Scholarly Works, Industrial and Systems Engineering

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  • Love at First Sight: Mere Exposure to Robot Appearance Leaves Impressions Similar to Interactions with Physical Robots
    Hosseini, S. Maryam Fakhr; Hilliger, Samantha; Barnes, Jaclyn; Jeon, Myounghoon; Park, Chung Hyuk; Howard, Ayanna M. (IEEE, 2017-01-01)
    As the technology needed to make robots robust and affordable draws ever nearer, human-robot interaction (HRI) research to make robots more useful and accessible to the general population becomes more crucial. In this study, 59 college students filled out an online survey soliciting their judgments regarding seven social robots based solely on appearance. Results suggest that participants prefer robots that resemble animals or humans over those that are intended to represent an imaginary creature or do not resemble a creature at all. Results are discussed based on social robot application and design features.
  • Head-up Displays Improve Drivers' Performance and Subjective Perceptions with the In-Vehicle Gesture Interaction System
    Cao, Yusheng; Li, Lingyu; Yuan, Jiehao; Jeon, Myounghoon (Taylor & Francis, 2024-01-01)
    In-vehicle infotainment systems can cause various distractions, increasing the risk of car accidents. To address this problem, mid-air gesture systems have been introduced. This study investigated the potential of a novel interface that integrates a Head-Up Display (HUD) with auditory displays (spearcons: compressed speech) in a gesture-based menu navigation system to minimize visual distraction and improve driving and secondary task performance. The experiment involved 24 participants who navigated through 12 menu items using mid-air gestures while driving on a simulated road under four conditions: HUD (with, without spearcons) and Head-Down Display (HDD) (with, without spearcons). Results showed that the HUD condition significantly outperformed the HDD condition in participants’ level 1 situation awareness, perceived workload, menu navigation performance, and system usability. However, there were trade-offs on visual fixation duration on the menu, and lane deviation. These findings will guide future research in developing safer and more effective HUD-supported in-vehicle gesture interaction systems.
  • An Overview of the 3rd International Workshop on eXtended Reality for Industrial and Occupational Supports (XRIOS)
    Cho, Isaac; Kim, Kangsoo; Han, Dongyun; Bayro, Allison; Jeong, Heejin; Kim, Hyungil; Moon, Hayoun; Jeon, Myounghoon (IEEE, 2024)
    The 3rd International Workshop on the eXtended Reality for Industrial and Occupational Supports (XRIOS) focuses on identifying the present advancements in XR research, particularly in the realms of human factors and ergonomics, as they apply to industrial and occupational tasks. The workshop also aims to explore potential future research directions. XRIOS was held for the first time at IEEE VR 2022, where it served as the first venue for building an interdisciplinary research community that bridges XR developers/practitioners and human factors and ergonomics researchers interested in industrial and occupational XR applications. XRIOS 2024, marking the first in-person workshop, follows the successes of XRIOS 2022 and 2023 in response to society's growing needs by expanding the XRIOS community and enhancing opportunities for engagement and collaboration.
  • Promoting STEAM education and AI/robot ethics in a child- robot theater afterschool program
    Dong, Jia; Mitchell, Jennifer; Yu, Shuqi; Harmon, Madison; Holstein, Alethia; Shim, Joon Hyun; Choi, Koeun; Zhu, Qin; Jeon, Myounghoon (ACM, 2024)
    A nine-week robot theater afterschool program was conducted in an elementary school to promote Science, Technology, Engineering, Arts, and Mathematics (STEAM) education using various Artificial Intelligence (AI) tools and social robots. In particular, the program aims to explore children's perceptions of the ethical implications of AI/robots in education. As a result, children showed excitement towards learning and interacting with AI/robots. Children's responses to ethical topics were also valuable as they expressed empathy towards robots and thought the developer should be responsible for negative situations, such as bullying. The present program will expand the knowledge of AI/robot ethics in early education.
  • The Effects of Whole-Hand Interactions with One Fingertip Vibrotactile Feedback on Cooperative VR Game Experience and Performance
    Moon, Hye Sung; Moon, Hayoun; Orr, Grady; Jeon, Myounghoon (MIT Press, 2023-12-01)
    New technologies have recently advanced user experiences in virtual reality (VR), whereas full sensation of diverse modalities has been not achieved yet. If any, haptic feedback has been delivered via bulky gloves. We have developed a novel thimble device that can deliver vibrotactile feedback via one fingertip. With this device, in the present study we investigated the effects of interaction methods and vibrotactile feedback on users’ social presence, presence, engagement, workload, and performance in a cooperative VR game. Twenty-six participants wearing a VR headset played a cooperative VR game with the experimenter under four conditions: (1) controllers with no vibrotactile feedback, (2) controllers with vibrotactile feedback, (3) hand tracking with no vibrotactile feedback, and (4) hand tracking with vibrotactile feedback. Results showed that hand tracking improved participants’ presence, engagement, and perceived workload compared to the traditional VR controllers. Also, vibrotactile feedback enhanced presence. However, the VR controllers outperformed the hand tracking interactions in completion time. The usability of hand interactions with vibrotactile feedback shows a promising result. We discuss the trade-offs between user experience and performance of the interaction methods and the potential of vibrotactile feedback in the VR environment.
  • Neurodivergence in Sound: Sonification as a Tool for Mental Health Awareness
    Nadri, Chihab; Al Matar, Hamza; Morrison, Spencer; Tiemann, Allison; Song, Inuk; Lee, Tae Ho; Jeon, Myounghoon (International Community for Auditory Display, 2023-06)
    The need to build greater mental health awareness as an important factor in decreasing stigma surrounding individuals with neurodivergent conditions has led to the development of programs and activities that seek to increase mental health awareness. Using a sonification approach with neural activity can effectively convey an individual’s psychological and mental characteristics in a simple and intuitive manner. In this study, we developed a sonification algorithm that alters existing music clips according to fMRI data corresponding to the salience network activity from neurotypical and neurodivergent individuals with schizophrenia. We conducted an evaluation of these sonifications with 24 participants. Results indicate that participants were able to differentiate between sound clips stemming from different neurological conditions and that participants gained increased awareness of schizophrenia through this brief intervention. Findings indicate sonification could be an effective tool in raising mental health awareness and relate neurodivergence to a neurotypical audience.
  • Child-robot musical theater for STEAM education
    Choi, Koeun; Yu, Shuqi; Dong, Jia; Kim, Jisun; Lee, Yeaji; Devanshu, Vajir; Haines, Chelsea; Newbill, Phyllis; Upthegrove, Tanner; Wyatt, Andrea; Jeon, Myounghoon (2022-04-21)
  • Increasing Driving Safety and In-Vehicle Gesture-Based Menu Navigation Accuracy with a Heads-up Display
    Cao, Yusheng; Li, Lingyu; Yuan, Jiehao; Jeon, Myounghoon (ACM, 2022)
    More and more novel functions are being integrated into the vehicle infotainment system to allow individuals to perform secondary tasks with high accuracy and low accident risks. Mid-air gesture interactions are one of them. The current paper will present novel designs to solve a specific issue with this method of interaction: visual distraction within the car. In this study, a Heads-up display (HUD) will be integrated with a gesture-based menu navigation system to allow drivers to see menu selections without looking away from the road. An experiment will be conducted to investigate the potential of this system in improving drivers' overall safety and gesture interaction accuracy. The experiment will recruit 24 participants to test the system. Participants will provide subjective feedback about the directions for conducting future research and improving the overall experience, as well as objective performance data.
  • Emotion GaRage Vol. III: A Workshop on Affective In-Vehicle Display Applications
    Nadri, Chihab; Dong, Jiayuan; Li, Jingyi; Alvarez, Ignacio; Jeon, Myounghoon (ACM, 2022)
    Empathic in-vehicle interfaces can address driver affect and mitigate decreases in driving performance and behavior that are associated with emotional states. Empathic vehicles can detect and employ a variety of intervention modalities to change user affect and improve user experience. Challenges remain in the implementation of such strategies, as a broader established view of practical intervention modalities and strategies is still absent. Therefore, we propose a workshop that aims to bring together researchers and practitioners interested in affective interfaces and in-vehicle technologies as a forum for the development of displays and alternatives suitable to various use case situations in current and future vehicle states. During the workshop, we will focus on a common set of use cases and generate approaches that can suit different user groups. By the end of this workshop, researchers will create a design flowchart for in-vehicle affective display designers when creating displays for an empathic vehicle.
  • Effects of Personal Listening Device on Pedestrians' Acoustic Situation Awareness in a Virtual Reality Environment
    Dam, Abhraneil; Duff, Charlie; Jeon, Myounghoon; Patrick, Rafael (SMARTech Georgia Tech, 2022-06-27)
    The technological developments for Personal Listening Devices (PLDs) have been staggering in the recent years; our listening experience has improved drastically but it has also affected our ability to remain cognizant of our acoustic environment. The student population remains the largest user group of PLDs. The distraction from PLDs can be dangerous in situations that require focused attention, such as crossing unsignalized crosswalks on college campuses. In this study, the researchers use a virtual reality (VR) based pedestrian simulator to task participants with crossing a replica campus street while listening to music through air and bone conduction PLDs. As a secondary task, participants were tasked with detecting and localizing (i.e., bi-directionally) a clearly audible ambulance siren during the crossing. It is hypothesized that there will be improved detection and localization performance with bone conduction PLDs, and that speech free music will be as distracting as music with speech. This study will also provide insights towards the use of PLDs as V2P communication interfaces during crosswalk situations.
  • Group-based VR Training to Improve Hazard Recognition, Evaluation, and Control for Highway Construction Workers
    Roofigari-Esfahan, Nazila; Porterfield, Curt; Ogle, Jeffrey; Upthegrove, Tanner; Lee, Sang; Jeon, Myounghoon (IEEE, 2022-03-11)
    The construction industry spends approximately 15billion/year for occupational injuries, and highway sector is the most dangerous. Highway construction workers have to work in close proximity to construction equipment and high-speed traffic, exposing them to an elevated risk of serious injuries/fatalities. Safety training has a direct impact on the prevention of construction accidents. The traditional lecture-based construction training curriculum has not been revisited and is designed to train the workers individually, thus the benefits of collective engagement in worker training is ignored. High-engagement Virtual Reality (VR) environments offer a more effective learning experience for training workers to identify hazards in the job site. We present a training platform for instructor-in-the-loop, group-based VR training to complement and increase the effectiveness of the current training program for highway workers. We develop a VR platform in which an instructor can create and improvise on work zone scenarios and share the virtual scenario easily with the entire class.
  • Robot Musical Theater for Climate Change Education
    Lee, Y. J.; Wyatt, A.; Dong, J.; Upthegrove, T.; Hale, B.; Lyles, C. H.; Choi, K.; Kim, J.; Yu, S.; Vajir, D.; Newbill, P.; Jeon, Myounghoon (ACM, 2022-01-01)
    The use of social robots has recently been investigated in various areas, including STEM (Science, Technology, Engineering, and Mathematics) education and artistic performances. To inform children of the seriousness of climate change and awareness that they can make change, we created the Robot Musical Theater performance. In this project, natural elements (wind, earth, fire, and water) were anthropomorphized and represented by humanoid robots (Pepper, Milo, and Nao). The robots were designed to motivate audience to participate in the action to prevent climate change. Because of COVID, only fourteen visitors as a single group were allowed to participate in real-time and posted to YouTube, where at the time of submission, 141 people have viewed the performance. The participants provided positive comments on the performance and showed their willingness to participate in the movement to prevent climate change, and expressed their further interest in STEM learning. This performance is expected to contribute to enhancing informal STEM and robotics learning, as well as advancing robotic arts.
  • An Overview of the 1st International Workshop on eXtended Reality for Industrial and Occupational Supports (XRIOS)
    Jeong, Heejin; Cho, Isaac; Kim, Kangsoo; Kim, Hyungil; Jeon, Myounghoon (IEEE, 2022)
    This workshop, the eXtended Reality for Industrial and Occupational Supports (XRIOS), aims to identify the current state of XR research and the gaps in the scope of human factors and ergonomics, mainly related to industrial and occupational tasks, and discuss potential future research directions. XRIOS will build a community that bridges XR developers/practitioners and human factors and ergonomics researchers interested in industrial and occupational applications.
  • To Go or Not to Go? That is the Question When In-Vehicle Agents Argue with Each Other
    Lee, S. C.; Jeong, S.; Wang, M.; Hock, P.; Baumann, M.; Jeon, Myounghoon (ACM, 2021-09-09)
    Intelligent agents (IAs) are widely being adopted in our daily lives, and much research on the design of communication with IAs have been conducted. However, almost all research focuses on the interaction between a human operator and an agent. As more and more IAs are being used, there is a possibility that more than two IAs coexist. Then, in a driving context, what if in-vehicle agents (IVAs) and other IAs coexist and show conflicting suggestions or responses? We are interested in answering the related research questions in this situation. As a first step, we developed scenarios and presented the video to embody futuristic situations that a user interacts with multiple IAs. It is expected that this effort can call attention to this topic, and the developed video can be utilized further to explore the related research questions.
  • To Customize or Not to Customize-Is That the Question?
    Scott-Sharoni, S. T.; Fereydooni, N.; Walker, B. N.; Jeon, Myounghoon; Riener, A.; Wintersberger, P. (ACM, 2021-09-09)
    As automated vehicles become more prevalent, designing interfaces that best fit all users, especially ones in minority populations, is a pressing but difficult goal. System-driven adaptation is a commonly used approach as it is easier and created by experts but, has innate flaws. Customization, on the other hand, allows users to consciously alter the interface to appear and operate in a manner most suited to their needs and wants. However, various components of the interface have different constraints, capabilities, and requirements with the amount of customization appropriate. In this workshop, we will dissect an expansive taxonomy for customization and develop a series of levels in order to get the full benefits from customization, which in turn can help engineers and designers in creating more user-centered systems.
  • The 3rd Workshop on Localization vs. Internationalization: Accessibility of Autonomous Vehicles by Different End-Users
    Stojmenova, K.; Lee, S.; Sodnik, J.; Kyriakidis, M.; Piedra, C. D.; Jeon, Myounghoon (ACM, 2021-09-09)
    The elderly, children, and people with disabilities are among vulnerable users who can benefit the most from the autonomous vehicles (AVs). Yet, most AV concepts discussed in the past decade, including the AutomotiveUI conferences, seem to focus on the mobility needs of younger and middle-Aged drivers, who are the overeducated working population, technological enthusiasts, and above middle-class users. In that regard, the third workshop on Localization vs. Internalization aims to explore these disparities, identify the accessibility barriers and search for research approaches that can increase the accessibility opportunities of the vulnerable AV end-users. Built upon the findings from the previous workshops, which focused on diversity, inclusion and differences among cultures regarding AV-related research approaches, the purpose of the present workshop is to provide an in-depth insight into the state of global AV research and identify areas that still need to be explored to increase the AV accessibility, locally and internationally.
  • Genie vs. Jarvis: Characteristics and Design Considerations of In-Vehicle Intelligent Agents
    Wang, M.; Hock, P.; Lee, S. C.; Baumann, M.; Jeon, Myounghoon (ACM, 2021-09-09)
    Intelligent agents (IAs) have been widely used at home and have been gradually introduced into driving contexts. While many studies researched agent features and their influences on user perception toward in-vehicle agents (IVAs), what attributes make IVAs unique and how people perceive them differently from at-home agents remain unclear. Therefore, the proposed workshop aims to bring up a discussion among researchers and practitioners worldwide to contribute insights to a list of characteristics and design considerations for in-vehicle intelligent agents. Features specialized in IVAs will also be discussed in the workshop, along with the preference for the agent form. We expect to extract innovative research and design considerations to benefit IVA research and the AutomotiveUI community.
  • Effects of native and secondary language processing on emotional drivers' situation awareness, driving performance, and subjective perception
    Muhundan, S.; Jeon, Myounghoon (ACM, 2021-09-09)
    Research shows that emotions have a substantial influence on the cognitive processes of humans and in the context of driving, can negatively influence driving performance. Drivers' interaction with in-vehicle agents can improve their emotional state and can lead to increased road safety. Language is another important aspect that influences human behavior and information processing. This study aims to explore the effects of native and secondary-language processing on emotional drivers' situation awareness, driving performance, and subjective perception by conducting a within-subject simulation study. Twenty-four young drivers drove three different laps with a native-language speaking agent, secondary-language speaking agent, and no agent. The study results are indicative of the importance of native-language processing in the context of driving. Native-language agent condition resulted in improved driving performance and heightened situation awareness. The study results and discussions have theoretical and practical design implications and are expected to help foster future work in this domain.
  • Computational Modeling of Driving Behaviors: Challenges and Approaches
    Jeon, Myounghoon; Zhang, Y.; Jeong, H.; Janssen, C.; Bao, S. (ACM, 2021-09-09)
    Computational modeling has great advantages in human behavior research, such as abstracting the problem space, simulating the situation by varying critical variables, and predicting future outcomes. Although much research has been conducted on driver behavior modeling, relatively little modeling research has appeared at the Auto-UI Conferences. If any, most work has focused on qualitative models about manual driving. In this workshop, we will first describe why computational driver behavior modeling is crucial for automotive research and then, introduce recent driver modeling research to researchers, practitioners, and students. By identifying research gaps and exploring solutions together, we expect to form the basis of a new modeling special interest group combining the Auto-UI community and the computational modeling community. The workshop will be closed with suggestions on the directions for future transdisciplinary work.
  • Advancing In-vehicle Gesture Interactions with Adaptive Hand-Recognition and Auditory Displays
    Tabbarah, M.; Cao, Y.; Liu, Y.; Jeon, Myounghoon (ACM, 2021-09-09)
    Competition for visual attention in vehicles has increased with the integration of touch-based interfaces, which has led to an increased crash risk. To mitigate this visual distraction, we designed an in-vehicle gesture-based menu system with different auditory feedback types and hand-recognition systems. We are conducting an experiment using a driving simulator where the participant performs a secondary task of selecting a menu item. Three auditory feedback types are tested in addition to the baseline condition (no audio): auditory icons, earcons, and spearcons. For each type of auditory display, two hand-recognition systems are tested: fixed and adaptive. We expect we can reduce the driver's secondary task workload, while minimizing off-road glances for safety. Our experiment would contribute to the existing literature in multimodal signal processing, confirming the Multiple Resource Theory. It would also present practical design guidelines for auditory-feedback for gesture-based in-vehicle interactions.