Taeha YiSamsung | samsung
Taeha Yi
Doctor of Philosophy
About
20
Publications
5,138
Reads
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64
Citations
Introduction
My research interests focus on UI/UX Design, HCI, Museum Informatics, Media Technology & Theory, and User Experience Modeling. I am a senior designer at Samsung Electronics (Corporate Design Center, The Republic of Korea). You can see my works at https://yi-taeha.com
Education
September 2016 - February 2022
September 2013 - August 2015
Publications
Publications (20)
This study examined which accompanying information elements were noticed by visitors while they were looking at artworks, using eye-tracking experiments. First, we conducted an online survey to grasp the types of information that visitors wanted to know, and five elements were obtained. Second, we collected information on these five elements throug...
Visitor-centered approaches have been widely discussed in the museum experience research field. One notable approach was suggested by Falk and Dierking, who defined museum visitor experience as having a physical, personal, and social context. Many studies have been conducted based on this approach, yet the interactions between personal and social c...
As social networking services (SNSs) have become increasingly influential, they are now a vital element in art museums because communication with visitors is crucial. However, conventional methods of visitor studies do not consider the characteristics of SNS. Even when a museum uses an SNS as a marketing tool, it cannot sufficiently analyze the dat...
Although virtual reality (VR) applications can provide immersive experiences, the design process is mainly executed in a desktop environment (DE). The omniscient point‐of‐view of the desktop allows the user to explore shapes and objects and their relationships with each other conveniently and efficiently. However, unlike a VR environment (VE), it i...
The authors present an art installation entitled "Intersection of Seeing" in which volumetric images were created using nine cameras, one of which moved autonomously throughout the exhibition space. The objective of the installation was to provide a unique visual experience of a volumetrically captured space reconstructed based on mixed reality. A...
Recent museum exhibitions are becoming a means by which to satisfy visitor demands. In order to provide visitor-centric exhibitions, artwork must be analyzed based on the behavior of visitors, and not merely according to museum professionals' points of view. This study aims to analyze the relationship between museum visitors and artwork via a netwo...
To better serve visitors with digital means, museums must understand visitors and their needs. Previous studies investigated the needs and visitor–museum interactions mainly by observation and survey. However, these approaches offer limited insights into the interactions which can be hard to observe if happen beyond the museum space. Nowadays, data...
Over the past decade, the growing prevalence of smartphone has motivated museums to bring out the guide service in the form of a mobile app. However, not many museums are actively embracing cutting-edge technology. Therefore, this study aims at proposing a design blueprint of a visitor-centered art museum guide app that guarantees its usability. Fo...
This study aims to examine the art museum experience of visitors in detail through eye tracking in the aspect of the visitor-centered approach, which is important in the contemporary art museum. To achieve this goal, we conducted the eye-tracking experiment and in-depth interview to grasp the interest and needs of visitors. We suggest the possibili...
Previous visitor studies have been conducted to observe what they see, how they behave, and ask for their appreciation after the exhibition. Recently, studies have been started to utilize digital technologies to consistently collect data such as ‘movement (e.g. moving line of visitors)’, ‘physiological response (e.g. Heart-rate, Skin Conductance)’,...
This research aims to develop a Case-Based Reasoning
(CBR) system that recommends services to users in IoT environment.
To develop this system, we establish a framework that designs raw
data into analyzable information using Function-Behavior-Structure
properties. Also, we develop an interactive flow of data acquisition
that builds up cases gradual...
Services that allow Share house between elders and young adults are becoming more prevalent to fulfill various needs for different stakeholders. However, various difficulties among the residents who are strangers from different generations are likely to occur. Research aim is to solve this social phenomenon by applying interdisciplinary total desig...
Recently, a vast number of devices including home appliances and personal devices are surrounding most of the people. In the consequence, large amount of futile data is generated incessantly in daily basis. In order to make a system capable of using those sporadic data, which derived from the devices, should be manipulated and managed properly. The...
This Study suggests the user-friendly game playing method of rhythm dance game focusing on the natural interaction between music and user's movement. When the existing rhythm dance games have given the limitation to users, this study chose the game playing method using beat that is consist of basic element in dance music for minimizing the limitati...