VLDB 2026 Research / reviewers in the wild / expert
Dooyoung Kim 0001
dblp:119/7179-1
· DBLP profile ↗
16ranked-venue papers
5as first author
16since 2021 · last 2026
0000-0002-6003-2181ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 8 · 4 first-author · 8 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Task Breakpoint Generation using Origin-Centric Graph in Virtual Reality Recordings for Adaptive PlaybackabstractWe propose a method for generating task breakpoints based on an Origin-Centric Graph (OCG) to segment goal-oriented activity recordings into task units for adaptive playback in Virtual Reality (VR) environments. With the development of Augmented Reality (AR)/VR head-mounted displays (HMDs), research on adaptive tutorials and authoring tools has become active, but existing task segmentation methods mainly rely on manual annotation or are restricted to 2D video which limits their applicability to 3D VR contexts. In our approach, assembly scenarios with clearly defined task boundaries are recorded using a structured spatio-temporal scene graph (STSG), and the OCG is employed to track changes in the central object and the formation of new groups, thereby generating task breakpoints automatically. A user study collected user-perceived task breakpoints to establish ground truth (GT), and comparison with the algorithm-detected breakpoints demonstrated high agreement and confirmed accuracy in supporting adaptive playback. The proposed task segmentation method provides a foundation for dynamically adjusting VR playback according to user proficiency and progress, with potential for extension into automatic timeline segmentation systems for diverse VR recordings. Selin Choi, Dooyoung Kim 0001, Taewook Ha, Seonji Kim, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2026 | Int3DNet: Scene-Motion Cross Attention Network for 3D Intention Prediction in Mixed RealityabstractWe propose Int3DNet, a scene-aware network that predicts 3D intention areas directly from scene geometry and head-hand motion cues, enabling robust human intention prediction without explicit object-level perception. In Mixed Reality (MR), intention prediction is critical as it enables the system to anticipate user actions and respond proactively, reducing interaction delays and ensuring seamless user experiences. Our method employs a cross attention fusion of sparse motion cues and scene point clouds, offering a novel approach that directly interprets the user's spatial intention within the scene. We evaluated Int3DNet on MoGaze and CIRCLE datasets, which are public datasets for full-body human-scene interactions, showing consistent performance across time horizons of up to 1500 ms and outperforming the baselines, even in diverse and unseen scenes. Moreover, we demonstrate the usability of proposed method through a demonstration of efficient visual question answering (VQA) based on intention areas. Int3DNet provides reliable 3D intention areas derived from head-hand motion and scene geometry, thus enabling seamless interaction between humans and MR systems through proactive processing of intention areas. Taewook Ha, Woojin Cho 0002, Dooyoung Kim 0001, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2026 | SceneLinker: Compositional 3D Scene Generation via Semantic Scene Graph from RGB SequencesabstractWe introduce SceneLinker, a novel framework that generates compositional 3D scenes via semantic scene graph from RGB sequences. To adaptively experience Mixed Reality (MR) content based on each user's space, it is essential to generate a 3D scene that reflects the real-world layout by compactly capturing the semantic cues of the surroundings. Prior works struggled to fully capture the contextual relationship between objects or mainly focused on synthesizing diverse shapes, making it challenging to generate 3D scenes aligned with object arrangements. We address these challenges by designing a graph network with cross-check feature attention for scene graph prediction and constructing a graph-variational autoencoder (graph-VAE), which consists of a joint shape and layout block for 3D scene generation. Experiments on the 3RScan/3DSSG and SG-FRONT datasets demonstrate that our approach outperforms state-of-the-art methods in both quantitative and qualitative evaluations, even in complex indoor environments and under challenging scene graph constraints. Our work enables users to generate consistent 3D spaces from their physical environments via scene graphs, allowing them to create spatial MR content. Project page is https://scenelinker2026.github.io. Seokyoung Kim 0002, Dooyoung Kim 0001, Woojin Cho 0002, Hail Song, Suji Kang, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2026 | Spatial Affordance-Aware Affine Transformation Between Heterogeneous Spaces for Mixed Reality Remote CollaborationabstractWe propose a spatial affordance-aware affine transformation method between heterogeneous spaces for continuous multi-object matching in shared Mixed Reality (MR) spaces. While previous redirection and spatial mapping approaches utilize physical objects and walkable areas, a critical gap remains in enabling continuous mapping between dissimilar physical environments that supports both precise object alignment and seamless locomotion in a shared space. Our method structurally segments heterogeneous spaces into interaction zones and constructs affine patches based on object adjacency and facing configuration, enabling continuous correspondence. We evaluate our method using a dataset of paired dissimilar spaces and demonstrate that, unlike conventional grid-based methods, our approach achieves broader spatial alignment and richer object matching. The results show that our method can serve as an effective mapping framework for shared environments requiring semantic continuity and structural coherence across diverse real-world spaces. Seonji Kim, Dooyoung Kim 0001, Selin Choi, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Visuo-Tactile Feedback with Hand Outline Styles for Modulating Affective Roughness PerceptionabstractWe propose a visuo-tactile feedback method that combines virtual hand visualization and fingertip vibrations to modulate affective roughness perception in VR. While prior work has focused on object-based textures and vibrotactile feedback, the role of visual feedback on virtual hands remains underexplored. Our approach introduces affective visual cues including line shape, motion, and color applied to hand outlines, and examines their influence on both affective responses (arousal, valence) and perceived roughness. Results show that sharp contours enhanced perceived roughness, increased arousal, and reduced valence, intensifying the emotional impact of haptic feedback. In contrast, color affected valence only, with red consistently lowering emotional positivity. These effects were especially noticeable at lower haptic intensities, where visual cues extended affective modulation into mid-level perceptual ranges. Overall, the findings highlight how integrating expressive visual cues with tactile feedback can enrich affective rendering and offer flexible emotional tuning in immersive VR interactions. Minju Baeck, Yoonseok Shin, Dooyoung Kim 0001, Hyunjin Lee 0005, Sang Ho Yoon, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Viewpoint-Tolerant Depth Perception for Shared Extended Space Experience on Wall-Sized DisplayabstractWe proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D-perception-enabled display systems have primarily focused on single-user scenarios-adapting rendering based on head and eye tracking-the use of wall-sized displays to extend spatial experiences and support perceptually coherent multi-user interactions remains underexplored. We investigated the effects of virtual depths (dv) and absolute viewing distance (da) on human cognitive compensation factors (perceived distance difference, viewing angle threshold, and perceived presence) to construct the wall display-based eXtended Reality (XR) space. Results show that participants experienced a compelling depth perception even from off-center angles of 23°-37°, and largely increasing virtual depth worsens depth perception and presence factors, highlighting the importance of balancing extended depth of virtual space and viewing distance from the wall-sized display. Drawing on these findings, wall-sized displays in venues such as museums, galleries, and classrooms can evolve beyond 2D information sharing to offer immersive, spatially extended group experiences without individualized tracking or wearables. Dooyoung Kim 0001, Jinseok Hong, Heejeong Ko, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Spatial Affordance-aware Interactable Subspace Allocation for Mixed Reality TelepresenceabstractTo enable remote Virtual Reality (VR) and Augmented Reality (AR) clients to collaborate as if they were in the same space during Mixed Reality (MR) telepresence, it is essential to overcome spatial heterogeneity and generate a unified shared collaborative environment by integrating remote spaces into a target host space. Especially when multiple remote users connect, a large shared space is necessary for people to maintain their personal space while collaborating, but the existing simple intersection method leads to the creation of narrow shared spaces as the number of remote spaces increases. To robustly align to the host space even as the number of remote spaces increases, we propose a spatial affordance-aware interactable subspace allocation algorithm. The key concept of our approach is to consider the perceivable and interactable areas separately, where every user views the same mutual space, but each remote user has a different interactable subspace, considering their location and spatial affordance. We conducted an evaluation with 900 space combinations, varying the number of remote spaces as two, four, and six, and results show our method outperformed in securing wide interactable mutual space and instantiating users compared to the other spatial matching methods. Our work enables multiple clients from diverse remote locations to access the AR host’s space, allowing them to interact directly with the table, wall, or floor by aligning their physical subspaces within a connected mutual space. Dooyoung Kim 0001, Seonji Kim, Selin Choi, Woontack Woo |
ISMAR | 1 |
| 2024 | Object Cluster Registration of Dissimilar Rooms Using Geometric Spatial Affordance Graph to Generate Shared Virtual SpacesabstractWe propose Object Cluster Registration (OCR) using Geometric Spatial Affordance Graph (GSAG) to support user interaction with multiple objects in a shared space generated from two dissimilar rooms. Previous research on generating a shared virtual space from dissimilar real spaces has only reflected the information of individual objects and aimed at maximizing the area of the shared space. This led to limited interactions relying on the singular affordances of objects, neglecting to consider the usability and effectiveness of the generated shared spaces. The proposed OCR with GSAG, which considers the relationship between objects based on facing formation, extracts optimal object cluster pairs to align dissimilar rooms in generating shared virtual spaces. In an evaluation study involving 100 multi-cluster space pairs, applying OCR using GSAG showed greater effectiveness in preserving object correlations compared to cases where OCR was not used. Furthermore, the size of the shared space did not significantly differ between the two methods. This suggests that factoring in the relationship between objects does not compromise the objective of maximizing the shared virtual space. The proposed method is expected to serve as a foundation for generating shared virtual spaces that are more user-oriented and efficient by facilitating a wider range of collaborative activities for remote users in dissimilar real spaces with varied configurations. Seonji Kim, Dooyoung Kim 0001, Jae-eun Shin, Woontack Woo |
VR | 2 |
| 2023 | Edge-Centric Space Rescaling with Redirected Walking for Dissimilar Physical-Virtual Space RegistrationabstractWe propose a novel space-rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking. Achieving a seamless and immersive Virtual Reality (VR) experience requires overcoming the spatial heterogeneities between the physical and virtual spaces and accurately aligning the VR environment with the user’s tracked physical space. However, existing space-matching algorithms that rely on one-to-one scale mapping are inadequate when dealing with highly dissimilar physical and virtual spaces, and redirected walking controllers could not utilize basic geometric information from physical space in the virtual space due to coordinate distortion. To address these issues, we apply relative translation gains to partitioned space grids based on the main interactable object’s edge, which enables space-adaptive modification effects of physical space without coordinate distortion. Our evaluation results demonstrate the effectiveness of our algorithm in aligning the main object’s edge, surface, and wall, as well as securing the largest registered area compared to alternative methods under all conditions. These findings can be used to create an immersive play area for VR content where users can receive passive feedback from the plane and edge in their physical environment. Dooyoung Kim 0001, Woontack Woo |
ISMAR | 1 |
| 2023 | Exploration of the Virtual Reality Teleportation Methods Using Hand-Tracking, Eye-Tracking, and EEGabstractAlthough recent developments in VR tracking technology have enabled VR to become more portable and convenient, VR must overcome limited traversable space to be used for more general purposes. Since future VR HMDs aim to embed bio-sensors, such as eye-tracking and electroencephalography (EEG), the present study investigates how bio-sensors could be integrated into VR locomotion and how usability could be improved. In this paper, teleportation methods were developed by combining eye-tracking, EEG, and hand-tracking for location targeting and teleport triggering processes. In a static teleportation task, we compared the efficiency, accuracy, and usability of each method as well as the interactions between different combinations of methods. The experimental results verified that these locomotion methods were overall suitable for hands-free VR contents, and revealed relative superiority of eye-tracking for location targeting and hand-tracking for teleport triggering. Importantly, we identified specific combinations of locomotion methods appropriate for context by showing the interactions between experimental factors, and components that require improvement for future application. The results of this study contribute to development and understanding of novel VR locomotion methods utilizing bio-signal data, for more efficient and natural VR locomotion experience. Hyunyoung Jang, Dooyoung Kim 0001, Jeongmi Lee |
Int. J. Hum. Comput. Interact. | 3 |
| 2023 | The Effects of Spatial Complexity on Narrative Experience in Space-Adaptive AR StorytellingabstractA critical yet unresolved challenge in designing space-adaptive narratives for Augmented Reality (AR) is to provide consistently immersive user experiences anywhere, regardless of physical features specific to a space. For this, we present a comprehensive analysis on a series of user studies investigating how the size, density, and layout of real indoor spaces affect users playing Fragments, a space-adaptive AR detective game. Based on the studies, we assert that moderate levels of traversability and visual complexity afforded in counteracting combinations of size and complexity are beneficial for narrative experience. To confirm our argument, we combined the experimental data of the studies (n=112) to compare how five different spatial complexity conditions impact narrative experience when applied to contrasting room sizes. Results show that whereas factors of narrative experience are rated significantly higher in relatively simple settings for a small space, they are less affected by complexity in a large space. Ultimately, we establish guidelines on the design and placement of space-adaptive augmentations in location-independent AR narratives to compensate for the lack or excess of affordances in various real spaces and enhance user experiences therein. Jae-eun Shin, Boram Yoon, Dooyoung Kim 0001, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Effects of Avatar Transparency on Social Presence in Task-Centric Mixed Reality Remote CollaborationabstractDespite the importance of avatar representation on user experience for Mixed Reality (MR) remote collaboration involving various device environments and large amounts of task-related information, studies on how controlling visual parameters for avatars can benefit users in such situations have been scarce. Thus, we conducted a user study comparing the effects of three avatars with different transparency levels (Nontransparent, Semi-transparent, and Near-transparent) on social presence for users in Augmented Reality (AR) and Virtual Reality (VR) during task-centric MR remote collaboration. Results show that avatars with a strong visual presence are not required in situations where accomplishing the collaborative task is prioritized over social interaction. However, AR users preferred more vivid avatars than VR users. Based on our findings, we suggest guidelines on how different levels of avatar transparency should be applied based on the context of the task and device type for MR remote collaboration. Boram Yoon, Jae-eun Shin, Hyungil Kim, Seoyoung Oh, Dooyoung Kim 0001, Woontack Woo |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | The Effects of Device and Spatial Layout on Social Presence During a Dynamic Remote Collaboration Task in Mixed RealityabstractThis paper evaluates factors of social presence during a dynamic remote collaboration task in a technologically asymmetric Mixed Reality (MR) setting for two spatial layouts. While active movement during MR remote collaboration is afforded by how the shared 3D space is mediated and configured, studies investigating the impact of these conditions on user experience have been scarce. In a between-group study $(\mathrm{n}=48)$, a host user in Augmented Reality (AR) and a remote user in Virtual Reality (VR), both wearing Head Mounted Displays (HMDs), simultaneously moved around the shared space to find and assemble parts of a Mars exploration rover together, one group in a Peripheral layout and the other in a Scattered layout with disparate levels of spatial affordance. Results show that while VR facilitates higher co-presence and spatial presence than AR through HMDs, the Peripheral layout enables users to pay more attention to one another than the Scattered. We analyze the results and derive implications aimed at bridging the AR-VR gap in social presence for dynamic MR remote collaboration through the adaptive placement of virtual content in shared spaces. Jae-eun Shin, Boram Yoon, Dooyoung Kim 0001, Hyungil Kim, Woontack Woo |
ISMAR | 3 |
| 2022 | Effects of Virtual Room Size and Objects on Relative Translation Gain Thresholds in Redirected WalkingabstractThis paper investigates how the size of virtual space and objects within it affect the threshold range of relative translation gains, a Redirected Walking (RDW) technique that scales the user’s movement in virtual space in different ratios for the width and depth. While previous studies assert that a virtual room’s size affects relative translation gain thresholds on account of the virtual horizon’s location, additional research is needed to explore this assumption through a structured approach to visual perception in Virtual Reality (VR). We estimate the relative translation gain thresholds in six spatial conditions configured by three room sizes and the presence of virtual objects (3 × 2), which were set according to differing Angles of Declination (AoDs) between eye-gaze and the forward-gaze. Results show that both size and virtual objects significantly affect the threshold range, it being greater in the large-sized condition and furnished condition. This indicates that the effect of relative translation gains can be further increased by constructing a perceived virtual movable space that is even larger than the adjusted virtual movable space and placing objects in it. Our study can be applied to adjust virtual spaces in synchronizing heterogeneous spaces without coordinate distortion where real and virtual objects can be leveraged to create realistic mutual spaces. Dooyoung Kim 0001, Jae-eun Shin, Boram Yoon, Jeongmi Lee, Woontack Woo |
VR | 1 |
| 2021 | A User-Oriented Approach to Space-Adaptive Augmentation: The Effects of Spatial Affordance on Narrative Experience in an Augmented Reality Detective GameabstractSpace-adaptive algorithms aim to effectively align the virtual with the real to provide immersive user experiences for Augmented Reality(AR) content across various physical spaces. While such measures are reliant on real spatial features, efforts to understand those features from the user’s perspective and reflect them in designing adaptive augmented spaces have been lacking. For this, we compared factors of narrative experience in six spatial conditions during the gameplay of Fragments, a space-adaptive AR detective game. Configured by size and furniture layout, each condition afforded disparate degrees of traversability and visibility. Results show that whereas centered furniture clusters are suitable for higher presence in sufficiently large rooms, the same layout leads to lower narrative engagement. Based on our findings, we suggest guidelines that can enhance the effects of space adaptivity by considering how users perceive and navigate augmented space generated from different physical environments. Jae-eun Shin, Boram Yoon, Dooyoung Kim 0001, Woontack Woo |
CHI | 3 |
| 2021 | Adjusting Relative Translation Gains According to Space Size in Redirected Walking for Mixed Reality Mutual Space GenerationabstractWe propose the concept of relative translation gains, a novel Redirected Walking (RDW) method to create a mutual movable space between the Augmented Reality (AR) host's reference space and the Virtual Reality (VR) client's space. Previous RDW methods have focused on maximizing the movable space at the expense of aligning the coordinates between the AR and VR side, and could only be applied to collaborative scenarios involving sequential tasks. Our method solves these problems by adjusting the remote client's walking speed for each axis of a VR space to modify the movable area without coordinate distortion. We estimate the relative translation gain threshold, defined as the extent to which the walking speed can be altered without creating a perceived difference in distance. In order to reflect features of the reference space in generating the mutual space, we then examine how changing its size affects the threshold value. Our study showed that for remote clients connected to the larger reference space, relative translation gains can be increased to utilize a VR space bigger than their real space. Our method can be applied to create optimal mutual spaces for a wider variety of asymmetric Mixed Reality (MR) remote collaboration systems. Dooyoung Kim 0001, Jae-eun Shin, Jeongmi Lee, Woontack Woo |
VR | 1 |