I enjoy designing and building intelligent sensory computing systems that we can use and experience immersively in our physical life. Here are a few select video demos of the working prototypes which I have led or contributed to creation and development of.


Zaturi*
:: We Put Together the 25th Hour for You. Create a Book for Your Baby


We introduce Zaturi, a system enabling parents to create an audio book for their babies by utilizing micro spare time at work. We define micro spare time at work as tiny fragments of time with low cognitive loads that frequently occur at work, such as waiting for an elevator. We show that putting together micro spare time at work helps a working parent (1) build a tangible symbol conveying his/her thoughts to the beloved baby and (2) develop his/her own feelings of parental achievement without compromising regular working hours. Zaturi lets the parent immediately be aware of micro spare time and provides a crafted interface to seamlessly record the book piece by piece, so that the baby can enjoy listening to the book recorded in the parent’s own voice. Through an extensive design process, we characterize the notion of micro spare time and build a working prototype of Zaturi. We also report parents’ perceptions and family reactions after a two-week deployment.

*Zaturi: a Korean word meaning remnants or offcuts that are unlikely useful on their own.

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SymmetriSense
:: a Single Smartphone Approach to Enable Surface Interactivity on Arbitrary Glossy Surfaces


Driven to create intuitive computing interfaces throughout our everyday space, various state-of-the-art technologies have been proposed for near-surface localization of a user's finger input such as hover or touch. However, these works require specialized hardware not commonly available, limiting the adoption of such technologies. We present SymmetriSense, a technology enabling near-surface 3-dimensional fingertip localization above arbitrary glossy surfaces using a single commodity camera device such as a smartphone. SymmetriSense addresses the localization challenges in using a single regular camera by a novel technique utilizing the principle of reflection symmetry and the fingertip's natural reflection casted upon surfaces like mirrors, granite countertops, or televisions. SymmetriSense achieves typical accuracies at sub-centimeter levels in our localization tests with dozens of volunteers and remains accurate under various environmental conditions. We hope SymmetriSense provides a technical foundation on which various everyday near-surface interactivity can be designed.

Related publication:
Related patents:
  • "Tracking of Objects using Pre-touch Localization on a Reflective Surface" U.S. Patent Pending. Application No. 14/947048. (Application Date: Nov. 20, 2015) 
  • "Dynamic Image Compensation for Pre-touch Localization on a Reflective Surface" U.S. Patent Pending. Application No. 14/947011. (Application Date: Nov. 20, 2015) 
  • "Pre-touch Localization on a Reflective Surface" U.S. Patent Pending. Application No. 14/946994. (Application Date: Nov. 20, 2015)


High5
:: Promoting Interpersonal Touch for Vibrant Workplace using Electrodermal Sensor Watches


Interpersonal touch is our most primitive social language strongly governing our emotional well-being. Despite the positive implications of touch in many facets of our daily social interactions, we find wide-spread caution and taboo limiting touch-based interactions in workplace relationships that constitute a significant part of our daily social life. In this paper, we explore new opportunities for ubicomp technology to promote a new meme of casual and cheerful interpersonal touch such as high-fives towards facilitating vibrant workplace culture. Specifically, we propose High5, a mobile service with a smartwatch-style system to promote high-fives in everyday workplace interactions. We first present initial user motivation from semi-structured interviews regarding the potentially controversial idea of High5. We then present our smartwatch-style prototype to detect high-fives based on sensing electric skin potential levels. We demonstrate its key technical observation and performance evaluation.

Related publication:
Related patents:
  • "Systems and Methods for Sensing Interpersonal Touch Using Electrical Properties of Skin" Korea Patent No. 10-1551572. (Issue Date: Sep. 2, 2015; Application Date: Apr. 30, 2014)
  • "Systems and Methods for Sensing Interpersonal Touch Using Electrical Properties of Skin" U.S. Patent Pending. Application No. 14/666339. (Application Date: Mar. 24. 2015)


TalkBetter
:: Mobile Intervention Service for Everyday Family Care for Children with Language Delay

Language delay is a developmental problem of children who do not acquire language as expected for their chronological ages. Without timely intervention, language delay can act as a lifelong risk factor. Speech-language pathologists highlight that effective parent participation in everyday parent-child conversation is important to treat children's language delay. For effective roles, however, parents need to alter their own lifelong-established conversation habits, requiring extensive period of conscious effort and staying alert. In this paper, we present new opportunities for mobile and social computing to reinforce everyday parent-child conversation with therapeutic implications for children with language delays. Specifically, we propose TalkBetter, a mobile in-situ intervention service to help parents in daily parent-child conversation through real-time meta-linguistic analysis of ongoing conversations. Through extensive field studies with speech-language pathologists and parents, we report the multilateral motivations and implications of TalkBetter. We present our development of TalkBetter prototype and report its performance evaluation.

Related publication:
Related patents:
  • "Language Delay Treatment System and Control Method for the Same" Korea Patent No. 10-1478459. (Issue Date: Dec. 24, 2014; Application Date: Sep. 5, 2013)
  • "Language Delay Treatment System and Control Method for the Same" U.S. Patent Pending. Application No. 14/047177. (Application Date: Oct. 7, 2013)


MobyDick
:: Multi-swimmer Exergame that Transforms Swimming into a Collaborative Monster Hunting

The unique aquatic nature of swimming makes it very difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose MobyDick, a smartphone-based multi-player exergame designed to be used while swimming, in which a team of swimmers collaborate to hunt down a virtual monster. In this paper, we present a novel, holistic game design that takes into account both human factors and technical challenges. Firstly, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Secondly, we develop a single phone-based inertial and barometric stroke activity recognition system to enable precise, real-time game inputs. Thirdly, we carefully devise a multi-player interaction mode viable in the underwater environment highly limiting the abilities of human communication. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and deploy it to real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multi-player swimming games.

Related publication:
Related patents:
  • "Method and System for Real-time Detection of Personalization Swimming Type" Korea Patent No. 10-1579380. (Issue Date: Dec. 15, 2015; Application Date: July 1, 2014)


ExerLink
:: Social Exergame that Transforms Heterogeneous Workouts into a Collaborative Virtual Game

Emerging pervasive games will be immersed into real-life situations and leverage new types of contextual interactions therein. For instance, a player's punching gesture, running activity, and fast heart rate conditions can be used as the game inputs. Although the contextual interaction is the core building blocks of pervasive games, individual game developers hardly utilize a rich set of interactions within a game play. Most challenging, it is significantly difficult for developers to expect dynamic availability of input devices in real life, and adapt to the situation without system-level support. Also, it is challenging to coordinate its resource use with other gaming logics or applications. To address such challenges, we propose Player Space Director (PSD), a novel mobile platform for pervasive games. PSD facilitates the game developers to incorporate diverse contextual interactions in their game without considering complications in player's real-life situations, e.g., heterogeneity, dynamics or resource scarcity of input devices. We implemented the PSD prototype on mobile devices, diverse set of sensors, and actuators. On top of PSD, we developed three exploratory applications, ULifeAvatar, Swan Boat, U-Theater, and showed the effectiveness of PSD through extensive deployment of those games.

Related publication:


E-Gesture
:: Wearable Gesture Recognition for Energy-efficient Uninterrupted On-the-go Interactions

Gesture is a promising mobile User Interface modality that enables eyes-free interaction without stopping or impeding movement. In this paper, we present the design, implementation, and evaluation of E-Gesture, an energy-efficient gesture recognition system using a hand-worn sensor device and a smartphone. E-gesture employs a novel gesture recognition architecture carefully crafted by studying sporadic occurrence patterns of gestures in continuous sensor data streams and analyzing the energy consumption characteristics of both sensors and smartphones. We developed a closed-loop collaborative segmentation architecture, that can (1) be implemented in resource-scarce sensor devices, (2) adaptively turn off power-hungry motion sensors without compromising recognition accuracy, and (3) reduce false segmentations generated from dynamic changes of body movement. We also developed a mobile gesture classification architecture for smartphones that enables HMM-based classification models to better fit multiple mobility situations.

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