VLDB 2026 Research / reviewers in the wild / expert
Bokyung Lee
dblp:169/6028
· DBLP profile ↗
12ranked-venue papers
9as first author
5since 2021 · last 2026
0000-0002-3870-6864ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 12 · 9 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DanXeReflect: Interacting with the Spatio-Temporal Past Movements for Embodied, Reflective Choreographic CollaborationabstractChoreographic reflection relies on iterative dialogue, where dancers and choreographers refine movement through embodied demonstration and shared feedback in studio rehearsal. With the shift to video, this exchange becomes constrained: annotations detach from the body, gestures lose spatial grounding, and subtle variations are difficult to capture. Advances in markerless motion capture enable 3D reconstruction from rehearsal video, allowing past recordings to be re-materialized for embodied interaction in XR. We present DanXeReflect, an XR system that transforms flat video into a virtual studio where movements appear as interactive avatars. Users can re-enact poses to search sequences, perform alternative revisions alongside originals, and attach annotations directly to body parts. A study with choreographers and dancers shows how these embodied interactions reposition spatio-temporal data as collaborative anchors, extending reflective dialogue beyond co-located rehearsal into asynchronous, distributed practice. François Guimbretière, Bokyung Lee |
CHI | 3 |
| 2026 | TwistLens: A Docent-Informed Image Transformation to Create Previews That Prompt Anticipation and Interpretive Experiences Before Museum VisitsabstractPre-visit information can enrich museum experiences, yet creates a dilemma: text-only descriptions can overwhelm without visual anchors, while viewing artworks in advance can spoil surprise. To address this tension, we introduce TwistLens, a docent-informed, AI-supported image transformation system that generates twisted previews–transformed images that convey interpretive cues while concealing original visuals. TwistLens extracts key cues from docent text using a structured taxonomy, then applies two strategies: EchoLens, which preserves intended description while altering representation, and DecoyLens, which distorts described information while maintaining representational coherence. A co-design study identified strategy preferences by information type, informing category-specific refinements. A controlled evaluation further showed that TwistLens preserves anticipation, triggers curiosity, and supports active learning without visual spoil. These findings demonstrate how semantically-aware image transformation can balance knowledge delivery and anticipation in museum contexts. Thao Phuong Vu, Bokyung Lee |
CHI | 2 |
| 2026 | PONIFY: Pose-Driven Painting Sonification to Enhance Augmented Artwork Perception through Sense of DynamicsabstractIntegrating auditory elements that complement the visual features of the paintings can enhance artwork appreciation. Image sonification has advanced this paradigm by automatically generating matching sounds. However, existing techniques rely on basic features such as color without integrating complex contextual information. Based on the insights from our formative study, we introduce Ponify, a sonification method that translates a painting’s sense of dynamics into music through pose analysis. Ponify analyzes the limb movements of human figures in paintings and configures musical parameters such as the tempo and density to convey dynamic perceptions. Evaluation studies indicate that Ponify generates music that aligns harmoniously with the artwork, surpassing the performance of methods without pose analysis. In addition, Ponify enhances viewers’ enjoyment and empathy without reducing their concentration. We conclude that incorporating pose-based dynamics into sonification can offer a more immersive and emotionally engaging art appreciation experience, opening new possibilities for multimedia interpretation. Bokyung Lee, Hanbin Bae |
Int. J. Hum. Comput. Interact. | 1 |
| 2025 | Exploring the Next Phase of Situated and Interactive Docents for XR Exhibitions: From the Perspective of Knowledge DeliveryabstractA well-designed docent significantly impacts visitors’ comprehension of the knowledge provided in museums. This study investigates the potential of eXtended Reality (XR) interactions to enhance knowledge delivery within exhibitions. Analyzing 737 exhibit commentary descriptions from 10 real-world exhibitions, we first provided a foundational knowledge taxonomy that outlines various types of information frequently conveyed along with physical exhibits. Subsequently, interviews with expert curators based on our taxonomy framework revealed their past challenges with communication for each type of knowledge and their desires. Our findings elucidate several implications for designing XR interactions to deliver curated knowledge more effectively. Unlike other works of knowledge-delivery supports in XR museums that focused on immersive representations and virtual human guides, our findings suggested new perspectives on incorporating the current understanding of situated visualization, spatio-temporal interaction, participatory embodiment, and the feedback loop into XR exhibition contexts, thus enriching the informative learning experience for museum visitors. Pei-Tzu Hung, Bokyung Lee |
Int. J. Hum. Comput. Interact. | 2 |
| 2021 | Designing a Multi-Agent Occupant Simulation System to Support Facility Planning and Analysis for COVID-19abstractThe COVID-19 pandemic changed our lives, forcing us to reconsider our built environment, architectural designs, and even behaviours. Multiple stakeholders, including designers, building facility managers, and policy makers, are making decisions to reduce SARS-CoV-2 virus transmission and make our environment safer; however, systems to effectively and interactively evaluate virus transmission in physical spaces are lacking. To help fill this gap, we propose OccSim, a system that automatically generates occupancy behaviours in a 3D model of a building and helps users analyze the potential effect of virus transmission from a large-scale and longitudinal perspective. Our participatory evaluation with four groups of stakeholders revealed that OccSim could enhance their decision making processes by identifying specific risks of virus transmission in advance, and illuminating how each risk relates to complex human-building interactions. We reflect on our design and discuss OccSim’s potential implications in the domains of ‘design evaluation,’ ‘generative design,’ and ‘digital twins.’ Bokyung Lee, Michael Lee 0005, Jeremy P. M. Mogk, Rhys Goldstein, Jacobo Bibliowicz, Frederik Brudy, Alex Tessier |
Conference on Designing Interactive Systems | 1 |
| 2020 | Socio-Spatial Comfort: Using Vision-based Analysis to Inform User-Centred Human-Building InteractionsabstractA well-designed workplace has a direct and significant impact on our work experiences and productivity. In this paper, we investigate how office interior layouts influence the way we socially experience office buildings. We extend the previous work that examined static social formations of office workers by looking at their dynamic movements during informal desk visiting interactions. With a month of video data collected in the office, we implemented a vision-based analysis system that enables us to examine how people occupy space in social contexts in relation to desk configurations. The results showed that both social territoriality and approach path highlight social comfort in human-building interactions, which are different from efficiency or path optimization. From these findings, we propose the concepts of socio-spatial comfort: social buffers, privacy buffers, and varying proxemics to inform a user-centered way of designing human building interactions and architecture. Bokyung Lee, Michael Lee 0005, Alex Tessier, Daniel Saakes, Azam Khan |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2019 | SmartManikin: Virtual Humans with Agency for Design ToolsabstractWhen designing comfort and usability in products, designers need to evaluate aspects ranging from anthropometrics to use scenarios. Therefore, virtual and poseable mannequins are employed as a reference in early-stage tools and for evaluation in the later stages. However, tools to intuitively interact with virtual humans are lacking. In this paper, we introduceSmartManikin, a mannequin with agency that responds to high-level commands and to real-time design changes. We first captured human poses with respect to desk configurations, identified key features of the pose and trained regression functions to estimate the optimal features at a given desk setup. The SmartManikin's pose is generated by the predicted features as well as by using forward and inverse kinematics. We present our design, implementation, and an evaluation with expert designers. The results revealed that SmartManikin enhances the design experience by providing feedback concerning comfort and health in real time. Bokyung Lee, Taeil Jin, Sung-Hee Lee, Daniel Saakes |
CHI | 1 |
| 2019 | The Effects of Interruption Timings on Autonomous Height-Adjustable Desks that Respond to Task ChangesabstractActuated furniture, such as electric adjustable sit-stand desks, helps users vary their posture and contributes to comfort and health. However, studies found that users rarely initiate height changes. Therefore, in this paper, we look into furniture that adjusts itself to the user's needs. A situated interview study indicated task-changing as an opportune moment for automatic height adjustment. We then performed a Wizard of Oz study to find the best timing for changing desk height to minimize interruption and discomfort. The results are in line with prior work on task interruption in graphical user interfaces and show that the table should change height during a task change. However, results also indicate that until users build trust in the system, they prefer actuation after a task change to experience the impact of the adjustment. Based on the results, we discuss design guidelines for interactive desks with agency. Bokyung Lee, Sindy Wu, Maria Jose Reyes, Daniel Saakes |
CHI | 1 |
| 2019 | An Empirical Study of How Socio-Spatial Formations are Influenced by Interior Elements and Displays in an Office ContextabstractThe design of a workplace can have a profound impact on the effectiveness of the workforce utilizing the space. When considering dynamic social activities in the flow of work, the constraints of the static elements of the interior reveals the adaptive behaviour of the occupants in trying to accommodate these constraints while performing their daily tasks. To better understand how workplace design shapes social interactions, we ran an empirical study in an office context over a two week period. We collected video from 24 cameras in a dozen space configurations totaling 1,920 hours of recorded activities. We utilized computer vision techniques, to produce skeletonized representations of the occupants, to assist in the annotation and data analysis process. We present our findings of socio-spatial formation patterns and the effects of furniture and interior elements on the observed behaviour of collaborators for both computer-supported work and for unmediated social interaction. Combining the observations with an interview of the occupants' reflections, we discuss dynamics of socio-spatial formations and how this knowledge can support social interactions in the domain of space design systems and interactive interiors. Bokyung Lee, Michael Lee 0005, Alex Tessier, Azam Khan |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2018 | Interactive and Situated Guidelines to Help Users Design a Personal Desk that Fits Their BodiesabstractIn this paper, we explored the application of human factor guidelines in personal fabrication. This is useful for several Do-It-Yourself (DIY) scenarios, including users adjusting workstation configurations or designing a desk to fit a single person. We identified a dependency map between the user's anthropometrics, ergonomic pose recommendations, and design dimensions. Based on this, we developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design. We evaluated the system with six participants, had each one design a personal desk, fabricated their desks, and let them work on their desks for four hours. The design and evaluation contribute to fabrication tools as it helped users be aware of their pose and ergonomic knowledge, and design for their bodies and needs. Bokyung Lee, Joon Gi Shin, Hyoshin Bae, Daniel Saakes |
Conference on Designing Interactive Systems | 1 |
| 2017 | Ori-mandu: Korean Dumpling into Whatever Shape You WantabstractFood 3D printing is getting the spotlight by offering the opportunity to customize food appearances, textures, and flavors that are troublesome to make by hand. In additive manufacturing, machines extrude ingredients into a certain shape, however, they cannot be applied to all types of food, such as mandu (Korean dumpling). In this pictorial, we extend the research on digital gastronomy by using digital fabrication to create custom tools that assist the process of cooking. We present the iterative process of designing the "Ori-mandu" system, and how Ori-mandu enables users to fabricate dumplings in whatever shape they want. Bokyung Lee, Jiwoo Hong, Jaeheung Surh, Daniel Saakes |
Conference on Designing Interactive Systems | 1 |
| 2017 | Consumer to Creator: How Households Buy Furniture to Inform Design and Fabrication InterfacesabstractEmerging technologies for digital design and fabrication let people participate in the making of objects that were previously dominated by professional designers. A growing body of work in HCI provides understanding in the activities of designing and making by novices and in maker communities. However, we know little about how casual users might employ these technologies with the goal of having an object in their home that satisfies a need. We present a long-term qualitative study in which we followed 16 households during a purchasing process of furniture items for their homes. We looked into how families discover what they need, find solutions, realize a solution in their house and put it to use. The results provide insights into their design activities and workflow and we identify two distinct stages: understanding needs and prototyping a solution. Based on the findings, we discuss the social practice of acquiring and appropriating furniture in the home and within families, and identify design opportunities for digital design and fabrication to support people as they create the objects they need, want and desire. Bokyung Lee, Gyeol Han, Jundong Park, Daniel Saakes |
CHI | 1 |