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Featured researches published by Jinsil Hwaryoung Seo.


ieee virtual reality conference | 2017

Anatomy builder VR: Applying a constructive learning method in the virtual reality canine skeletal system

Jinsil Hwaryoung Seo; Brian Michael Smith; Margaret E. Cook; Michelle Pine; Erica Malone; Steven Leal; Jinkyo Suh

We present Anatomy Builder VR that examines how a virtual reality (VR) system can support embodied learning in anatomy education. The backbone of the project is to pursue an alternative constructivist pedagogical model for learning canine anatomy. The main focus of the study was to identify and assemble bones in the live-animal orientation, using real thoracic limb bones in a bone box and digital pelvic limb bones in the Anatomy Builder VR. Eleven college students participated in the study. The pilot study showed that participants most enjoyed interacting with anatomical contents within the VR program. Participants spent less time assembling bones in the VR, and instead spent a longer time tuning the orientation of each VR bone in the 3D space. This study showed how a constructivist method could support anatomy education while using virtual reality technology in an active and experiential way.


human factors in computing systems | 2015

Touchology: Towards Interactive Plant Design for Children with Autism and Older Adults in Senior Housing

Jinsil Hwaryoung Seo; Annie Sungkajun; Jinkyo Suh

This paper presents Touchology, interactive plant projects that explore serenity and emotional attachment through meditative touch of plants with interactive audio-visualizations. Gardening is seen to improve mindfulness, memory and cognitive abilities. Those who are unable to benefit from this activity, such as the mentally and physically disabled are less prone to be exposed to the leisure. Due to simple technical setups, the projects presented here can be placed anywhere at the ease of the user. The pilot studies with target populations indicate that calming tangible interaction with plants can evoke mindfulness in a similar way to gardening related experiences.


tangible and embedded interaction | 2015

Touch Wire: Interactive Tangible Electricty Game for Kids

Michael Saenz; Joshua Strunk; Sharon Lynn Chu; Jinsil Hwaryoung Seo

This paper presents Touch Wire, a learning environment for teaching the basics of electricity and electronic design to young children. Touch Wire combines a digital touch screen interface with tangible components to bring the concepts of electronic circuitry to the forefront, while removing the tedium of tasks such as wiring for young children. Grounded in constructivist theories of learning, Touch Wire will overlay information about the underlying electrical mechanics on the tablet interface to scaffold childrens learning of electronics. Our demonstrations have given us insight into how to best move forward developing the blended tangible and graphical interfaces of Touch Wire to both enhance the fun experience for children and support their learning of electronic circuitry.


intelligent user interfaces | 2013

Multi-tap sliders: advancing touch interaction for parameter adjustment

Sashikanth Damaraju; Jinsil Hwaryoung Seo; Tracy Hammond; Andruid Kerne

Research in multi-touch interaction has typically been focused on direct spatial manipulation; techniques have been create to result in the most intuitive mapping between the movement of the hand and the resultant change in the virtual object. However, as we attempt to design for more complex operations, the expectation of spatial manipulation becomes infeasible. We introduce Multi-tap Sliders for operation in what we call abstract parametric spaces that do not have an obvious literal spatial representation, such as exposure, brightness, contrast and saturation for image editing. This new widget design promotes multi-touch interaction for prolonged use in scenarios that require adjustment of multiple parameters as part of an operation. The multi-tap sliders encourage the user to keep her visual focus on the target, instead of the requiring to look back at the interface. Our research emphasizes ergonomics, clear visual design, and fluid transition between the selection of parameters and their subsequent adjustment for a given operation. We demonstrate a new technique for quickly selecting and adjusting multiple numerical parameters. A preliminary user study points out improvements over the traditional sliders.


international conference on computer graphics and interactive techniques | 2014

ARnatomy: tangible AR app for learning gross anatomy

Jinsil Hwaryoung Seo; James Storey; John Chavez; Diana Reyna; Jinkyo Suh; Michelle Pine

classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2958-3/14/08 ARnatomy: Tangible AR App for learning Gross Anatomy Jinsil Hwaryoung Seo, James Storey, John Chavez, Diana Reyna Texas A&M University College Station, TX, USA [email protected] Jinkyo Suh Simon Fraser University Burnaby, BC, Canada [email protected] Michelle Pine Texas A&M University College Station, TX, USA [email protected]


International Journal of Human-computer Interaction | 2015

Gender Differences in Mouse and Cursor Movements

Takashi Yamauchi; Jinsil Hwaryoung Seo; Noel Jett; Greg Parks; Casady Bowman

Computer cursor and mouse activities such as moving, pointing, selecting, and dragging are essential parts of everyday interactions. Yet it is unknown how men and women differ in the way they move computer cursors. This study examines gender differences in movements of computer cursors. In one experiment, the authors measured trajectories of computer cursors every 20 ms in a simple choice-reaching task and tested the extent to which movement features related to controlling and targeting diverge between male and female participants. Results showed significant gender differences in cursor motions. Female participants deviated from the straight path toward the target location to a larger degree than did male participants, and female participants showed more backward motions (deviating backward from the target location) than did male participants. Implications for sources of these gender differences, user interface and input device design, and musculoskeletal disorders in women are also discussed.


international conference on computer graphics and interactive techniques | 2016

PulmonaReality: transforming pediatric pulmonary function experience using virtual reality

Andrew Jacobson; Jinsil Hwaryoung Seo

This paper presents PulmonaReality, an interactive virtual reality game aimed at young patients to help immerse them into a world that makes pulmonary function tests more enjoyable for the user while providing more reliable results for the examiner. Computer games designed to work with medical tests have been shown to have potential. While there are existing games out there, they are beginning to show their age in comparison to many games played by modern-day patients. The design of our project focuses on usability and enjoyment for young children. In our preliminary user studies, children reported that the system was easy to use with minimal instruction and evoked a sense of wonder when they experienced our different interactive 3D environments.


international conference on human-computer interaction | 2015

Designing Interactive Soft Toys for Children with Autism to Improve Communications Through Sensory Relaxation

Jinsil Hwaryoung Seo; Pavithra Aravindan

Autism is a spectrum of neurodevelopmental disorders characterized by limited social skills. This paper explores a design process of interactive soft toys for children with autism that might enhance various ways of their communication. For local autism awareness events, two soft design prototypes were developed utilizing different sensory modalities (light, sound, and vibration). The researchers include the result of preliminary observation in the paper. The preliminary analysis suggests that interactive soft toys have potentials to engage children with autism through different features of the toys and evoke sensory relaxations and encourage them to talk about their experience.


international conference on computer graphics and interactive techniques | 2014

Soft tangible interaction design with tablets for young children

Janelle Arita; Jinsil Hwaryoung Seo; Stephen Aldriedge

classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2958-3/14/08 Soft Tangible Interaction Design with Tablets for Young Children Janelle Arita Texas A&M University College Station, TX, USA [email protected] Jinsil Hwaryoung Seo Texas A&M University College Station, TX, USA [email protected] Stephen Aldriedge Texas A&M University College Station, TX, USA [email protected]


robot and human interactive communication | 2013

Proximity: Emergent interaction design for co-constructed improvisational performance

Thomas Storey; Federico Burch; Jonathan Williamson; Andrea Alvarez; Jinsil Hwaryoung Seo

We present Proximity, a robotic improvisational dance partner that uses principles of interactive dance and emergent behavior to collaborate with a human dancer in live, improvised dance performance. We describe the design theories that informed the project and how they were applied. Future development of the prototype is discussed.

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