Jiyoung Hong
Yonsei University
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Featured researches published by Jiyoung Hong.
Journal of The Ergonomics Society of Korea | 2016
Euitaek Oh; Jiyoung Hong; Minhaeng Cho; Jinhae Choi
Objective:The objective of this study is to identify the difference in the press behavior characteristics of 3D Touch, which is a new touch interaction of smart phones, and the existing ‘Tap and Long Press’ touch interaction, and to examine behavior changes upon feedbacks. Background: Since 3D Touch is similar to the existing ‘Tap and Long Press’ touch interactions in terms of press behavior, which is likely to cause interference, it is necessary to conduct a preliminary study on behavior characteristics of touch interactions. Method: In utilization of smart phones with the 3D Touch function to measure press behavior characteristics of touch interaction, an experiment was conducted where 30 subjects were given a task to press 30 buttons of touch interactions on the screen. During the experiment, two press behavior characteristics―maximum touch pressure and press duration―were analyzed. To grasp changes in behaviors upon feedbacks, the task was carried out in a condition where there was no feedback and in a condition where there were feedbacks of specific critical values. Results: While there was no feedback given, subjects tended to press with much strength (318.98gf, 0.60sec) in the case of 3D Touch, and press the Long Press button for a while (157.12gf, 1.10sec) and press the Tap button with little strength only for a short moment (37.92gf, 0.10sec). 3D Touch and Long Press had an area of intersection in time, but when feedbacks of specific critical values were given, there were behavior calibration effects to adjust the press behavior characteristics of 3D Touch and Long Press. Conclusion: Although interferences are expected between 3D Touch and Long Press due to the similarity of press behaviors, feedbacks induce behavior calibration. Hence, once feedbacks were provided with 3D Touch operated in an appropriate condition of critical pressure, interference between two motions can be minimized. Application: The findings of this study are expected to be utilized as a basis for the values of optimal critical pressure, at which users can easily distinguish 3D Touch from Long Press which is the existing touch interaction.
Journal of The Ergonomics Society of Korea | 2016
Euitaek Oh; Jinhae Choi; Minhaeng Cho; Jiyoung Hong
Objective: This study aims to identify the most effective keyboard layout in the area of performance for securing usability in a smart watch-using environment and to verify the usability of touch keyboard calibrated by hand. Background: It is necessary to understand the environmental characteristics in using the smart watch and to secure the usability of touch keyboard based on this understanding in order to take account of the users who use the touch screen in the extreme input conditions caused by the small screen of a smart watch. Method: 30 participants in this study were required to input characters using the QWERTY keyboard and 3x4 keypad (Naratgul, Chunjiin), which were familiar with them, in order to grasp the keyboard layout suitable in the smart watch- using environment; the performance (error rate, performance time) of this case was measured. In addition, 30 participants in this study were required to input the characters setting the QWERTY keyboard with calibrated touch area and the one with uncalibrated touch area, based on the characteristics of touch behavior, by finger typing the keyboard, with the performance (error rate and performance time) of this case measured. Results: QWERTY keyboard (93.3sec) is found to be 31.2% faster than Naratgul keyboard, a kind of 3x4 keypad, and 43.6% faster than Chunjiin keyboard, in the area of efficiency, in the results of the usability evaluation regarding the keyboard layout. QWERTY keyboard with calibrated touch area (7.5%) is found to be 23.5% improved compared to the QWERTY keyboard with uncalibrated touch area (9.8%) in the area of accuracy (error rate). The results of the usability evaluation regarding the QWERTY keyboard with touch area calibrated by finger typing the keyboard and QWERTY keyboard with calibrated touch area (80.7sec) is found to be 5.7% improved compared to QWERTY keyboard with uncalibrated touch area (85.6sec) in the area of efficiency (performance time). Conclusion: QWERTY keyboard is found to have an effective layout in the area of efficiency in the smart watch-using environment, and its improved usability is verified in the areas of accuracy and efficiency in the QWERTY keyboard with a touch area calibrated by finger typing the keyboard. Application: The results of this study may be used to set up the basic touch keyboard of the smart watch. The input usability is expected to secure the smart watch-using environment, which is an extreme input condition by applying QWERTY keyboard with touch area calibrated by finger typing the keyboard.
international conference on human computer interaction | 2007
Jiyoung Hong; Haeng-Suk Chae; Kwang-Hee Han
This study aims to predict user acceptance of smart clothing. The present research develops and validates new products for smart clothing. Studies suggest that further analysis of the process be undertaken to better establish properties for smart clothing, underlying structures and stability over innovative technologies. The findings reported in this paper should be useful methods which identify user needs. Such findings in now provide a way to explain technology acceptance. Both of qualitative and quantitative methods were applied to this study in order to find out user needs for smart clothing. We are writing scenarios and conducting both focused group interviews and a survey to assess the users interest. The purpose of the survey is to evaluate the importance of the functions and to evaluate the degree of the participants feeling and attitude. Furthermore, we explore the nature and specific influences of factors that may affect the user perception and usage.
international conference on human computer interaction | 2007
Jun-hee Kim; Dea-hyun Jung; Haeng-Suk Chae; Jiyoung Hong; Kwang-Hee Han
These days there are many e-learning websites for children presenting learning contents with animated pedagogical agents on screen. Therefore we investigated the effects of embodied tangible agents outside of the screen for childrens interest and learning. All experiments were conducted with 6-7 year old children and stimulus was a kind of storybook-animation. As a result, with embodied agents outside of the screen, children felt higher degree of agent presence, and also a higher degree of an interest about agents and more interaction with agents. And it induced stronger persona effects in learning than with animated agents on the screen. Also children had a statistically significant increase in vocabulary learning. This study had implication about designing effective tangible agents for children.
Journal of The Ergonomics Society of Korea | 2007
Ha-Young Jeon; Haeng-Suk Chae; Jiyoung Hong; Kwang-Hee Han
Navigation system or way finding in Wearable computer help disabled and impaired persons and it is impossible to be safe and efficient for drivers as well as pedestrian. Wearable computing situation must be multi-tasking simultaneously and users need minimal attention. In this paper, we used virtual environment as real way-finding similarly. The direction cues of navigation system are investigated as visual only, visual & auditory, and visual & speech. In the paper, the trial demonstrates the difference of performance in detection of directing and performance of motor and subjective satisfaction of user.
Lecture Notes in Computer Science | 2000
Jiyoung Hong; Kyung-Ja Cho; Kwang-Hee Han
In order for users to find necessary information more easily, the targets should be more salient than the non-targets. In this study, we intended to find the critical color differences that could be helpful in locating the target information. Previous studies have focused on the critical color differences in the C.I.E. color system though the H.S.B color model is often the choice for a color design. Given the popularity of the H.S.B. color, the shift of a focus from the C.I.E. color system to the H.S.B. color model, which is widely used for computer graphic software, seemed quite inevitable. As a result, our experiments revealed that over 60-degree differences in hue dimension and over about 40% difference in brightness dimension resulted in faster search. However, no significant differences in the search time were found along with the saturation dimension.
Science of Emotion & Sensibility | 2006
Haeng-Suk Chae; Kwang Hee Han; Joo Hyeon Lee; Jiyoung Hong; Hyun-Seung Cho; Seonhyung Park; 이영진
international symposium on wearable computers | 2005
Jiyoung Hong; Haeng-Suk Chae; Sang Yoo; Moon Ju Kim; Kwang-Hee Han
대한인간공학회 학술대회논문집 | 2016
Junho Seo; Euitaek Oh; Sanga Kim; Minhyeok Kim; Jiyoung Hong; Minhaeng Cho; Jinhae Choi
대한인간공학회 학술대회논문집 | 2016
Euitaek Oh; Sungmin Kim; Jiyoung Hong; Minhaeng Cho; Jinhae Choi