주요 논문
5
*2026년 기준 최근 6년 이내 논문에 한해 Impact Factor가 표기됩니다.
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2025ThumbSwipe: A New Input Technique for Efficient One-Handed Concurrent Touchpad Interactions
Sangyoon Lee, Youngbo Aram Shim, Yohan Yun, Geehyuk Lee
IF 4.9 (2025)
International Journal of Human-Computer Interaction
https://doi.org/10.1080/10447318.2025.2495122
Touchpad
Computer science
Computer graphics (images)
Human–computer interaction
Computer hardware
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2024Effects of Waveform, Time Delay, and Vibration Axis on the Perception of Vibrotactile Compliance Illusions on Smartphone Touchscreens
Joyoung Han, YoungIn Kim, Jingun Jung, Keunwoo Park, Geehyuk Lee
IF 4.9 (2024)
International Journal of Human-Computer Interaction
A hard surface feels soft or elastic when carefully controlled vibrations are provided to a pressing finger. This compliance illusion method may be employed to augment graphical objects on smartphone screens with compliant tactile properties. However, product engineers encounter practical questions when attempting to use the compliance illusion method for their products. Should the waveform be sinusoidal? How much time delay is acceptable? Should the vibration axis be perpendicular to the surface? A series of experiments was conducted to address these questions. The first experiment revealed that the waveform could not be distinguished in the context of the compliance illusion method when applied to typical smartphones. The second experiment demonstrated that time delays greater than 25 ms and the use of the three vibration axes could be distinguished in the same context. The third experiment explored how the perceptual qualities of the compliance illusion change with variations in time delay and the axis of vibration. Time delay had significant effects on softness, smoothness, elasticity, and unpleasantness, while the vibration axis had significant effects on softness, smoothness, and elasticity.
https://doi.org/10.1080/10447318.2024.2385184
Waveform
Compliance (psychology)
Illusion
Perception
Time perception
Audiology
Vibration
Acoustics
Computer science
Psychology
3
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2023TouchWheel: Enabling Flick-and-Stop Interaction on the Mouse Wheel
Sunmin Son, Jingun Jung, Auejin Ham, Geehyuk Lee
IF 3.4 (2023)
International Journal of Human-Computer Interaction
The mouse wheel may induce physical fatigue by requiring users to clutch the wheel repeatedly when scrolling long distances. To address this problem, some mouse products provide a free-spinning mode in which users can spin the wheel to initiate inertial scrolling. However, the time and effort required to toggle the free-spinning mode may lower the usability of the mouse wheel. To enable inertial scrolling without the overhead of mode switching, we present TouchWheel, a physical mouse wheel with touch sensitivity and a virtual wheel model that enables users to perform flick-and-stop operations as they do on touchscreens. A user experiment revealed that participants could actively use TouchWheel’s flick-and-stop operation according to their different scrolling needs. For tasks that frequently required long-distance scrolling, TouchWheel outperformed a normal mouse wheel in task completion time and required fewer clutching and mode-switching actions than the normal mouse wheel and a spin-enabled mouse wheel. For tasks that required short-distance scrolling, TouchWheel performed similarly to other baseline options.
https://doi.org/10.1080/10447318.2023.2190259
Scrolling
Computer science
Human–computer interaction
Computer mouse
Mode (computer interface)
Simulation
Computer graphics (images)
4
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2022WristMenu with Tactons: An Eyes- and Ears-Free Menu with Tactons Describing Menu Items in the Wrist Rotation Space
Eunhye Youn, Taejun Kim, Geehyuk Lee
IF 4.7 (2022)
International Journal of Human-Computer Interaction
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 eyes- and ears-free menu using a one-dimensional proprioceptive space of the axial wrist rotation. Users can grasp an overview of each menu item’s status through Tactons delivered on their wrist skin and eventually decide to select the desired item. Our evaluation study showed that users could find a target item among five candidates and recognize its status in 5 seconds on average at the accuracies of 93% and 86% in seated and walking conditions, respectively. Through our evaluation, we could confirm the feasibility of the proposed concept.
https://doi.org/10.1080/10447318.2022.2159780
Proprioception
GRASP
Computer science
Set (abstract data type)
Space (punctuation)
Rotation (mathematics)
Wrist
Interface (matter)
Human–computer interaction
Artificial intelligence
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2022Towards More Direct Text Editing With Handwriting Interfaces
Jiseong Gu, Geehyuk Lee
IF 4.7 (2022)
International Journal of Human-Computer Interaction
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 and explored the concept of direct-writing interfaces as used in the past. In this study, we designed and implemented a direct- and indirect-writing text editor. Subsequently, we conducted an experiment to compare the usability of both text editors. The results showed that users’ gaze movement distance and frequency could be reduced, and constant time could be saved for each text editing operation using the direct-writing interface. In addition, participants preferred the direct-writing interface when simple and frequent text editing was required. However, the overall throughput of the text editing task was not affected. Lastly, we provided guidelines for further development of a direct-writing interface by combining empirical results, comments, and observations.
https://doi.org/10.1080/10447318.2022.2041893
Handwriting
Computer science
Interface (matter)
Cursor (databases)
Usability
Task (project management)
Human–computer interaction
Text entry
Gaze
Artificial intelligence