This project aims to create a model that can quantitatively estimate the difficulty of multi-line moving target sequences in the rhythm games. Currently, Estimation of rhythm game chart’s difficulty is depending on qualitative estimation. Because of this method, there are low consistency problem, and resource usage problem. Therefore it is needed to extract quantitative features that include visual characteristics other than density that contribute to difficulty determination. And then adjust this features to quantitative estimation.
This project is a study on optimizing the sensor position of the mouse using a dual sensor mouse. While existing studies have excessive experimental tasks and are impractical, this project allows you to easily find the optimal sensor position of the mouse through a simple task that can be completed in 5 minutes, and is more accurate and stable than existing methods.
Controllers that convey tactile sensations of object size in virtual environments are crucial for user interaction. However, existing research often faces commercialization constraints due to the complexity and high number of actuators required. This study proposes a haptic device that utilizes a spiral spring structure that offers approximately three times the variable range with a single actuator. This system can quickly render the diameters of objects grasped by users and simulate continuous volume changes, such as inflating a balloon. Due to its simple structure and wide variable range, this system is expected to be suitable for various scenarios, providing users with a more immersive virtual reality experience.
Video games have become a cultural phenomenon that captivates millions of people worldwide. Alongside the growth of gaming culture, the demand for better gaming equipment has led to diverse research on mice. However, there is a lack of research on how mass distribution affects user perception and performance. In this study, we explored the effects of varying mass distributions on user perception of mouse weight. We fabricated mice with variable centers of mass (CoM) and moments of inertia while keeping the actual weight constant. The results showed that changes in CoM can alter perceived weight, but changes in moments of inertia have only a limited effect. The results of this study could provide a preliminary understanding of how weight perception varies with different mass distributions of a mouse.
This project is an experiment that creates a process of delivering information in exploration space (location of obstacles, presence of toxic gases, etc.) to pilots in real time using haptic, sound, and smell in remote exploration situations such as rovers and drones. When information on obstacles and spaces in 3D space is provided using sound and haptic, we are experimenting with how information transmission can be accurately recognized, and experimenting with whether the recognition of multiple obstacles can be distinguished without confusion according to haptic and sound patterns. In the case of Namse, a device for toxic gas information and other information in remote exploration space is being developed.
This project is to develop a device for determining whether the device can pass through the gap during the control process, such as drones and cars. This is because there are many cases where it is not possible to determine whether the space has passed only with visual information, and confusion is possible when there is a lot of visual information. The Haptic Whisker haptic delivers the gap information in the direction the exploration device is looking at to both cheeks so that the wearer can determine whether it can pass without visual information.
This project explores how interface design elements affect the user's ability to correctly perceive the current state of toggle buttons (e.g., ON vs. OFF). As digital interfaces increasingly rely on minimalist design cues—such as color, position, or icon changes—to indicate state, ambiguity can arise, leading to user errors or hesitation. The core goal of the project is to identify the visual and interaction design features that contribute to ambiguous or misinterpreted toggle states, and to establish clearer principles for designing toggle buttons that are immediately and universally understandable. It addresses a gap in existing UI design research by focusing on state perception rather than interaction outcomes or click behavior, aiming to improve clarity, accessibility, and consistency in modern interface design.
This research investigates the effects of Lift-off Distance (LoD) settings in computer mice—specifically, the height at which the sensor stops tracking movement when lifted off a surface. Although lower LoD settings are favored by gamers to avoid unintentional cursor movement during lifting (or clutching), they may compromise tracking stability. To better understand this trade-off, we conducted psychophysical and performance-based experiments using custom-built measurement equipment and a commercial gaming mouse with adjustable LoD.
See full paper here: https://dl.acm.org/doi/abs/10.1145/3654777.3676442
This study introduces 'Korean-MESSENGER', a sentence dataset designed to evaluate Korean text entry performance. Unlike previous approaches that used arbitrary or translated sentences, this dataset is based on real messages typed by native Korean speakers using keyboards in desktop environments. It consists of 2,700 sentences sourced from public online chat corpora, structured by word count, and manually curated to ensure linguistic validity. The dataset also includes metadata on memory load, typing speed, and error rate, derived from controlled user experiments.
See full paper here: https://www.dbpia.co.kr/Journal/articleDetail?nodeId=NODE12131607