So-Yeon Yoon

So-Yeon Yoon
Cornell University | CU · Department of Design and Environmental Analysis

PhD

About

75
Publications
40,468
Reads
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806
Citations
Additional affiliations
August 2012 - present
Cornell University
Position
  • Professor (Associate)

Publications

Publications (75)
Article
Purpose: To evaluate the anxiety-reducing effects of virtual reality on breast cancer patients undergoing adjuvant radiation therapy (RT). Methods and materials: This randomized controlled trial was conducted among breast cancer patients receiving RT at a single institution. Of 196 enrolled and randomized, 97 were assigned to a virtual reality (...
Article
Objectives: Identify waiting room design features that are most appreciated by outpatients and their companions in conventional and modern waiting rooms. Evaluate if end users evaluate the environment differently from experts and in what aspects. Provide evidence-based design guidelines that orient designers and healthcare managers. Background: Bui...
Article
Full-text available
Time sometimes feels like it is flying by or slowing down. Previous research indicates objective number of items, subjective affect, and heart rate all can influence the experience of time. While these factors are usually tested in isolation with simple stimuli in the laboratory, here we examined them together in the ecological context of a virtual...
Article
In-vehicle crowding and travel time are two important factors that determine passenger transportation preferences in public transit. A widely used approach to obtain the relative magnitude of these preferences is the stated choice (SC) survey. However, such imaginary choice situations do not capture automatic cognitive biases during the immersive e...
Article
Full-text available
Virtual reality (VR) technology has been used as a design research tool to enable a virtual experience of space as a real-life-scale mock-up. In terms of user experience design research, VR is highly scalable and adjustable, meaning that designed virtual prototypes and environments can be tested on a diverse population without restrictions. In spat...
Article
Public health officials enforced several measures to contain the COVID-19 pandemic that affected grocery stores, such as limits on store capacities and enforcement of masks and physical distancing among customers. Nevertheless, these measures can provoke queues, which could drive customers away from stores. In this study, we investigate how custome...
Article
Waiting to receive medical attention is universally present in outpatient health services and, therefore, is a critical experience for service satisfaction. Researchers find that the waiting room physical environment influences users, and it may reduce the adverse effects of waiting. In this study, we used the spatial user experience model (SUE) fr...
Preprint
Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity...
Preprint
Full-text available
Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity...
Preprint
Full-text available
Public health officials have enforced several measures to contain the COVID-19 pandemic that have affected grocery stores, such as limits on store capacities and enforcement of masks and physical distancing among customers. Nevertheless, these measures can provoke queues, which could drive customers away from stores. In this study, we investigate h...
Article
Full-text available
An increasing number of children are using mobile devices at an early age. Some argue that excessive technology usage could have negative impacts on children. If used appropriately, mobile devices can be effective learning tools for children. The main purpose of this study is to explore the impact of Augmented Reality (AR) for children in mobile le...
Article
In the fields of Product Design and Human–Computer Interaction, the term User Experience has been used to describe the interaction with products and systems. The largest product that humans interact with is the built environment. We use the built environment constantly for various functions. Based on a thorough review of the literature from multipl...
Article
Full-text available
Purpose As consumers spend more time shopping online, traditional retailers are facing a decline in on-site shoppers. To help the industry in the omnichannel era, we propose that a virtual tour of a store could affect brand equity and promote store visit intentions, based on a well-established brand experience account. Design/methodology/approach...
Article
Full-text available
Crowding at destinations is becoming an important issue in sustainable tourism. This study examines the relationship between tourist perceptions of crowding, environmentally responsible behavior (ERB), and intention to recommend a destination, from a helping behavior perspective. It proposes two discrete emotions, in particular anger and sympathy,...
Conference Paper
Full-text available
This pilot research evaluates the customer experience and business implications of different automobile showroom designs using virtual reality. We are interested in the impact of biophilic and experiential design on customer perception and behaviors. To Investigate the impact, an experiment with 18 participants was conducted, using a three-dimensio...
Article
Full-text available
MENGIDENTIFIKASI RESPON EMOSIONAL PELANGGAN TERHADAP DESAIN KAMAR DENGAN MENGGUNAKAN PENGENALAN EKSPRESI WAJAH, DI LINGKUNGAN VIRTUAL DAN AKTUAL SEBUAH HOTELABSTRAKSangat umum diketahui bahwa emosi memainkan peran penting dalam pengalaman pelanggan dalam pariwisata. Mengukur emosi dapat memberikan informasi berharga tentang persepsi pelanggan tenta...
Chapter
Cognitive differences between how people perceive and process information have been broadly studied in the fields of education and psychology. Previous findings show that comprehension is optimized when information presentation aligns with the cognitive abilities and preferences of an individual. On the other hand, the possession of field knowledge...
Chapter
In this paper, we introduce the concept of exploring the feature space to aid learning in the context of design space exploration. The feature space is defined as a possible set of features mapped in a 2D plane with each axis representing different interestingness measures, such as precision or recall. Similar to how a designer explores the design...
Chapter
Full-text available
We present a digital–physical system to support human–computer collaborative design. The system consists of a sensor-instrumented “sand table” functioning as a tangible space for exploring early-stage design decisions.
Article
When typing on smartphones or palm tablets, users generally make an effort to type correctly while simultaneously checking the small keyboard and the text display. Unlike physical keyboards that allow users to perform typing based on long-term muscle memory, virtual keyboards typically require more frequent eye movements between the keyboard and th...
Article
Full-text available
As in-store experience becomes increasingly important, retailers strive to create unique and memorable environments. A trend toward the goal is to emphasize decorative elements increasing store complexity, however, how such elevated store complexity would contribute to consumer response is yet to be explored. This study investigates the effect of v...
Conference Paper
Full-text available
We present a digital-physical system to support side-by-side collabora-tive human-computer design exploration. The system consists of a sensor-instrumented "sand table" functioning as a digital-tangible space for exploring early-stage design decisions. Using our system, the human designer generates phyiscal representations of design solutions, whil...
Conference Paper
Full-text available
Cognitive differences between how people perceive and process information have been broadly studied in the fields of education and psychology. Previous findings show that comprehension is optimized when information presentation aligns with the cognitive abilities and preferences of an individual. On the other hand, the possession of field knowledge...
Article
Full-text available
Store atmosphere can influence shoppers' perceptions and behaviors. This research contributes to the literature by showing that a visually warm store atmosphere can induce psychological warmth perception among in-store consumers. An empirical study was conducted to investigate the effect of warmth through a visually warm or cold store atmosphere on...
Article
Full-text available
The aim of the article is to investigate how virtual reality (VR) and augmented reality (AR) interfaces affect the creative design process in design education. The article focuses on how technology traits affect the creative design process. 10 subjects were selected and their design process was analyzed using protocol analysis. The results of the s...
Conference Paper
To deliver an innovative design, architects often need to innovate in the ways they empathize with and understand the user. In his 1994 essay, the American Pragmatist philosopher Richard Rorty writes that “one should stop worrying about whether what one believes is well-grounded and start worrying about whether one has been imaginative enough to th...
Article
The purpose of this study is to understand the role of store layout in predicting shopping behaviors by influencing the perception of crowding. With today's growing popularity of online shopping, brick-and-mortar stores are faced with increased challenges to create positive shopping experiences and attract more customers to the store. The customer'...
Article
Full-text available
In this study we explore how soundscapes can be used as navigational aids in virtual environments and empirically investigate the correlation between immersiveness in virtual environments and spatial abilities when soundscapes are used as landmarks for wayfinding. We attempt to advance knowledge regarding auditory cues contributing to enhanced imme...
Article
Virtual environments (VEs) offer unique opportunities enabling users to experience real-time interactive objects and environments. Due to its dynamic three-dimensional (3D) presentation capability on two-dimensional screens, research has addressed the VE in relation to users’ spatial cognitive factors. However, little is known about users’ preferre...
Article
Full-text available
In this study we explore how augmented reality can be used to teach drawing techniques to architectural students. Our study also attempts to understand how use of these digital mediums affects spatial abilities.
Article
This study examines consumer attention to and the perceived aesthetics of sale signs, such as the designs (size and color) of the Point of Purchase (POP) sale signs outside shops, and how these factors affect consumer intention to visit a shop based on expectation regarding the stores. External store stimuli were created using the Sketchup 8 softwa...
Article
This article discusses the emerging role of visual merchandising for fashion retailers as a competitive strategy. Three research papers are introduced for the Journal of Global Fashion Marketing's 2014 special issue on visual merchandising. The fashion retail market has been changing faster than any other market and this change is not a gradual one...
Article
Full-text available
To provide a competitive edge against the rapid growth of online stores, offline stores' physical environments have become more important in attracting consumers. Visual design and display of items and décor for better communication with consumers is known as visual merchandising (VM), which enhances shoppers' in-store exploration and experience. T...
Article
This study attempts to explain the unique patterns in Korean consumer behavior regarding the luxury fashion brands` donation activities by exploring the moderating effects of corporate ability (CA) and subjective norm (SN) on the relationship between donations and consumers` brand preference, brand trust, and purchase intention. A total of 209 comp...
Chapter
The affective experience of a color environment has rarely been tested in actual physical settings. In addition to the challenges of manipulating and controlling colors in a real-world setting, an environment with multiple attributes and colors is more difficult to empirically study. Advanced computer graphic technology allows photorealistic repres...
Article
Despite the growing popularity of online stores, consumers still make the vast majority of their purchases in physical retail stores. The distinct environment of retail stores with their unique atmosphere is an important part of the shopping experience and is a fertile opportunity for retailers to excel in today's competitive market. Store image, d...
Article
Purpose Recognizing that crowding in a restaurant waiting area forms a first impression of service and sets service expectations, the purpose of this study is to investigate the impact of crowding in the effective control of the waiting environment. The study seeks to examine the impact of crowding on customers' emotions and approach‐avoidance resp...
Article
Full-text available
As university instructors prepare to teach the current generation (Generation Y), a dire need exists to continue learning and acquiring effective tools in teaching design to reach a different generation, since most instructors grew up in the Baby Boomer Generation and the Generation X cultures. The Virtual Reality for Kids interested in Design Stud...
Article
As university instructors prepare to teach the current generation (Generation Y), a dire need exists to continue learning and acquiring effective tools in teaching design to reach a different generation, since most instructors grew up in the Baby Boomer Generation and the Generation X cultures. The Virtual Reality for Kids interested in Design Stud...
Article
This study is a Web-based investigation that utilizes virtual reality technology to understand the factors considered for residential furniture purchase and furniture style preference. In residential interior design, furniture has significant financial and symbolic meaning. From a broader perspective, residential furniture is important to the domes...
Article
The purpose of this study is to explore the user-computer interaction with a desktop virtual reality interface developed to understand people's preferences in furniture design. A web-based design review system incorporating an interactive three-dimensional showroom was implemented to obtain user responses on three residential furniture categories (...
Article
The intuition of most restaurant operators is that table location matters. Using a survey delivered in a virtual reality restaurant, we measured the relationship between participants' privacy and table preferences and their overall satisfaction. Participants preferred anchored tables that secure privacy and provide a good view, and were willing to...
Article
Full-text available
Individual differences in spatial problem-solving have been of central concern for both design research and education. While individual differences in spatial problem-solving have been well established in literature, there has been comparatively little attention paid to individual differences in visual cognitive styles and thereby its relationship...
Article
Full-text available
This case study is an effort to provide new knowledge on the U.S. elderly public housing focusing on the residents' perceptions of the environmental conditions. For this study, we conducted a survey using written questionnaires and interviews with 20 residents who rent in Columbia, MO. The recorded interview data was used for final analysis; primar...
Article
Full-text available
The authors explore the potential that Virtual Reality (VR) offers for the future of furniture retailing. For that purpose, they develop an Internet-based Virtual Reality Integrated Solution (VRIS) system that allows viewers to select furniture (sofa, chair, and table) to set up a living room. They also develop a two-dimensional static, image-based...
Article
As Web-based interactive 3D graphics (Web 3D), popularly referred to as Virtual Reality, continue to become more affordable, research and development groups in various fields have been adopting Web 3D technology. In addition to simulation of 3D content, the ability to instantly display alternative looks has been recognized as an innovative way to i...
Book
As Web-based interactive 3D graphics, popularly referred to as Virtual Reality (VR), continue to become more affordable, research and development groups in various fields have been adopting Web-based VR technology. Despite substantial adoption, how and how much the technology benefits target users and the providers who choose to adapt the technolog...
Article
Full-text available
Cinemas have always communicated beyond space and time. However, the illusion of being in a synthetic environment in cinema seldom exists in an architectural animation. The same digital animation technology may have been used, but the method of engaging the viewers and capturing their interest in cinemas, distinguish them from architectural animati...
Book
Full-text available
The purpose of this study was to review the literature on color in healthcare environments in order to separate among common myths and realities in the research and application of color in healthcare design. Utilizing online searches of existing bibliographies and databases in multiple disciplines, we reviewed more than 3000 citations to identify t...
Article
Full-text available
The U.S. furniture, home furnishings, and textile industries are faced with threats from less expensive imports and as a result must become more strategic with regard to consumer preferences, effective marketing, and supply chain management. As a significant market for textiles, the sustainability of furniture and home furnishing industries is vita...
Conference Paper
Shadow netWorkspace (SNS) is a web-based CSCL environment designed and developed specifically to support schools and learning. SNS has been designed to facilitate the implementation of a learning community, wherein members (teachers, students, parents, etc.) have tools for representing, organizing, sharing and collaborating on their thoughts and ef...
Article
Architecture in reality is perceived mainly through the display of space enclosures of different degrees, ranging from complete enclosure to openness. These degrees of enclosure are characterized either by subtle or often exuberant display of interplay between solids and voids. Mass and wall are the key features that play an important role in the f...
Article
How can we motivate students to learn? This is a question that educationalists have always tried to find the answer to. This leads to the question what are students interested in? Games, they are fun, interactive and very popular with students. Therefore we attempt to tie the technology of games with the learning process. Technology has always play...
Article
This paper investigates the advantages and disadvantages in representing a building with the Virtual Reality (VR) functions of the QUAKE III game engine and the Web 3D facilities of EON Reality software. For the purpose of comparison, interactivity in architectural representation in these two environments is studied.
Article
Previous research has established virtual reality provides users with unique experience. However, litter is known how users interact with virtual reality enabled interfaces differently from other conventional interfaces and how user-system interaction with virtual reality contributes to usability. This paper proposes a theoretical frame work to bet...
Article
Previous research has established that virtual reality (VR) technology provides users a unique user-system interaction. However, little research has been conducted to understand how VR technology contributes to system usability within specific contexts. The current research investigates how users perceive desktop VR differently from conventional 2D...

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