Demo Data from VLDB 2026 / reviewers in the wild / expert
Hayun Kim
dblp:160/5796
· DBLP profile ↗
5ranked-venue papers
1as first author
2since 2021 · last 2024
0000-0003-2174-5944ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
4 papers |
Collaborative and social computing · 39% Immersive interaction · 36% Design research and methods · 16% | |
| Artificial intelligence
1 paper |
Optimization for machine learning · 100% |
Topics — the 9 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › augmented reality
augmented reality storytelling |
0.8 | 1 | 2024 | Investigating the Design of Augmented Narrative Spaces Through Virtual-Real Connections: A Systematic Literature Review · CHI 2024 |
Collaborative and social computing
multi-user virtual environments |
0.8 | 1 | 2024 | Crowd Data-driven Artwork Placement in Virtual Exhibitions for Visitor Density Distribution Planning · ISMAR 2024 |
Design research and methods › research methodology
systematic review |
0.8 | 1 | 2024 | Investigating the Design of Augmented Narrative Spaces Through Virtual-Real Connections: A Systematic Literature Review · CHI 2024 |
Games and playful interaction › extended reality games
augmented reality games |
0.4 | 1 | 2019 | Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality Game · ISMAR 2019 |
Collaborative and social computing › social presence
co-presence |
0.4 | 1 | 2019 | Evaluating the Combination of Visual Communication Cues for HMD-based Mixed Reality Remote Collaboration · CHI 2019 |
Collaborative and social computing › remote collaboration
mixed reality remote collaboration |
0.4 | 1 | 2019 | Evaluating the Combination of Visual Communication Cues for HMD-based Mixed Reality Remote Collaboration · CHI 2019 |
Collaborative and social computing
remote collaboration |
0.4 | 1 | 2019 | Evaluating the Combination of Visual Communication Cues for HMD-based Mixed Reality Remote Collaboration · CHI 2019 |
Immersive interaction
augmented reality interaction |
0.1 | 1 | 2019 | Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality Game · ISMAR 2019 |
Immersive interaction
narrative engagement |
0.1 | 1 | 2019 | Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality Game · ISMAR 2019 |
Methods — techniques the papers use, named apart from their topics
crowd data-driven optimization · 1.5systematic literature review · 0.8focus group interviews · 0.8focus group interview · 0.8user study · 0.4between-group user study · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Investigating the Design of Augmented Narrative Spaces Through Virtual-Real Connections: A Systematic Literature ReviewabstractAugmented Reality (AR) is regarded as an innovative storytelling medium that presents novel experiences by layering a virtual narrative space over a real 3D space. However, understanding of how the virtual narrative space and the real space are connected with one another in the design of augmented narrative spaces has been limited. For this, we conducted a systematic literature review of 64 articles featuring AR storytelling applications and systems in HCI, AR, and MR research. We investigated how virtual narrative spaces have been paired, functionalized, placed, and registered in relation to the real spaces they target. Based on these connections, we identified eight dominant types of augmented narrative spaces that are primarily categorized by whether they virtually narrativize reality or realize the virtual narrative. We discuss our findings to propose design recommendations on how virtual-real connections can be incorporated into a more structured approach to AR storytelling. Jae-eun Shin, Hayun Kim, Hyerim Park, Woontack Woo |
CHI | 2 |
| 2024 | Crowd Data-driven Artwork Placement in Virtual Exhibitions for Visitor Density Distribution PlanningabstractWe propose a novel crowd data-driven optimization approach for artwork placement in virtual exhibitions. With the emerging concept of Metaverse, a multitude of users can engage with content contemporaneously in virtual exhibitions. Yet, few studies have suggested a method to resolve crowd density concentration in multiuser Mixed Reality (MR) and Virtual Reality (VR) environments. In this study, our approach leverages crowd data engaged with artworks to predict optimal placement of artworks to distribute crowd density in virtual exhibitions, prior to exhibition planning. To investigate the requirement and validity of our approach, we conducted focus group interviews and an artwork relocation experiment as preliminary studies. In the generation of solution scenes for optimal placement, our optimizer adaptively scrutinizes placeable areas with considerations of crowd density distribution, scene rationality, and artwork similarity. Through a performance comparison analysis between optimization results, we confirmed that the optimizer successfully fulfilled the intended objectives with respect to the design considerations, resolving practical scenarios in exhibition planning. Jinseok Hong, Taewook Ha, Hyerim Park, Hayun Kim, Woontack Woo |
ISMAR | 4 |
| 2019 | Evaluating the Combination of Visual Communication Cues for HMD-based Mixed Reality Remote CollaborationabstractMany researchers have studied various visual communication cues (e.g. pointer, sketching, and hand gesture) in Mixed Reality remote collaboration systems for real-world tasks. However, the effect of combining them has not been so well explored. We studied the effect of these cues in four combinations: hand only, hand + pointer, hand + sketch, and hand + pointer + sketch, with three problem tasks: Lego, Tangram, and Origami. The study results showed that the participants completed the task significantly faster and felt a significantly higher level of usability when the sketch cue is added to the hand gesture cue, but not with adding the pointer cue. Participants also preferred the combinations including hand and sketch cues over the other combinations. However, using additional cues (pointer or sketch) increased the perceived mental effort and did not improve the feeling of co-presence. We discuss the implications of these results and future research directions. Seungwon Kim, Gun A. Lee, Weidong Huang 0001, Hayun Kim, Woontack Woo, Mark Billinghurst |
CHI | 4 |
| 2019 | Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality GameabstractOne of the main challenges in creating narrative-driven Augmented Reality (AR) content for Head Mounted Displays (HMDs) is to make them equally accessible and enjoyable in different types of indoor environments. However, little has been studied in regards to whether such content can indeed provide similar, if not the same, levels of experience across different spaces. To gain more understanding towards this issue, we examine the effect of room size and furniture on the player experience of Fragments, a space-adaptive, indoor AR crime-solving game created for the Microsoft HoloLens. The study compares factors of player experience in four types of spatial conditions: (1) Large Room - Fully Furnished; (2) Large Room - Scarcely Furnished; (3) Small Room - Fully Furnished; and (4) Small Room - Scarcely Furnished. Our results show that while large spaces facilitate a higher sense of presence and narrative engagement, fully-furnished rooms raise perceived workload. Based on our findings, we propose design suggestions that can support narrative-driven, space-adaptive indoor HMD-based AR content in delivering optimal experiences for various types of rooms. Jae-eun Shin, Hayun Kim, Callum Parker, Hyungil Kim, Seoyoung Oh, Woontack Woo |
ISMAR | 2 |
| 2017 | Ontology-based mobile augmented reality in cultural heritage sites: information modeling and user study
Hayun Kim, Tamás Matuszka, Jea In Kim, Jungwha Kim, Woontack Woo |
Multim. Tools Appl. | 1 |