Defining neighborhood boundaries within a city is a complex and often subjective task. Neighborhoods boundaries are defined by the people that visit and live in the region, and activities that occur within those boundaries. Depending on the individual or group activity being conducted, these boundaries can change substantially. Transportation and human mobility patterns offer a novel basis on which to explore and delineate neighborhoods.
"Poverty maps" are designed to simultaneously display the spatial distribution of welfare and different dimensions of poverty determinants. The plotting of such information on maps heavily relies on data that is collected through infrequent national household surveys and censuses. However, due to the high cost associated with this type of data collection process, poverty maps are often inaccurate in capturing the current deprivation status.
In a creative process, divergent thinking needs to be stimulated to generate novel ideas; yet these ideas must be synthesized to produce something valuable. Hence to foster creativity in developing IT products, creators need to manage the tension between novelty and value. Since the forces affecting the novelty-value tension often exist outside a creator's group or organization, we apply organizational ecology theory to propose an industry-level, ecological model for understanding the novelty of IT products.
This was a part of research projects conducted under the Basic Research Laboratory Grant from Ministry of Education, Science, and Technology in South Korea. This project is two folds: (1) simulating an application of swarm robot systems; (2) designing a software framework for the swarm robot systems to reduce the complexity of developing applications while minimizing the amount of tranismitted data by adopting MapReduce paradigm. The video above is a simulation of a swarm robot system applicatoin that searches for red pillars (foraging).
Social media has provided a huge amount of user-generated data in capturing urban dynamics. Among them, place-level human behavior has been largely detected through people’s check-in records at certain places. Conventionally, places are characterized by a set of pre-defined features, often specified by the owner of the places. In this paper, we argue that capturing socially-meaningful features and dynamics of an urban place may also be done by analyzing human activity traces.
I participated in this research project as an assistant interviewer and co-coder for the interview and survey data, and collaborated on writing a part of the paper. This project basically tried to understand new international students' information seeking behavior in an unfamiliar place when they first came to the United States.
This research project had been conducted for my master's thesis (Master of Information Management degree). I conceptualized cultual background with Hall's high- and low-context culture (1976) and tried to see whether people's perceptions of urban places vary between physical addresses and symbolic representations of spaces (landmarks), when their cultural backgrounds were different. A survey questionnaire was used to measure cultural background, and a web-based online game was used to measure people's perceptions of places.
This project was originally initiated as a class project from INST 741 (Social Computing) class in 2013, and redesigned to a research project and accepted to CHI '15 Work-in-progress session. I organized a 4-member team and we collaborated on designing the study as a team. The video was created originally for Social Media Expo, iConfernece 2014, so the title is different from the CHI paper. This research project tried to identify the role of geospatial information format (image or text) and content (place or space) on people's familiarity of new places.