VLDB 2026 Research / reviewers in the wild / expert
Myung Jin Kim 0001
dblp:10/3782-1 · also Myung Jin (MJ) Kim
· DBLP profile ↗
7ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0001-9970-4056ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Speculating the Impacts of Mediated Social Touch TechnologyabstractWith growing research on haptic interfaces, Mediated Social Touch (MST) technologies offer the potential to record, synthesise, and reproduce (RSR) touch experiences across space and time, enabling, for instance, a hug from afar and from the past. Although much of the existing research highlights the direct benefits of these systems, such as reducing loneliness and providing emotional support, little attention has been paid to their broader sociotechnical impacts. To address this gap, we used the Future Ripples method to speculate on possible effects of MST. We conducted three workshops with 24 participants, including potential users, domain experts, and haptics researchers. Throughout these sessions, participants collectively envisioned possible future scenarios, alongside opportunities and threats, and proposed actionable responses. Our qualitative analysis organised these insights into four themes and three distinctive challenges. These findings offer haptics researchers intervention points across the RSR pipeline to inform MST design, alongside methodological insights from applying Future Ripples to MST technology. Russian (Ruo-Xuan) Wu, Tim Moesgen, Myung Jin Kim 0001, Xinyan Yu 0005, Naoki Kameyama, Anusha Withana, Marius Hoggenmüller, Luke Hespanhol |
DIS | 3 |
| 2025 | Seeing With Sound in Safe Virtual Environments: A Walk-In-Place VR Training System for Users With Visual Impairment Using the vOICe AlgorithmabstractWe present a virtual reality (VR) training system that supports safe mobility skill development for low-vision users through visual-to-auditory sensory substitution. The system combines the vOICe algorithm with walk-in-place locomotion to enable navigation in immersive environments while minimizing physical risks and spatial requirements. Training with the system follows a two-phase structure: an initial learning phase to build familiarity with visual-to-audio substitution, followed by a navigation phase in which users apply auditory cues to explore and reach destinations in VR. The system provides a safe, controlled environment for developing non-visual spatial awareness and serves as an early exploration of a platform for evaluating sensory substitution techniques. Through this work, we aim to contribute to solutions that promote greater independence in mobility for visually impaired users. Myung Jin Kim 0001, Mooseop Kim, HyeonBeom Yi, Chi Yoon Jeong |
VRST | 1 |
| 2024 | Big or Small, It's All in Your Head: Visuo-Haptic Illusion of Size-Change Using Finger-RepositioningabstractHaptic perception of physical sizes increases the realism and immersion in Virtual Reality (VR). Prior work rendered sizes by exerting pressure on the user’s fingertips or employing tangible, shape-changing devices. These interfaces are constrained by the physical shapes they can assume, making it challenging to simulate objects growing larger or smaller than the perceived size of the interface. Motivated by literature on pseudo-haptics describing the strong influence of visuals over haptic perception, this work investigates modulating the perception of size beyond this range. We developed a fixed-sized VR controller leveraging finger-repositioning to create a visuo-haptic illusion of dynamic size-change of handheld virtual objects. Through two user studies, we found that with an accompanying size-changing visual context, users can perceive virtual object sizes up to 44.2% smaller to 160.4% larger than the perceived size of the device. Without the accompanying visuals, a constant size (141.4% of device size) was perceived. Myung Jin Kim 0001, Eyal Ofek, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 1 |
| 2022 | SpinOcchio: Understanding Haptic-Visual Congruency of Skin-Slip in VR with a Dynamic Grip ControllerabstractThis paper’s goal is to understand the haptic-visual congruency perception of skin-slip on the fingertips given visual cues in Virtual Reality (VR). We developed SpinOcchio (Spin for the spinning mechanism used, Occhio for the Italian word “eye”), a handheld haptic controller capable of rendering the thickness and slipping of a virtual object pinched between two fingers. This is achieved using a mechanism with spinning and pivoting disks that apply a tangential skin-slip movement to the fingertips. With SpinOcchio, we determined the baseline haptic discrimination threshold for skin-slip, and, using these results, we tested how haptic realism of motion and thickness is perceived with varying visual cues in VR. Surprisingly, the results show that in all cases, visual cues dominate over haptic perception. Based on these results, we suggest applications that leverage skin-slip and grip interaction, contributing further to realistic experiences in VR. Myung Jin Kim 0001, Neung Ryu, Wooje Chang, Michel Pahud, Mike Sinclair, Andrea Bianchi |
CHI | 1 |
| 2020 | BodyPrinter: Fabricating Circuits Directly on the Skin at Arbitrary Locations Using a Wearable Compact PlotterabstractOn-body electronics and sensors offer the opportunity to seamlessly augment the human with computing power. Accordingly, numerous previous work investigated methods that exploit conductive materials and flexible substrates to fabricate circuits in the form of wearable devices, stretchable patches, and stickers that can be attached to the skin. For all these methods, the fabrication process involves several manual steps, such as designing the circuit in software, constructing conductive patches, and manually placing these physical patches on the body. In contrast, in this work, we propose to fabricate electronics directly on the skin. We present BodyPrinter, a wearable conductive-ink deposition machine, that prints flexible electronics directly on the body using skin-safe conductive ink. The paper describes our system in detail and, through a series of examples and a technical evaluation, we show how direct on-body fabrication of electronic circuits and sensors can further enhance the human body. Youngkyung Choi, Neung Ryu, Myung Jin Kim 0001, Artem Dementyev, Andrea Bianchi |
UIST | 3 |
| 2020 | ElaStick: A Handheld Variable Stiffness Display for Rendering Dynamic Haptic Response of Flexible ObjectabstractHaptic controllers have an important role in providing rich and immersive Virtual Reality (VR) experiences. While previous works have succeeded in creating handheld devices that simulate dynamic properties of rigid objects, such as weight, shape, and movement, recreating the behavior of flexible objects with different stiffness using ungrounded controllers remains an open challenge. In this paper we present ElaStick, a variable-stiffness controller that simulates the dynamic response resulting from shaking or swinging flexible virtual objects. This is achieved by dynamically changing the stiffness of four custom elastic tendons along a joint that effectively increase and reduce the overall stiffness of a perceived object in 2-DoF. We show that with the proposed mechanism, we can render stiffness with high precision and granularity in a continuous range between 10.8 and 71.5Nmm/degree. We estimate the threshold of the human perception of stiffness with a just-noticeable difference (JND) study and investigate the levels of immersion, realism and enjoyment using a VR application. Neung Ryu, Myung Jin Kim 0001, Andrea Bianchi |
UIST | 3 |
| 2019 | Aero-plane: A Handheld Force-Feedback Device that Renders Weight Motion Illusion on a Virtual 2D PlaneabstractForce feedback is said to be the next frontier in virtual reality (VR). Recently, with consumers pushing forward with untethered VR, researchers turned away from solutions based on bulky hardware (e.g., exoskeletons and robotic arms) and started exploring smaller portable or wearable devices. However, when it comes to rendering inertial forces, such as when moving a heavy object around or when interacting with objects with unique mass properties, current ungrounded force feedback devices are unable to provide quick weight shifting sensations that can realistically simulate weight changes over 2D surfaces. In this paper we introduce Aero-plane, a force-feedback handheld controller based on two miniature jet propellers that can render shifting weights of up to 14 N within 0.3 seconds. Through two user studies we: (1) characterize the users' ability to perceive and correctly recognize different motion paths on a virtual plane while using our device; and, (2) tested the level of realism and immersion of the controller when used in two VR applications (a rolling ball on a plane, and using kitchen tools of different shapes and sizes). Lastly, we present a set of applications that further explore different usage cases and alternative form-factors for our device. Seungwoo Je, Myung Jin Kim 0001, Byungjoo Lee, Xing-Dong Yang, Pedro Lopes 0001, Andrea Bianchi |
UIST | 2 |