To tell my research vision briefly, I attempt to say "socio-physical computing".
I envision future computational opportunities which enrich our physical social life, e.g., our social activity and interaction with those right here with us, so that we can see, meet, talk, and touch them in the real world.
We have witnessed that recent advances in mobile social computing contributed a lot to our distant social life, enabling us to be more socially interactive with distant people. Now I ask, "what can we do for our physical social life, which has been undoubtedly natural and prevalent since the beginning of humankind?"
Pursuing my research vision toward socio-physical computing, I have designed and deployed a number of multi-personal sensing systems for various domains, e.g., clinical, educational, and entertainment domains, as well as developed novel mobile sensing platforms for socially interacting users. It is always fascinating for me to explore different domains and pave brand-new roads connecting those with computational foundations.
Interpersonal Touch towards Vibrant Social Life
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 first work, 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 publications:
Everyday Clinical Care through Interaction Sensing
This is my new research project to expand mobile sensing toward reinforcing the self-effort of the patients and their close social peers in everyday life. For the patients visiting the clinicians in a regular basis for a long-term treatment, the formative clinical treatments are undoubtedly essential but highly limited in terms of the temporal and spatial coverage. Except a few hours a week in the clinical facilities, the patients are on their own. We focus on the large clinical potential within such unattended moments in everyday life. It is a general advice that, when the patients themselves’ everyday efforts are appended to existing formative treatments or medication, better clinical outcomes can be expected. We envision new mobile- and social-sensing services to provide in-situ contextualized interventions overlaid in the patients' everyday life situations, effectively promoting clinical favorable behaviors and life-styles and eventually expediting the treatment procedure.
Related publications:
- [CSCW 2014] TalkBetter: Family-driven Mobile Intervention Care for Children with Language Delay (Best Paper Award)
- Media Coverage: NewScientist, Feb. 1. 2014
Behavioral Relativity in Educational Social Groups
Related publications:
- [UbiComp 2010] Exploring inter-child behavioral relativity in a shared social environment: a field study in a kindergarten
- [Pervasive 2012] Leveraging Children’s Behavioral Distribution and Singularities in New Interactive Environments: Study in Kindergarten Field Trips [PDF]
- [UbiComp 2012] RubberBand: augmenting teacher's awareness of spatially isolated children on kindergarten field trips
- Media Coverage: NewScientist, Aug. 24. 2012
Pervasive Social Exergames
This research explores the potential of pervasive social exertion games transforming solitary exercises into socially enjoyable activities. It is difficult for many people with their busy and erratic urban lifestyles to engage in such social sports frequently as such activities take place at a strict designated time and place. As a result, many people perform physical training in the form of a solitary exercise that can be done at a more convenient time and place, such as treadmill running at home. These solitary exercises, however, are mostly monotonous, repetitive and boring, and, moreover, performed in isolation. Such disadvantages discourage people from exercising regularly, depriving them of the many known benefits of. Even worse, solitary exercise does not satisfy the need for social interaction, which is important for an individual’s health and sense of well-being.
We have developed a number of social exergame systems for many different aerobic exercises - running, cycling, swimming, jump-roping, etc. We also developed ExerLink, a cross-exercise gaming platform to support multiple players each with a different favorite exercise can enjoy well-balanced collaborative exergame experience simultaneously.
Related publications:
- [ACE 2009] Running or gaming
- [SenSys 2011] E-Gesture: A Collaborative Architecture for Energy-efficient Gesture Recognition with Hand-worn Sensor and Mobile Devices
- [MobiSys 2012] ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
- [MobiGames 2012] Toward a mobile platform for pervasive games
- [CHI 2014] Human Factors of Speed-based Exergame Controllers (Honorable Mention Award)
- [SenSys 2014] MobyDick: An Interactive Multi-swimmer Exergame
- Demonstrations at MobiSys 2011, MobiSys 2012 (Best Demo Award), and SECON 2012 (Best Demo Award, Honorable Mention for Demo).
Mobile Sensing Platforms for Multi-personal Settings
Powered by the prevalence of personal mobile devices such as smartphones, mobile sensing applications are increasingly emerging. Today, mobile services like Google Now continuously sense our location and activity, delivering proactive services based on our context without requiring our interaction. However, many of these applications are yet in experimental stages - leveraging limited contextual information and requiring significant computational and energy resources.
- [MobiSys 2012] CoMon: cooperative ambience monitoring platform with continuity and benefit awareness
- [MobiSys 2013] SocioPhone: Everyday Face-To-Face Interaction Monitoring Platform Using Multi-Phone Sensor Fusion
- Demonstrations at MobiSys 2012, HotMobile 2013 (Best Demo Award), and MobiSys 2013.