Soojeong Yoo

Soojeong Yoo
University College London | UCL · UCL Interaction Centre

PhD

About

34
Publications
11,660
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279
Citations

Publications

Publications (34)
Conference Paper
Full-text available
Research in surgical intervention and technology development is increasingly interdisciplinary. Despite the great potential of working in this way, recent research suggests that interdisciplinary collaborations and competing stakeholder interests can be challenging to initiate and manage, with the result that knowledge and expertise from different...
Conference Paper
Augmented reality (AR) has shown much potential when applied in surgical settings, which can help guide surgeons through complex procedures, train students, and provide heads-up and hands-free spatial information. In this position paper, we discuss some of the current use cases of AR in surgical practice, evaluation measures, challenges and potenti...
Conference Paper
Full-text available
Despite being situated in public spaces, public interactive displays (PIDs) are not always designed to be fully inclusive, particularly for people with vision impairments. Prototyping physical PIDs with accessible features can be time-consuming and there are ethical and safety barriers to navigate when recruiting appropriate participants for studie...
Article
Full-text available
Background: Traditional methods of delivering Advanced Life Support (ALS) training and reaccreditation are resource-intensive and costly. Interactive simulations and gameplay using virtual reality (VR) technology can complement traditional training processes as a cost-effective, engaging, and flexible training tool. Objective: This exploratory s...
Article
Full-text available
Background: Virtual Reality (VR) technology is a powerful tool for augmenting patient experience in pediatric settings. Incorporating the needs and values of stakeholders in the design of VR apps in healthcare can contribute to better outcomes and meaningful experiences for patients. Objective: This study follows a multi-perspective approach to...
Conference Paper
Full-text available
Selfie taking is a popular social pastime, and is an important part of socialising online. This activity is popular with young people but is also becoming more prevalent with older generations. Despite this, there are a number of accessibility issues when taking selfies. In this research, we investigate preferences from elderly citizens when taking...
Preprint
BACKGROUND Traditional methods of delivering Advanced Life Support (ALS) training and reaccreditation are resource-intensive and costly. Interactive simulations and gameplay using virtual reality (VR) technology can complement traditional training processes as a cost-effective, engaging, and flexible training tool. OBJECTIVE This exploratory study...
Preprint
Note-------------------full paper now published, see paper section-----------------------------Background: Virtual Reality (VR) technology is a powerful tool for augmenting patient experience in pediatric settings. Incorporating the needs and values of stakeholders in the design of VR apps in healthcare can contribute to better outcomes and meanin...
Conference Paper
Full-text available
Nursing students learn a variety of skills to work in a clinic, such as dealing with patients with particular requirements, handling expensive equipment, and assisting doctors with treatments. However, a specific situation may require hands-on experience that cannot be easily conveyed through a textbook or a video, such as caring for a schizophreni...
Conference Paper
Full-text available
Many people, especially those in sedentary occupations, fail to achieve the recommended levels of physical activity. Vir-tual reality (VR) games have the potential to overcome this because they are fun and also can be physically demanding. This paper explores whether a VR game studio can help work-ers in sedentary jobs to get valuable levels of exe...
Thesis
Full-text available
This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore,...
Conference Paper
This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore,...
Conference Paper
Full-text available
Many children experience periprocedural anxiety (occurring before, during, or immediately after the a medical procedure such as induction of anaesthesia or immunisation) in hospital settings. A number of strategies, such as distraction and focus shifting, are commonly used in medical practice to help paediatric patients man- age their anxiety. In r...
Conference Paper
Full-text available
Selfies have become a global phenomenon that is omnipresent on social media networks. The practice of taking selfies in public spaces has been found to be engaging and allows for a variety of novel interactions. In this work, we propose a set of design considerations to further enhance selfie booths to increase the engagement they provide. These em...
Conference Paper
Full-text available
The delivery of ongoing training and support to Advanced Life Support (ALS) teams poses significant resourcing and logistical challenges. A reduced exposure to cardiac arrests and mandated re-accreditation pose further challenges for educators to overcome. This work presents the ALS-SimVR (Advanced Life Support Simulation in VR) application. The ap...
Conference Paper
Full-text available
A user model that is built from the data of multiple physical activity sensors has the potential to enable people to answer important questions about their long-term physical activity. Our work provides a way to do this for the case of exercise from virtual reality gaming and from incidental daily walking. Our approach is based two parts: 1) a care...
Conference Paper
Full-text available
It is difficult for people to understand how much exercise they get when their activity is sensed from multiple devices. This may include incidental steps accumulated throughout the day as well as other activities, such as playing games in virtual reality (VR). To address this we designed VRFit, an interactive dashboard which shows exercise levels...
Conference Paper
Full-text available
Immersive technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) have the potential to augment experiences within cities and the process of designing architecture. However, more work is needed to understand specific applications within these areas and how they can be designed. Therefore, the main aim of the worksh...
Conference Paper
Full-text available
Since the release of the HTC Vive and Oculus Rift tracking has improved, leading to virtual reality (VR) games that allow players to stand and physically move around virtual environments. Consequently, these VR games can provide players with beneficial levels of exercise. In this paper we provide a design framework for using activity sensor data wi...
Conference Paper
Full-text available
Head mounted display (HMD) virtual reality (VR) games have shown promise beyond entertainment. Work has shown that playing VR games even for 10 minutes can provide players with valuable levels of physical exertion that is much higher then their perceived exertion. Despite VR showing promise at providing engaging forms of exercise, there is a risk t...
Conference Paper
Full-text available
Virtual reality (VR) games offer potential as a fun and immersive way to get enough physical activity to gain significant health benefits. Currently, there is no established way to describe the type and level of physical activity a person can expect to gain when playing a VR game. Nor is there a way of reporting to a person about the exercise they...
Conference Paper
Exercise is important for health and well-being. However, for many people, it can be hard to find the time or motivation to get the recommended amount of exercise. It has recently become apparent that virtual reality exergames, have the potential to address this problem, by helping people stay motivated to exercise. This research explores how to ha...
Conference Paper
Full-text available
Virtual reality (VR) exergames have the potential to be a fun way to get exercise. People have different preferences and responses when it comes to both exercising an playing games, meaning that there are potential benefits from creating a user model for exergaming. This could support various forms of personalization, such as game recommenders, and...
Conference Paper
Exercise is essential for health and well-being. However, it can be difficult for people to meet the recommended amount of daily exercise simply due to the lack of motivation. It has recently become apparent that virtual reality games, even though they were not explicitly designed for exercise, have the potential to provide enough exercise to achie...
Conference Paper
Virtual reality exergames have been demonstrated to provide high levels of exertion compared to traditional exercise, while players perceive less exertion. However, it is hard for people to be confident of whether they get the recommended levels of exercise. In this work, we present the "HappyFit" aesthetic interface that has been designed to be a...
Conference Paper
Full-text available
Public interactive displays (PIDs) are becoming more pervasive in urban environments as a means to engage passers-by and to provide interactive features such as wayfinding. However, one of the problems with current PIDs is that they are typically designed around an average specification, potentially excluding a large range of users that for instanc...
Conference Paper
Full-text available
Virtual Reality games have shown potential to make exercise fun and engaging. This is because many virtual reality games, using devices like the HTC Vive, offer engaging experiences where interaction requires the player to physically move around, moving their arms and body. This paper presents the first work evaluating the actual and perceived exer...
Conference Paper
Full-text available
Exercise is important for health and well-being. However, for some people it can be hard to find the time or motivation to get the recommended amount every day. Exergames on modern gaming consoles have demonstrated potential to address this problem, by helping people stay motivated, which subsequently benefited their health. Fully-immersive virtual...
Conference Paper
Full-text available
Public displays are widely used for displaying messages to large groups of people, such as advertisements, wayfinding or warnings. The proliferation of public displays has also lead to them being ignored either through people assuming the content is irrelevant to them or they get lost among other objects in the public space vying for attention. Ada...
Conference Paper
Full-text available
This paper investigates user preferences for mid-air gestures to interact with large public information displays. We designed and implemented a public display application that allows people to navigate between Twitter feeds and to find details about particular tweets. The application supports selection and navigation through (1) point-and-dwell and...
Conference Paper
Full-text available
Google Cardboard was recently released as Google's attempt at virtual reality (VR) which has made it more accessible, with its low-cost and easy assembly. The purpose of this research is to provide an initial analysis of controller-less interaction and highlight its potential for enabling a truly portable and accessible VR experience.
Conference Paper
Full-text available
Currently, first-year chemistry students learn about three-dimensional molecular structures using a combination of lectures, tutorials, and practical hands-on experience with molecular chemistry kits. We have developed a basic 3D molecule construction simulation, called MolyPoly. The system was designed to augment the teaching of organic chemistry...
Conference Paper
Full-text available
Currently, first-year chemistry students at the University of Tasmania learn about three-dimensional molecular structures using a combination of lectures, tutorials, and practical hands-on experience with molecular chemistry kits. We have developed a basic 3D molecule construction simulation, called MolyPoly, to help students grasp the concepts of...

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