[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
© Copyright 2015 ACM
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
== 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
© Copyright 2013 Taylor and 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
© Copyright 2013 ACM
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
© Copyright 2012 Taylor and 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
Copyright © 2011 Springer-Verlag
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
© Copyright 2011 ACM
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
© Copyright 2007 ACM
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
© Copyright 2007 ACM
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
© Copyright 2006 ACM
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
© Copyright 1993 Elsevier Science Publishers
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.