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 transmitted data by adopting MapReduce paradigm. The video above is a simulation of a swarm robot system application 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.
Information accessibility problems include diverse types of human- and system-driven barriers that make it difficult for individuals to access desired information. These issues have been studied in two main streams: (1) a human-centered view based on the understanding of individual-level characteristics such as physical impairment and economic status, and (2) a technology-focused view that emphasizes system-based factors such as the information filtering techniques and interface designs.
Hao Li (Ph.D. student from CS) and I conducted a big-data analysis project using the MapReduce framework (Hadoop) for the final project of INFM718G (Data-Intensive Computing with MapReduce, by Dr. Jimmy Lin). Targeting all the news images in April 2013, we tried to rank news images based on the importance and popularity level of each news image. To do that, we extracted image features using SIFT (Scale-invariant feature transform) and constructed a graph of images using LSH (Locality-sensitive Hashing) as a means to approximate the similarity of images.
This paper presents the findings from a project about how international students seek and acquire information during their settlement in an unknown geo-spatial environment. Through semi-structured interviews, questionnaires, and cognitive mapping with twenty international students, this study examines their information needs, information sources, and settlement experiences in the host country.
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.
Geo-local systems can significantly increase users' familiarity with new places. However, for these systems to be useful, geospatial information needs to be presented in ways that those systems can minimize users' difficulties of learning about a new place. This raises a fundamental question about what kinds and representations of geospatial information are effective in making a place more familiar, so that people can adjust to the place more easily even before visiting the unfamiliar world.