Seungjae Oh
Pohang University of Science and Technology
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Publication
Featured researches published by Seungjae Oh.
tangible and embedded interaction | 2016
Seungjae Oh; K. H. Park; Soonmo Kwon; Hyo-Jeong So
In this research, we present the design and formative evaluation of an interactive simulation for informal learning environments. The wearable feature of Augmented Reality(AR) glasses enables full-body movement and embodied interactions in digitally augmented physical environments. The interactive simulation was developed to engage and immerse users to understand an abstract scientific concept about the refraction of light. To design playful and meaningful learning experiences, several design features related to social interaction, multi-user interaction, and embodied interaction were unpacked and integrated in the design process. Through the formative evaluation with participants in the laboratory setting, we found several possibilities and challenges about designing an interactive simulation in informal learning contexts using AR glasses.
international conference on advanced learning technologies | 2015
Sei-Young Kim; Hyo-Jeong So; Soonmo Kwon; Seungjae Oh; K. H. Park; Minjin Ko; Jaewon Yoo; Gyuhwan Oh
In this paper, we present the research in-progress, which aims to design a mobile application that can support social learning experiences in a game-like environment. Our research was mainly motivated by the fundamental dilemma in children and new media that the penetration of digital media in childrens life poses both opportunities and risks. Adopting the key ideas of serious games, we have been investigating the design and development of a mobile social learning application leveraging the affordances of social networks and gamification. The purpose of this paper is to provide the initial design framework that has guided the design of our mobile social learning application. In particular, we present the analysis of the existing social networking sites designed for children, and extracted essential features. Overall, we found that the existing platforms are lack of supporting childrens internal motivation, and adaptation features for emergent and customizable structures. Design ideas and rationales are presented to demonstrate how our application has been conceptualized to incorporate meaningful gamification and adaptive learning strategies.
IEEE Transactions on Learning Technologies | 2018
Seungjae Oh; Hyo-Jeong So; Matthew Gaydos
The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction of light through full-body immersion using optical see-through AR glasses, projection-based AR, and gesture technology. In particular, we developed two different types of simulations for ARfract , namely a game-based simulation and a non-game simulation to explore how the order of different AR simulations influences the perceived usability, user behaviors, learning experiences, and learning outcomes. For the experiment, 10 dyads were randomly assigned to one of the two experimental conditions: 1) the game-to-non-game condition and 2) the non-game-to-game condition. The results indicate that the learners who experienced the game-based simulation before the non-game simulation performed better than did the other group with the reversed experience order. This paper also reports the usability, user behaviors, and learning experience issues regarding the affordances of hybrid AR technologies. The major contribution of this proof-of concept research is that it articulates our understanding of how particular configurations (i.e., order) of the emerging technologies (i.e., hybrid Augmented Reality systems) and its use can lead to different learning outcomes.
symposium on spatial user interaction | 2014
Seungjae Oh; Heeseung Kwon; Hyo-Jeong So
We present the development of the interactive system integrating multi-touch tabletop and projection-based Augmented Reality (AR). The integrated system supports the flexible presentation of multiple UI components, which is suitable for multi-touch tabletop environments displaying complex information at different layers.
symposium on spatial user interaction | 2014
Heejin Kim; Seungjae Oh; Sung H. Han; Min K. Chung
In this poster, we present an experiment to capture users natural pointing posture in distal pointing tasks at large displays and to examine the effect of pointing posture on the performance of distal pointing tasks. There were two types of pointing posture: stretched arm posture (69% of the participants) and bended arm posture (31% of the participants). The types did not affect movement angle, but affected angular error, task completion time and mean angular velocity.
symposium on 3d user interfaces | 2014
Seungjae Oh; Heejin Kim; Min K. Chung
As a preliminary research into extending the concept of direct touch to indirect spatial gesture, we conducted a user study to determine the relationship between gestural motor space and display space. From the results of a user study, we define a user-driven mapping between an area on motor space and a point on visual space. For 16 points in display space, we find the motor space radius interval of a standard deviation from mean and angle interval that statistically cover 96% of trials. We introduce a new concept of absolute free-hand pointing technique that connects a certain area in motor space to a visual object in display space without aid of a cursor.
advances in social networks analysis and mining | 2014
K. H. Park; Seungjae Oh; Heung-Chang Lee; Hyo-Jeong So
Online social network services have embedded social rating systems that users can evaluate and share the quality of content such as the “Like” button for Facebook. This rating system is an important mechanism in social interaction since the system can affect the degree of user connection and the spread of information sharing. Most of such social rating systems, however, are based on the fixed feedback mechanism, where users cannot communicate their emotion and evaluation toward certain content in a real-time manner. In this research, we propose a novel feedback method that dynamically updates rating scores in social network services to give users immediate feedback. To confirm the usefulness of dynamic feedback mechanism compared to the current static feedback mechanism, we conducted an exploratory experiment with 46 participants in a simulated Facebook situation. Since types of content matter for the nature and degree of social interaction, we assumed that the dynamic feedback mechanism might yield different effects to different types of content. Hence, in the experiment, we included three different types of content, namely a) user-generated content, b) news article, and c) commercial advertisement, to examine the interaction effect between feedback mechanism and content types. The dependent variable was the number of “Like” clicks. The results indicate that the dynamic feedback type received significantly higher “Like” clicks than the fixed feedback type. Further, there was a significant interaction effect between feedback types and content types. The dynamic feedback mechanism was the most effective for the user-generated content type.
대한인간공학회 학술대회논문집 | 2013
Bora Kang; Eun-Jung Choi; Heejin Kim; Mingyu Lee; Seungjae Oh; Dong Yeong Jeong; Hanul Bang; Min K. Chung
human computer interaction with mobile devices and services | 2015
Soonmo Kwon; Seungjae Oh; K. H. Park; Sei-young Kim; Hyo-Jeong So
대한인간공학회 학술대회논문집 | 2014
Heejin Kim; Seungjae Oh; Min K. Chung; Sung H. Han