Gihyuk Lee
Korea Advanced Institute of Science and Technology · Computer Science
About the Lab
Professor Gihyuk Lee's research lab focuses on human-computer interaction, particularly in the design and evaluation of novel interaction techniques for mobile and wearable devices. The lab explores tactile feedback, gesture-based input, and alternative input methods such as wrist-based rotation and direct-writing interfaces to enhance usability in constrained form factors like smartwatches. Research also extends to low-cost, intuitive input devices for interactive TV and the optimization of text entry systems through innovative keyboard layouts and interaction metaphors.
Research Overview
Research Output Trend
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Selected Papers
15Due to an inversion symmetry and a bimodal nature, the sine map, defined in R, exhibits bistability which is subject to an attractor-merging crisis. Such dynamical characteristics of the sine map suggest that it would be a promising candidate as a building block of an artificial neural network that can produce a binary associative memory. To test this idea, we designed and studied two types of Parametrically Coupled Sine Map Network. In the PCSMN-1, the amplitude of the sine function is used to
This paper describes new tactile feedback patterns and the effect of their input performance for a button GUI activated by a tap gesture on mobile touch devices. Based on an analysis of touch interaction and informal user tests, several tactile feedback patterns were designed. Using these patterns, three user experiments were performed to investigate appropriate tactile feedback patterns and their input performance during interaction with a touch button. The results showed that a tactile pattern
The QWERTY keyboard has been a de facto standard for computer text entry and continues to be one for mobile text entry such as for smartphones. It is not clear, however, that it will continue to be an option for text entry for much smaller devices such as smartwatches. In a series of user experiments, we examined the performance of the QWERTY keyboard when it is reduced to fit a small smartwatch screen. At the same time, we examined whether the ZoomBoard and the SplitBoard, which are QWERTY keyb
Smartwatches are a convenient substitute for smartphones in hand-busy situations, but there is limited interactivity to one-handed use of wrist-worn devices. In this paper, we propose WristDial, a one-handed integer input technique which uses quantization of the angular distance of the wrist rotation with nonvisual feedback. Using tactile feedback, we present four techniques based on counting of tactile stimuli. With one of them, 94.44% average accuracy and 2.81 s average completion time were ac
A low-cost, absolute pointing device for the TV exploiting the directivity of LEDs is presented. The main technical issues to solve were 1) the irregularity of the directivity of LEDs, 2) susceptibility to external infrared noise, and 3) instability due to hand tremor. The efficiency of the prototype was evaluated in comparison with GyroPoint and Wii remote.
The conventional handwriting interface on pen computers uses two parts of the screen. The user must put a text cursor where they want to insert the text and then write on a separate pop-up window that recognizes ink. The separation of the two spaces may cause user fatigue and discomfort because it requires additional gaze and hand movement, which may cause a decrease in text editing efficiency and additional cognitive burden. As an alternative to alleviate these potential problems, we revisited
We propose a new interface concept; Proprioceptive Menu with Tactons, an eyes- and ears-free menu in a proprioceptive space that uses a set of Tactons to describe its menu items. While previous proprioceptive menus utilized vibrotactile feedback only to express the boundary between menu items, we spot an unexplored possibility that distinct vibrotactile stimuli, Tactons, can be used to describe the status of each menu item. As an instance of this concept, we present WristMenu with Tactons, an ey
A compliance illusion can be created if vibration bursts, which are called friction grains, are provided in response to changes in pressing force on a surface. This method has been used in many human-computer interaction applications. For instance, it can enrich virtual controls on a hand-held device with compliant feeling. One of the limitations of this method, however, is that the friction grains that it uses feel “bumpy” and “buzzing”, which may pose a hurdle to the adoption of the method by
No abstract available.
As an option for remote text entry, the possibility of bimanual text entry was explored using a touchpad that is called two-thumb touchpad typing (4-T). The design of a 4-T interface presents a few important design options to examine, and one of them is a target selection method. In this study, two 4-T interfaces were designed, called SlideType and FlyType. These interfaces use two different target selection methods, slide-and-click and fly-and-touch, respectively, and their prototypes were impl
Non-linear document navigation refers to the process of repeatedly reading a document at different levels to provide an overview, including selective reading to search for useful information within a document under time constraints. Currently, this function is not supported well by small-screen tablets. In this study, we propose the concept of structure-aware touch-based scrolling (SATS), which allows structural document navigation using region-dependent touch gestures for non-sequential navigat
Research Areas
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