Voice Control System & Multiplatform Use

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How do users perceived their relationships with voice agents that embody and represent interaction with a device? And what kind of interaction would be best for users and voice agents in a multiplatform or multi-device environment? Would users prefer and respond more strongly to a single, consistent voice agent that follows users across platforms? Or would they prefer and trust specialist agents who “specialize” in their interaction with a particular platform. 

  • Researchers: Soyoung Jung, Kwanmin Lee, Frank Biocca
  • Funders: Sungkyunkwan University, Newhouse Endowment

Workload and Emotion

This project involves measuring workload and emotion while participants view music videos. Uses the DEAP dataset as stimuli and machine learning on cognitive data to develop classification models for new brain states.

  • Researchers: Danushka Bandara, Leanne Hirshfield, Mark Costa, Sarah Bratt, Mingyu Zhong
  • Funders: Newhouse Endowment

Auditory Presence & Neuroimaging

By using neuroimaging approach, this study investigates if presence as mental representation of reality  can be traced by neuroimaging by using 3D video and audio stimuli and fNIRS.

  • Researchers: Stephen Song, Mincheol Shin, Frank Biocca
  • Funder: Newhouse Endowment

Making Older Art Interactive: Media Modality effects on Aesthetic Experience and Visual Perception in the Narrative Interactive Museum

Theory: Museum as an Interactive System, Effects of media modalities, Aesthetic experience
Research Problem: Effect of media modality (specifically interactivity) on aesthetic experience and perception.
Design Art Simulation Software

  • Researchers: Hannah (Hye Jin) Kum, M.I.N.D. Lab (SKKU/Samsung, Syracuse University)
  • Funders: Newhouse Endowment, Konkuk University

Modified Painting Simulation

Software simulation. Hand tracking and virtual paint simulate ‘Pollack” drip paintings.  Method: 1. Right hand: location and amount of paint on the virtual canvas. 2. Left hand: Pick one of 15 colors selected by pushing left hand towards the canvas to change the color. (Kinetic sensor, NI SDK, Open Ni-Compliant Sensor Driver, NITE, Xbox NUI Camera & Audio, USB Composite Device & Kinect USB Audio, NUI Skeleton Tracking and Kinect Cursor Control)

  • Researchers: Hye Jin Kum, Frank Biocca, M.I.N.D. Lab (Konkuk University)
  • Funders: Newhouse Endowment, Konkuk University

Datamining Approach on Emotion

This project employed machine learning to see if using ECG/EDA with fNIRS data can successfully categorize human emotion. Result showed 93.39% accuracy. Currently submitted to HCI conference.

  • Researchers: Danushka Bandara, Stephen Song, Leanne Hirshfield
  • Funder: Newhouse Endowment

Projection Mapping

We examine the form of augmented or mixed reality called projection mapping also known as three-dimensional (3D) projection mapping and how it affects on cognition, emotions, and behaviors. This study is on the studies of psychological effect, cognitive perception, and behavior change of this new medium e.g., immersion, usability, emotion, attitude, memory, visuospatial perception, learning, and et cetra.

  • Researchers: Soyoung Jung, Daeun Lee, Frank Biocca
  • Funders: Newhouse Endowment, Sungkyunkwan University

Neuromarketing: Advertisement Experiment

This experiment asked: “Can we measure the brain activity of consumers watching advertisements?” The project explores correlating brain activity with user experience while viewing ads to predict product success and market-readiness with a new research modality, fNIRS.

  • Researchers: Leanne Hirshfield, Brian Sheehan, Joanne Barretto, Sarah Bratt, Danushka Bandara
  • Funder: Newhouse Endowment

Online Dating Interface Features Interact with Evolutions Gender Selection Biases

This study investigates the gender differences in online dating sites; how gender effects interplay with the user interface elements of online dating sites. Specifically, we explore how different interface modality features increase the sense of social presence of the prospective date including location-awareness, pictures, or video. 

  • Researchers: Soyoung Jung, Soojin Roh, Hyun Yang, Frank Biocca
  • Funder: Newhouse Endowment

Emoticon & Anthropomorphism

Understanding how people use IM on Smartphone is of crucial importance to this new technology trend of Smartphone rising. An online survey (N=110) examined how IM users use emoticons when they are chatting through IM based on cultural and gender difference. 

  • Researcher: Soyoung Jung, JunKyung Kim, Li Chen
  • Funder: Newhouse Endowment

Experiences with an Tour Guide Drone

The current project aims to examine the level of perceptions from the drone human-driven vs. algorithm-driven. Our research team also seeks to interaction effects with these factors; gender and perceived safety.

  • Researchers: Hwayeon Kong, Frank Biocca

Service UX with a Mobile Guide in a medical check-up center

The current project aims to examine the role of social presence as the service experience value. Our research team seeks to investigate the impact of social cue from the mobile guide, and explore the mediation effect between credibility or enjoyment to perceived satisfaction.

  • Researcher: Hwayeon Kong

Database-X

Working on a database that will enable researchers in the lab to share data for cross-experimental analysis. The long term goal is to have a database that will support automated hypothesis testing and model development, including integration with systems that algorithmically scan the literature for hypotheses to test.

  • Researchers: Mark Costa, Leanne Hirshfield
  • Funder: U.S. Air Force Young Investigator Program

 

Interactive Advertising on Large Display

This study examines current research in the field of interactive advertising on a large public display with interactivity (gesture interaction) and self-representation (avatar self-presence). The core of this research is based on an interaction concept of a large display like digital signage.

  • Researchers: Soyoung Jung, Daeun Lee, Frank Biocca
  • Funder: Newhouse Endowment, Sungkyunkwan University

Sports Event & Advertisement Effectiveness

This independent study project found that sport involvement, team involvement, result of the game, watching with acquaintances, and usage of social media have effect on the effectiveness of the advertisement during a sport event.

  • Researchers: Stephen Song, Frank Biocca
  • Funder: Newhouse Endowment

Weight & Media Experience

This study intends to seek if the weight of a medium is related to perceived reality and seriousness of the news topic. The result of the study would imply how people can perceive given information differently when they are holding mobile devices; compared to heavier, older devices.

  • Researchers: Stephen Song, Mincheol Shin, Frank Biocca
  • Funder: Newhouse Endowment

EEG and Presidential Debates

Project measures EEG activity and GSR of a participant watching the democratic and republican debates. Pilot work was proposed to TEDx Syracuse to engage and seek collaboration with the local neuroscience and political community. Measurement of electrical dermal and brain activity is used to identify cognitive metaphors that characterize conservatives and liberals. 

  • Researchers: Sarah Bratt, Michael Hutchinson
  • Funder: Newhouse Endowment

Game Users Panel Research

Prepared target populations and appropriate questionnaire. Investigated the social psychological and personality effects of playing games. Conducted an analysis of player participant data gathered from a professional survey institute in South Korea (n = 1,800).

  • Researchers: Eui Jun Jeong, Hye Rim Lee, Joon Hyun Jeon, Seora Lee, Ji Hye Yoo, Dae Young Lee, Joo Woo Kim, Man Su Park, Seung jae Lee
  • Funder: Korea Creative Content Agency (KOCCA) grant funded by the Ministry of Culture, Sports and Tourism