Chang Hee Lee

dblp:03/2167 · DBLP profile ↗
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15ranked-venue papers
2as first author
11since 2021 · last 2026
0000-0002-5384-5547ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Sonic Being: Imagining Sound as an Independent Entity
abstract
Since the concept of soundscape emerged, researchers have primarily viewed sound as a result of relationships between the surrounding environment and human listeners. However, this relational view tends to frame sound only in relation to human perception, leaving its independent existence underexplored. In this context, this research proposes a new perspective that understands sound as an independent entity existing regardless of sound–human relationships. To explore this notion, we first conducted participatory workshops to collect people’s imaginations of a sonic entity. Based on these insights, we developed a system through which individuals could directly experience an embodiment of such an auditory entity—named Sonic Being. We then employed this system in a 7-day deployment study to investigate how people perceive, understand, and interact with Sonic Being. Our findings reveal that people attribute agency to independent sound, forming an evolving sense of companionship that persists even during periods of silence.
Jongik Jeon, Chang Hee Lee
DIS3
2026 Co-designing Haptics for Deaf and Hard-of-Hearing Music Education with a Reconfigurable Prototyping System
abstract
Music education for Deaf and hard-of-hearing (DHH) learners remains challenging because access to auditory cues is constrained and instruction is often shaped by hearing-centered pedagogical and communication structures. Prior work has explored haptics for music, yet offers limited situated knowledge of how haptic cues should be designed and negotiated within authentic instruction. We address this gap through a co-design method centered on reconfigurable haptic prototyping. Using modular tactors that can be rapidly repositioned and retuned, we conducted four co-design workshops with educator–learner dyads in South Korea. The workshops involved hands-on trials, bodystorming, and mock teaching enactment to explore music-to-haptic cues within realistic instructional interaction. We show that haptics can support pedagogical fit, make musical concepts tangible as formative in-the-moment support, and function as a shared reference in instruction. We contribute a co-design method, empirical insights into haptics in music instruction, and design implications for DHH music education.
Sungyong Shin, HyeonBeom Yi, Dasom Choi, Chi Yoon Jeong, Chang Hee Lee, Woohun Lee
DIS6
2026 TreeB612: Exploring Interactions for Distant Human-Nature Engagement
Gurim Kim, Byoungjae Kim, Chang Hee Lee
CHI3
2026 When Plants Play: Rethinking Plant Materiality in Digital Games
Chang Hee Lee
CHI2
2025 Sprayable Sound: Exploring the Experiential and Design Potential of Physically Spraying Sound Interaction
Jongik Jeon, Chang Hee Lee
CHI2
2024 Olfactory Puppetry: Merging Olfaction and Puppetry to Explore the Future of Olfactory Social Robots
abstract
While olfaction is yet an uncommon sense employed in interactions between humans and social robots, this pictorial questions, “What if robots emit smell?” As olfaction is closely linked to human emotion, it has a high potential to enrich the affective qualities of human-robot interaction (HRI). To explore possible scenarios and usages of olfactory social robots, we employ a novel method, Olfactory Puppetry—puppetry that integrates olfaction, with two approaches. Through our experimental journey, we understand how people envision and what they expect of olfactory robots, as well as fostering discussions on what new interactions could be made possible. We believe such discussions would trigger creative ideas and suggest design directions, serving as a meaningful starting point for designing olfactory HRIs.
Haena Cho, Gurim Kim, Chang Hee Lee
Conference on Designing Interactive Systems3
2024 ICY Interfaces: Exploration of Ice's Ephemeral Features for Digital Game User Experience
abstract
As we observe, fleeting interactions unfold fascinatingly as the ice melts into transparency, scattering light into beautiful patterns. In interaction design, such ephemeral phenomena inspire the integration of transient features into interfaces to create unique user experiences. These interfaces generally foster ambient interactions, yet their potential in digital games remains relatively underexplored. We introduce ICY Interfaces—MeltPress, FrostPad, and IceSquish—gaming interfaces that utilize ice’s playful ephemeral qualities to explore new dimensions in the digital game experience. Building on previous research, we conducted material exploration and a workshop with ice to investigate how its ephemerality benefits digital game interface design. Our findings from the playtest reveal how ice’s physical disappearance influences gameplay interactions, its melting process enhances sensory experiences, and its unpredictability introduces engaging challenges. These results highlight the playful potential of ice in a digital game environment and underscore its role within the context of ephemeral materials and interfaces.
Chang Hee Lee
Conference on Designing Interactive Systems2
2024 Thermo-Play: Exploring the Playful Qualities of Thermochromic Materials
abstract
As interest in materiality has increased in human-computer interaction (HCI), a growing body of research has emerged on the use of smart materials to enhance interactivity. In particular, thermochromic materials, which change color in response to environmental temperature, have drawn attention. However, despite their dynamicity and interactivity, limited studies have dug into their playful potential. This paper presents Thermo-Play, a series of four projects—Picky Tamagotchi, Alphabet Blocks, Shake My Hand, and Gradual Display—that examine the potential of thermochromism in the sense of play and its implications for design and HCI. Evaluating the four projects, we identify the elements that make thermochromic materials playful, such as physicality, color-dynamicity, and gradualness, and the limitations of these materials. Through the findings of Thermo-Play, we expect to discover new opportunities for thermochromic materials in designing playful interactions.
Haena Cho, Woohun Lee, Chang Hee Lee
TEI4
2022 Bringing Stories to Life in 1001 Nights: A Co-creative Text Adventure Game Using a Story Generation Model
Yuqian Sun, Xuran Ni, Haozhen Feng, Ray LC, Chang Hee Lee, Ali Asadipour 0001
ICIDS5
2022 Wander: An AI-driven Chatbot to Visit the Future Earth
abstract
This artwork presents an intelligent chatbot called Wander. This work used knowledge-based story generation to facilitate a narrative AI chatbot on daily communication platforms, producing interactive fiction with the most accessible natural language input: text messages. On social media platforms such as Discord and WeChat, Wander can generate a science-fiction style travelogue about the future earth, including text, images and global coordinates (GPS) based on real-world locations (e.g. Paris). The journeys are visualised in real-time on an interactive map that can be updated with participants' data. Based on Viktor Shklovsky's defamiliarization technique, we present how an AI agent can become a storyteller through common messages in daily life and lead participants to see the world from new perspectives. The website of this work is: https://wander001.com/
Yuqian Sun, Chenhang Cheng, Yihua Li, Chang Hee Lee, Ali Asadipour 0001
ACM Multimedia5
2022 Travel with Wander in the Metaverse: An AI chatbot to Visit the Future Earth
abstract
We developed Wander[00l] as an experiment to discuss several visions toward the metaverse: through crowd contribution, how an AI agent can become a highly accessible storyteller, and how to link the virtual and physical world through AI-generated content (AIGC). In this artwork, we implement a hybrid AIGC and user-generated content (UGC) system to facil-itate a narrative AI chatbot, Wander, that produces interactive fiction through knowledge graphs with text messages input by users on instant messaging social platforms. On Discord and WeChat, Wander can generate science-fiction-style travelogues about the future earth, including text, style-transferred images and global coordinates (GPS) based on real-world locations (e.g. Paris). The crowd interactions with Wander are visualised on an interactive globe map in real time, documenting the players' asynchronous contributions to exploring the speculative future earth. This paper presents Wander's concept, development and user study to demonstrate how people would interact with an AI agent in a narrative context for the future metaverse.
Yuqian Sun, Chenhang Cheng, Yihua Li, Chang Hee Lee, Ali Asadipour 0001
MMSP5
2018 Estimating GRF(Ground Reaction Force) and Calibrating CoP(Center of Pressure) of an Insole Measured by an Low-Cost Sensor with Neural Network
abstract
CoP(Center of pressure) and GRF(ground reaction force) of insole are very important values in biomechanics area. They are using for calculating kinematics, dynamics of human or controlling of robot like exoskeletons. As an alternative to high-cost insole pressure sensors that can measure the insole pressure distribution and calculate the center of pressure, a FSR (Force Sensing Resistor) foot sensor with FSR sensors on the bottom of the insole was developed. However, the value of the CoP calculated using fixed coordinates and the values of FSR sensors were not sufficiently accurate and FSR sensors cannot cover the whole area of the insole so it can not calculate the magnitude of GRF. Hence, in this paper, a model capable of estimating of GRF and calibrating CoP measured by FSR foot sensors using neural network fitting is introduced. These processes rely on the fact that foot has protruding areas that are initially in contact with the ground while walking, with the size and magnitude of the pressure exerted by other non-protruding areas estimated using the the constant patterns of the pressure values of the protruding areas. This paper presents the division of the insole based on anatomical shape of foot, estimations of appropriate numvers and locations of the FSR sensors, creation of virtual forces and their floating coordinates, development of algorithms with neural network fitting for estimating the values, and calculation of the estimated GRF and calibrated CoP. Validation is conducted by comparing the Values with those of F-Scan System(Tekscan, Inc.)
Ho Seon Choi, Myounghoon Shim, Chang Hee Lee, Yoon Su Baek
BIBE3
2012 Optimal Step-Size Affine Projection Algorithm
abstract
This letter describes how to set up the step size of the affine projection algorithm (APA) based on mean-square deviation analysis. The analysis considers the cross-correlation between the current weight error vector and the prior measurement noises associated with the reused inputs vectors for better prediction of the learning behavior of the APA. With the predetermined step size based on the analysis, the proposed approach eliminates the parameter-tuning process and the derived algorithm achieves both the fast convergence rate and the low steady-state error. Simulation results show that the proposed algorithm performs better than previous algorithms.
Chang Hee Lee, PooGyeon Park
IEEE Signal Process. Lett.1
2008 Relaxed delay-dependent stabilization conditions for discrete-time fuzzy systems with time delays
abstract
Based on fuzzy weighting-dependent Lyapunov-Krasovskii functional (FWLKF), this paper proposes a method of designing a delay-dependent fuzzy controller for discrete-time Takagi-Sugeno (T-S) fuzzy systems with time delays. To derive a less conservative delay-dependent stabilization condition, the method enhances the interactions among the fuzz subsystems using FWLKF with quadratic dependence on fuzzy weighting functions, where all the decision variables of FWLKF are set to be associated with the fuzzy weighting functions. Besides, this paper sets the overall controller to be dependent on not only the current-time but also the delay-time information on the fuzzy weighting functions. In the derivation, the stabilization condition is first formulated in terms of parameterized linear matrix inequalities (PLMIs), and then is reconverted LMIs based on several relaxation techniques.
Chang Hee Lee, PooGyeon Park
ICARCV2
2008 Implementation of TFT inspection system using the common unified device architecture (CUDA) on modern graphics hardware
abstract
Nowadays, computational power of graphics hardware is strong enough to be used in many applications requiring parallel computing. It can be used any other areas even unrelated to the graphics displays. Following these trends, we adapted this general purpose graphics processing unit (GPGPU) for thin film transistor liquid crystal displays (TFT-LCD) inspection. In this paper, we describe practical system components and the implementation including compute unified device architecture (CUDA) programming. An experimental result compares to the previous system which uses CPU as a main processor.
Chang Hee Lee, Changki Jeong, MoonSoo Chang, PooGyeon Park
ICARCV1