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Creators/Authors contains: "Lee, Sang Won"

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  1. Research has identified applications of handheld-based VR, which utilizes handheld displays or mobile devices, for developing systems that involve users in mixed reality (MR) without the need for head-worn displays (HWDs). Such systems can potentially accommodate large groups of users participating in MR. However, we lack an understanding of how group sizes and interaction methods affect the user experience. In this paper, we aim to advance our understanding of handheld-based MR in the context of multiplayer, co-located games. We conducted a study (N = 38) to understand how user experiences vary by group size (2, 4, and 8) and interaction method (proximity-based or pointing-based). For our experiment, we implemented a multiuser experience for up to ten users. We found that proximity-based interaction that encouraged dynamic movement positively affected social presence and physical/temporal workload. In bigger group settings, participants felt less challenged and less positive. Individuals had varying preferences for group size and interaction type. The findings of the study will advance our understanding of the design space for handheld-based MR in terms of group sizes and interaction schemes. To make our contributions explicit, we conclude our paper with design implications that can inform user experience design in handheld-based mixed reality contexts. 
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  2. Cybergrooming emerges as a growing threat to adolescent safety and mental health. One way to combat cybergrooming is to leverage predictive artificial intelligence (AI) to detect predatory behaviors in social media. However, these methods can encounter challenges like false positives and negative implications such as privacy concerns. Another complementary strategy involves using generative artificial intelligence to empower adolescents by educating them about predatory behaviors. To this end, we envision developing state-of-the-art conversational agents to simulate the conversations between adolescents and predators for educational purposes. Yet, one key challenge is the lack of a dataset to train such conversational agents. In this position paper, we present our motivation for empowering adolescents to cope with cybergrooming. We propose to develop large-scale, authentic datasets through an online survey targeting adolescents and parents. We discuss some initial background behind our motivation and proposed design of the survey, such as situating the participants in artificial cybergrooming scenarios, then allowing participants to respond to the survey to obtain their authentic responses. We also present several open questions related to our proposed approach and hope to discuss them with the workshop attendees. 
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  3. Data analytics and computational thinking are essential for processing and analyzing data from sensors, and presenting the results in formats suitable for decision-making. However, most undergraduate construction engineering and management students struggle with understanding the required computational concepts and workflows because they lack the theoretical foundations. This has resulted in a shortage of skilled workforce equipped with the required competencies for developing sustainable solutions with sensor data. End-user programming environments present students with a means to execute complex analysis by employing visual programming mechanics. With end-user programming, students can easily formulate problems, logically organize, analyze sensor data, represent data through abstractions, and adapt the results to a wide variety of problems. This paper presents a conceptual system based on end-user programming and grounded in the Learning-for-Use theory which can equip construction engineering and management students with the competencies needed to implement sensor data analytics in the construction industry. The system allows students to specify algorithms by directly interacting with data and objects to analyze sensor data and generate information to support decision-making in construction projects. An envisioned scenario is presented to demonstrate the potential of the system in advancing students’ data analytics and computational thinking skills. The study contributes to existing knowledge in the application of computational thinking and data analytics paradigms in construction engineering education. 
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  4. To promote engagement, recommendation algorithms on platforms like YouTube increasingly personalize users’ feeds, limiting users’ exposure to diverse content and depriving them of opportunities to reflect on their interests compared to others’. In this work, we investigate how exchanging recommendations with strangers can help users discover new content and reflect. We tested this idea by developing OtherTube—a browser extension for YouTube that displays strangers’ personalized YouTube recommendations. OtherTube allows users to (i) create an anonymized profile for social comparison, (ii) share their recommended videos with others, and (iii) browse strangers’ YouTube recommendations. We conducted a 10-day-long user study (n = 41) followed by a post-study interview (n = 11). Our results reveal that users discovered and developed new interests from seeing OtherTube recommendations. We identified user and content characteristics that affect interaction and engagement with exchanged recommendations; for example, younger users interacted more with OtherTube, while the perceived irrelevance of some content discouraged users from watching certain videos. Users reflected on their interests as well as others’, recognizing similarities and differences. Our work shows promise for designs leveraging the exchange of personalized recommendations with strangers. 
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  5. Struggling to curb misinformation, social media platforms are experimenting with design interventions to enhance consumption of credible news on their platforms. Some of these interventions, such as the use of warning messages, are examples of nudges---a choice-preserving technique to steer behavior. Despite their application, we do not know whether nudges could steer people into making conscious news credibility judgments online and if they do, under what constraints. To answer, we combine nudge techniques with heuristic based information processing to design NudgeCred--a browser extension for Twitter. NudgeCred directs users' attention to two design cues: authority of a source and other users' collective opinion on a report by activating three design nudges---Reliable, Questionable, and Unreliable, each denoting particular levels of credibility for news tweets. In a controlled experiment, we found that NudgeCred significantly helped users (n=430) distinguish news tweets' credibility, unrestricted by three behavioral confounds---political ideology, political cynicism, and media skepticism. A five-day field deployment with twelve participants revealed that NudgeCred improved their recognition of news items and attention towards all of our nudges, particularly towards Questionable. Among other considerations, participants proposed that designers should incorporate heuristics that users' would trust. Our work informs nudge-based system design approaches for online media. 
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