partial least squares method was used to analyse the measurement and structural models.Findings – The study shows that interactivity, perceived ease of use, self‐expression, social presence, and social identity are significant positive predictors of music sharing intention on SNS.Research limitations/implications – This research is significant in light of recent interest in user activities in SNS. Better understanding of the music sharing behaviour on SNS can ...


human factors in computing systems | 2013

Bezel-flipper: design of a light-weight flipping interface for e-books

Sangtae Kim; Jaejeung Kim; Soobin Lee

In this paper, we have designed a novel touchscreen interaction technique for light-weight navigation: Bezel-Flipper. The design specifics and initial prototype application are developed with user evaluation. We received overall positive feedback from our initial user study in terms of engagement and enjoyment.


Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies | 2017

Technology Supported Behavior Restriction for Mitigating Self-Interruptions in Multi-device Environments

Jaejeung Kim; Chiwoo Cho; Uichin Lee

The interruptions people experience may be initiated from digital devices but also from oneself, an action which is termed “self-interruption.” Prior work mostly focused on understanding work-related self-interruptions and designing tools for mitigating them in work contexts. However, self-interruption to off-tasks (e.g., viewing social networking sites, and playing mobile games) has received little attention in the HCI community thus far. We conducted a formative study about self-interruptions to off-tasks and coping strategies in multi-device working environments. Off-task usage was considered a serious roadblock to productivity, and yet, the habitual usage and negative triggers made it challenging to manage off-task usage. To mitigate these concerns, we developed “PomodoLock,” a self-interruption management tool that allows users voluntarily to set a timer for a fixed period, during which it selectively blocks interruption sources across multiple devices. To understand the effect of restricting access to self-interruptive sources such as applications and websites, we conducted a three-week field trial (n=40) where participants were asked to identify disrupting apps and sites to be blocked, but the multi-device blocking feature was only provided to the experimental group. Our study results showed the perceived coercion and the stress of the experimental group were lower despite its behavioral restriction with multi-device blocking. Qualitative study results from interviews and surveys confirm that multi-device blocking significantly reduced participants’ mental effort for managing self-interruptions, thereby leading to a reduction in the overall stress level. The findings suggest that when the coerciveness of behavioral restriction is appropriately controlled, coercive design can positively assist users in achieving their goals.


pervasive computing and communications | 2010

Ontology based information distribution in the pervasive display environment

Jaejeung Kim; Dongwon Lee; Bang Chul Jung; Jinhyun Ahn

Displays providing different information at many different locations are exponentially increasing. Under this pervasive display environment, users may be provided with customized information in real-time at each point of interest (POI). However what type of information to be provided is not easy to define. In this paper, architecture for information distribution based on the “environment ontology” is proposed. Display system embedded with the environment ontology relates the location with available services/information with the user profile. We implemented information push and pull system SAS (Shopping Agent Service) integrated with environment ontology to support human decision in the process of purchasing a product within a shopping mall. SAS demonstrates how the information is distributed harnessing ontology and user profile at each different location.


international conference on information and communication technology convergence | 2010

Collective intelligence based Collaborative Learning platform

Dongwon Lee; Jaejeung Kim; Howon Lee

Networked computers provide an environment for students to work, learn, explore and think in small groups of peers connected globally. However, previous CSCL (Computer Supported Collaborative Learning) studies consider primitive level of knowledge sharing and knowledge building on Web 2.0 environment. In this study we propose the architecture of collective intelligence based collaborative learning platform consisting following four modules: 1) knowledge gathering module, 2) knowledge stratification/structuring module, 3) knowledge visualization module, and 4) knowledge evaluation module. Moreover this study analyzes how each module is related with the collaborative knowledge building model and collective mental map.


human factors in computing systems | 2018

Interaction Restraint: Enforcing Adaptive Cognitive Tasks to Restrain Problematic User Interaction

Joon-Young Park; Jin Yong Sim; Jaejeung Kim; Mun Yong Yi; Uichin Lee

We propose an interaction restraint that aims to degrade interactivity of a device, for example, by asking users to perform a mandatory cognitive task whenever they start an interaction. This mechanism is designed to help users to self-reflect upon their interaction intent with the devices, and thus they can break the habit of unconscious frequent access to their smartphones. We perform a preliminary study to understand the design requirements of the cognitive tasks and develop a high-fidelity prototype. Our field trial clearly documents that a positive influence of interaction restraints on deterring habitual frequent use of smartphones.


Archive | 2011

METHOD AND DEVICE FOR CONTROLLING CONTENTS USING TOUCH, RECORDING MEDIUM THEREFOR, AND USER TERMINAL HAVING SAME

Jaejeung Kim; Sangtae Kim; Howon Lee; Dong-Ho Cho


human computer interaction with mobile devices and services | 2015

CrowdColor: Crowdsourcing Color Perceptions Using Mobile Devices

Jaejeung Kim; Sergey Leksikov; Punyotai Thamjamrassri; Uichin Lee; Hyeon-Jeong Suk


Archive | 2011

Method for controlling a user terminal using a bezel region

Sangtae Kim; 김상태; Jaejeung Kim; 김재정; Howon Lee; 이호원


hawaii international conference on system sciences | 2012

A Motivational Thermostat Framework for Enhanced E-Learning Systems

Jaejeung Kim; Youngtae Seok; Dongwon Lee; Howon Lee

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Junghoon Moon

Seoul National University

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Bang Chul Jung

Chungnam National University

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