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[1] Perceived Risk and Self-Efficacy Regarding Internet Security in a Marginalized Community WIP Theme: Communities / Jung, Eunjin (EJ) / Ho, Evelyn Y. / Chung, Hyewon / Sinclair, Mark Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1085-1090
ACM Digital Library Link
Summary: As part of the ongoing CRISP project (Communicating Risk in Internet Security and Privacy), we conducted a user study in a marginalized community to better understand community members' interactions with computers and the Internet in terms of security and privacy. We used the Health Belief Model to understand what factors affect members' behavior when a potential attack is present. In particular, we focused on two factors, perceived risk and self-efficacy, and interviewed 44 participants about them. In this paper, we report our preliminary quantitative and qualitative findings.

[2] EDITED BOOK Natural Interaction with Robots, Knowbots and Smartphones: Putting Spoken Dialog Systems into Practice / Mariani, Joseph / Rosset, Sophie / Garnier-Rizet, Martine / Devillers, Laurence 2014 p.397 Springer New York
ISBN: 978-1-4614-8279-6 (print), 978-1-4614-8280-2 (online)
Link to Digital Content at Springer
== Spoken Dialog Systems in Everyday Applications ==
Spoken Language Understanding for Natural Interaction: The Siri Experience (3-14)
	+ Bellegarda, Jerome R.
Development of Speech-Based In-Car HMI Concepts for Information Exchange Internet Apps (15-28)
	+ Hofmann, Hansjörg
	+ Silberstein, Anna
	+ Ehrlich, Ute
	+ Berton, André
	+ Müller, Christian
	+ Mahr, Angela
Real Users and Real Dialog Systems: The Hard Challenge for SDS (29-36)
	+ Black, Alan W.
	+ Eskenazi, Maxine
A Multimodal Multi-device Discourse and Dialogue Infrastructure for Collaborative Decision-Making in Medicine (37-47)
	+ Sonntag, Daniel
	+ Schulz, Christian
== Spoken Dialog Prototypes and Products ==
Yochina: Mobile Multimedia and Multimodal Crosslingual Dialogue System (51-57)
	+ Xu, Feiyu
	+ Schmeier, Sven
	+ Ai, Renlong
	+ Uszkoreit, Hans
Walk This Way: Spatial Grounding for City Exploration (59-67)
	+ Boye, Johan
	+ Fredriksson, Morgan
	+ Götze, Jana
	+ Gustafson, Joakim
	+ Königsmann, Jürgen
Multimodal Dialogue System for Interaction in AmI Environment by Means of File-Based Services (69-77)
	+ Ábalos, Nieves
	+ Espejo, Gonzalo
	+ López-Cózar, Ramón
	+ Ballesteros, Francisco J.
	+ Soriano, Enrique
	+ Guardiola, Gorka
Development of a Toolkit Handling Multiple Speech-Oriented Guidance Agents for Mobile Applications (79-85)
	+ Hara, Sunao
	+ Kawanami, Hiromichi
	+ Saruwatari, Hiroshi
	+ Shikano, Kiyohiro
Providing Interactive and User-Adapted E-City Services by Means of Voice Portals (87-98)
	+ Griol, David
	+ García-Jiménez, María
	+ Callejas, Zoraida
	+ López-Cózar, Ramón
== Multi-domain, Crosslingual Spoken Dialog Systems ==
Efficient Language Model Construction for Spoken Dialog Systems by Inducting Language Resources of Different Languages (101-110)
	+ Misu, Teruhisa
	+ Matsuda, Shigeki
	+ Mizukami, Etsuo
	+ Kashioka, Hideki
	+ Li, Haizhou
Towards Online Planning for Dialogue Management with Rich Domain Knowledge (111-123)
	+ Lison, Pierre
A Two-Step Approach for Efficient Domain Selection in Multi-Domain Dialog Systems (125-131)
	+ Lee, Injae
	+ Kim, Seokhwan
	+ Kim, Kyungduk
	+ Lee, Donghyeon
	+ Choi, Junhwi
	+ Ryu, Seonghan
	+ Lee, Gary Geunbae
== Human-Robot Interaction ==
From Informative Cooperative Dialogues to Long-Term Social Relation with a Robot (135-151)
	+ Buendia, Axel
	+ Devillers, Laurence
Integration of Multiple Sound Source Localization Results for Speaker Identification in Multiparty Dialogue System (153-165)
	+ Nakashima, Taichi
	+ Komatani, Kazunori
	+ Sato, Satoshi
Investigating the Social Facilitation Effect in Human--Robot Interaction (167-177)
	+ Wechsung, Ina
	+ Ehrenbrink, Patrick
	+ Schleicher, Robert
	+ Möller, Sebastian
More Than Just Words: Building a Chatty Robot (179-185)
	+ Gilmartin, Emer
	+ Campbell, Nick
Predicting When People Will Speak to a Humanoid Robot (187-198)
	+ Sugiyama, Takaaki
	+ Komatani, Kazunori
	+ Sato, Satoshi
Designing an Emotion Detection System for a Socially Intelligent Human-Robot Interaction (199-211)
	+ Chastagnol, Clément
	+ Clavel, Céline
	+ Courgeon, Matthieu
	+ Devillers, Laurence
Multimodal Open-Domain Conversations with the Nao Robot (213-224)
	+ Jokinen, Kristiina
	+ Wilcock, Graham
Component Pluggable Dialogue Framework and Its Application to Social Robots (225-237)
	+ Jiang, Ridong
	+ Tan, Yeow Kee
	+ Limbu, Dilip Kumar
	+ Dung, Tran Anh
	+ Li, Haizhou
== Spoken Dialog Systems Components ==
Visual Contribution to Word Prominence Detection in a Playful Interaction Setting (241-247)
	+ Heckmann, Martin
Label Noise Robustness and Learning Speed in a Self-Learning Vocal User Interface (249-259)
	+ Ons, Bart
	+ Gemmeke, Jort F.
	+ Van hamme, Hugo
Topic Classification of Spoken Inquiries Using Transductive Support Vector Machine (261-267)
	+ Torres, Rafael
	+ Kawanami, Hiromichi
	+ Matsui, Tomoko
	+ Saruwatari, Hiroshi
	+ Shikano, Kiyohiro
Frame-Level Selective Decoding Using Native and Non-native Acoustic Models for Robust Speech Recognition to Native and Non-native Speech (269-274)
	+ Oh, Yoo Rhee
	+ Chung, Hoon
	+ Kang, Jeom-ja
	+ Lee, Yun Keun
Analysis of Speech Under Stress and Cognitive Load in USAR Operations (275-281)
	+ Charfuelan, Marcela
	+ Kruijff, Geert-Jan
== Dialog Management ==
Does Personality Matter? Expressive Generation for Dialogue Interaction (285-301)
	+ Walker, Marilyn A.
	+ Sawyer, Jennifer
	+ Lin, Grace
	+ Wing, Sam
Application and Evaluation of a Conditioned Hidden Markov Model for Estimating Interaction Quality of Spoken Dialogue Systems (303-312)
	+ Ultes, Stefan
	+ ElChab, Robert
	+ Minker, Wolfgang
FLoReS: A Forward Looking, Reward Seeking, Dialogue Manager (313-325)
	+ Morbini, Fabrizio
	+ DeVault, David
	+ Sagae, Kenji
	+ Gerten, Jillian
	+ Nazarian, Angela
	+ Traum, David
A Clustering Approach to Assess Real User Profiles in Spoken Dialogue Systems (327-334)
	+ Callejas, Zoraida
	+ Griol, David
	+ Engelbrecht, Klaus-Peter
	+ López-Cózar, Ramón
What Are They Achieving Through the Conversation? Modeling Guide--Tourist Dialogues by Extended Grounding Networks (335-341)
	+ Mizukami, Etsuo
	+ Kashioka, Hideki
Co-adaptation in Spoken Dialogue Systems (343-353)
	+ Chandramohan, Senthilkumar
	+ Geist, Matthieu
	+ Lefèvre, Fabrice
	+ Pietquin, Olivier
Developing Non-goal Dialog System Based on Examples of Drama Television (355-361)
	+ Nio, Lasguido
	+ Sakti, Sakriani
	+ Neubig, Graham
	+ Toda, Tomoki
	+ Adriani, Mirna
	+ Nakamura, Satoshi
A User Model for Dialog System Evaluation Based on Activation of Subgoals (363-374)
	+ Engelbrecht, Klaus-Peter
Real-Time Feedback System for Monitoring and Facilitating Discussions (375-387)
	+ Sarda, Sanat
	+ Constable, Martin
	+ Dauwels, Justin
	+ Shoko Dauwels (Okutsu), 	+ 
	+ Elgendi, Mohamed
	+ Mengyu, Zhou
	+ Rasheed, Umer
	+ Tahir, Yasir
	+ Thalmann, Daniel
	+ Magnenat-Thalmann, Nadia
Evaluation of Invalid Input Discrimination Using Bag-of-Words for Speech-Oriented Guidance System (389-397)
	+ Majima, Haruka
	+ Torres, Rafael
	+ Kawanami, Hiromichi
	+ Hara, Sunao
	+ Matsui, Tomoko
	+ Saruwatari, Hiroshi
	+ Shikano, Kiyohiro

[3] Applying the Technology Acceptance Model to Social Networking Sites (SNS): Impact of Subjective Norm and Social Capital on the Acceptance of SNS / Choi, Gilok / Chung, Hyewon International Journal of Human-Computer Interaction 2013-10-03 v.29 n.10 p.619-628
Link to Article at Taylor & Francis
Summary: With their heavy traffic and technological capabilities, social networking sites (SNS) introduced a new means of building and maintaining perceived social capital. This study aims to identify underlying factors and causal relationships that affect behavioral intention to use SNS. For this purpose, this research developed an extended technology acceptance model, incorporating subjective norm and perceived social capital for predicting SNS acceptance and usage. Exploratory correlation and path analyses were conducted to identify the relationships between five constructs: perceived usefulness, perceived ease of use, subjective norm, perceived social capital, and intention to use. The results showed that perceived usefulness and perceived ease of use had robust effects on the user's intention to use SNS. The research findings also demonstrated that subjective norm and perceived social capital were significant predictors of both perceived usefulness and perceived ease of use and therefore should be considered as potential variables for extending the technology acceptance model.

[4] A comparison of two display models for collaborative sensemaking Applications / Chung, Haeyong / Chu, Sharon Lynn / North, Chris Proceedings of the 2013 ACM International Symposium on Pervasive Displays 2013-06-04 p.37-42
ACM Digital Library Link
Summary: In this paper, we investigate how a distributed model of sensemaking, spread out over multiple displays and devices, impacts the sensemaking process for the individual and for the group, and whether it provides any feasible opportunities for improving the quality and efficiency of sensemaking efforts. Our study compares the use of two display models for collaborative visual analytics, one based on the model of the personal displays with shared visualization spaces and the other based on the distributed model whereby different displays can be appropriated as workspaces in a unified manner by collocated teams. Although the general sensemaking workflow did not change across the two types of systems, we observed that the system based on the distributed model enabled a more transparent interaction for collaborations, and allowed for greater 'objectification' of information. Our findings have significant implications for how future visual analytics systems can be designed to motivate effective collaborative sensemaking.

[5] Are Stereotypes Relative to Gender Usage Applicable to Virtual Worlds? / Choi, Gilok / Chung, Hyewon / Kim, Yoonsook International Journal of Human-Computer Interaction 2012-06 v.28 n.6 p.399-405
Link to Article at Taylor & Francis
Summary: Common stereotypes of virtual game or community users are often portrayed as young and socially inept male addicts. Recent studies, however, defy many of the common prejudices about game or community users. As an extension of recent research, this study looks at gender differences in Virtual Worlds and finds that female users are actually a driving force behind the recent success of online communities. The study results indicate that female users more actively participate in social life, information seeking, and building activities in Virtual Worlds than their male counterparts. Similarly, female users have greater appreciation for the value of Virtual Worlds, although both male and female users recognize Virtual Worlds as a highly useful entertainment tool.

[6] Development of Web-Based Participatory Trend Forecasting System: urtrend.net Human Centered Design Methods and Tools / Jung, Eui-Chul / Lee, SoonJong / Chung, HeeYun / Kim, BoSup / Lee, HyangEun / Oh, YoungHak / Cho, YounWoo / Ra, WoongBae / Kwon, HyeJin / Lee, June-Young HCD 2011: 2nd International Conference on Human Centered Design 2011-07-09 p.65-73
Keywords: Participatory System Design; Web 2.0; Trend Forecasting System
Link to Digital Content at Springer
Summary: The goal of this research is to develop a participatory system that can capture live trend issues and people's latent needs in the issues. Web 2.0 technology is adopted because open and sharable information platform is important for this development. The urtrend.net is developed with three sub systems: issue monitoring & generation system, imagination & creation system, and value finding system. This paper focuses on the development of the first and second sub systems. Using the System 1, trend related data are gathered and analyzed to extract emerging trend issues in our lives. Using the System 2, people can join freely the public discussion on the issues from the System 1. System 3 will be developed to analyze people's discussion to provide deep insights for designers. The urtrend.net enables designers and planners to be more creative and innovative because the system will produce more sophisticated trend information with rich and informative resources.

[7] ChairMouse: leveraging natural chair rotation for cursor navigation on large, high-resolution displays alt.chi: look! up in the sky! / Endert, Alex / Fiaux, Patrick / Chung, Haeyong / Stewart, Michael / Andrews, Christopher / North, Chris Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.571-580
ACM Digital Library Link
Summary: Large, high-resolution displays lead to more spatially based approaches. In such environments, the cursor (and hence the physical mouse) is the primary means of interaction. However, usability issues occur when standard mouse interaction is applied to workstations with large size and high pixel density. Previous studies show users navigate physically when interacting with information on large displays by rotating their chair. ChairMouse captures this natural chair movement and translates it into large-scale cursor movement while still maintaining standard mouse usage for local cursor movement. ChairMouse supports both active and passive use, reducing tedious mouse interactions by leveraging physical chair action.

[8] What you said about where you shook your head: a hands-free implementation of a location-based notification system Work-in-progress / Jones, Eric M. / Selker, Ted / Chung, Hyemin Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.2 p.2477-2482
ACM Digital Library Link
Summary: The MIT Smart Helmet is an ongoing project at the MIT Media Lab that incorporates context-aware technology into a bicycle helmet for the purpose of enhancing rider safety. The following paper is an evaluation of a proposed feature being considered for integration: a location-based notification system that can be operated without the use of the hands.

[9] Emotionally reactive television Short papers / Lee, Chia-Hsun Jackie / Chang, Chaochi / Chung, Hyemin / Dickie, Connor / Selker, Ted Proceedings of the 2007 International Conference on Intelligent User Interfaces 2007-01-28 p.329-332
ACM Digital Library Link
Summary: When is an interface simple? Is it when it is invisible or very obvious, even intrusive? From the time TV was created, watching TV is considered as a static activity. TV audiences have very limited choices to interact with TV, such as turning on/off, increasing/decreasing volume, and traversing among different channels. This paper suggests that TV program should have social responses to people, such as affording and accepting audience's emotional feeling with the growth of technologies. This paper presents HiTV, an Emotionally-Reactive TV system using a digitally augmented soft ball as affect-input interfaces that can amplify TV program's video/audio signals. HiTV transforms the original video and audio into effects that intrigue and fulfill people's emotional expectation.

[10] Lover's cups: drinking interfaces as new communication channels alt.chi / Chung, Hyemin / Lee, Chia-Hsun Jackie / Selker, Ted Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.375-380
ACM Digital Library Link
Summary: This paper shows how computer interfaces can enhance common activities and use them as communication method between people. In this paper, the act of drinking is used as an input of remote communication with the support of computer interfaces. We present Lover's Cups which enable people to share the time of drinking with someone they care about in different places. Using a wireless connection, an otherwise ordinary pair of cups becomes a communication device, amplifying the social aspect of drinking behavior.

[11] Decision Maker's Knowledge Level and the Selection of Decision Strategies in Using a Decision Support System IV. User Issues / Chung, Hyung-Min Michael Proceedings of the Fifth International Conference on Human-Computer Interaction 1993-08-08 v.1 p.487-491
Summary: The study intends to examine the effects of task complexity and knowledge level on the selection of decision making strategies in using a decision support system (DSS). A theoretical framework is depicted and a laboratory experiment at a management task domain is planned.