Seokhyun Hwang

dblp:195/9711 · DBLP profile ↗
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11ranked-venue papers
5as first author
11since 2021 · last 2026
0000-0001-5244-017XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 5 first-author · 10 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 A Framework for Adapting In-Car Touchscreen Interfaces to Driver Behaviors, Perception, and Cognition
Seokhyun Hwang, Xiyuan Shen, Alex Filipowicz, Andrew Best, Jean Marcel dos Reis Costa, Scott A. Carter, James Fogarty, Jacob O. Wobbrock
CHI1
2025 I Want to Break Free: Enabling User-Applied Active Locomotion in In-Car VR through Contextual Cues
Bocheon Gim, Seokhyun Hwang, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Seungjun Kim 0001
CHI2
2025 TelePulse: Enhancing the Teleoperation Experience through Biomechanical Simulation-Based Electrical Muscle Stimulation in Virtual Reality
abstract
CHI ’25, Yokohama, Japan
Seokhyun Hwang, Seongjun Kang, Jeongseok Oh, Jeongju Park, Semoo Shin, Yiyue Luo, Joseph DelPreto, Sangbeom Lee, Kyoobin Lee, Wojciech Matusik, Daniela Rus, Seungjun Kim 0001
CHI1
2025 Adaptive Walker: User Intention and Terrain Aware Intelligent Walker with High-Resolution Tactile and IMU Sensor
abstract
In this paper, we present an adaptive walker system designed to address limitations in current intelligent walker technologies. While recent advancements have been made in this field, existing systems often struggle to seamlessly interpret user intent for speed control and lack adaptability across diverse scenarios and terrain. Our proposed solution incorporates high-resolution tactile sensors, deep learning algorithms, IMU sensors, and linear motors to dynamically adjust to the user's intentions and terrain changes. The system is capable of predicting the user's desired speed with an error margin of only 20.99%, relying solely on tactile input from hand and arm contact points. Additionally, it maintains the walker's horizontal stability with an error of less than 1 degree by adjusting leg lengths in response to variations in ground angle. This adaptive walker enhances user safety and comfort, particularly for individuals with reduced strength or cognitive abilities, and offers reliable assistance on uneven terrain such as uphill and downhill paths.
Seokhyun Hwang, JaeYoung Moon, Hosu Lee 0001, Dohyeon Yeo, Minwoo Seong, Yiyue Luo, Seungjun Kim 0001, Wojciech Matusik, Daniela Rus, Kyung-Joong Kim 0001
ICRA2
2025 Touchscreens in Motion: Quantifying the Impact of Cognitive Load on Distracted Drivers
Xiyuan Shen, Seokhyun Hwang, Junhan Kong, Alex Filipowicz, Andrew Best, Jean Marcel dos Reis Costa, Scott A. Carter, James Fogarty, Jacob O. Wobbrock
UIST2
2024 SYNC-VR: Synchronizing Your Senses to Conquer Motion Sickness for Enriching In-Vehicle Virtual Reality
abstract
Passengers can engage more in nondriving-related tasks owing to recent advancements in autonomous vehicles (AVs), making immersive tools such as virtual reality (VR) appealing; however, motion sickness (MS) remains a significant challenge. We present SYNC-VR, a system that aligns with visual, haptic, and auditory cues and provides proprioceptive feedback to illustrate its effect on MS and presence within the in-vehicle VR. We conducted an experiment with 24 participants using a real vehicle along a route with known MS-triggering events. Using subjective and physiological measures, we assessed participants’ presence and MS under four conditions by gradually varying the level of synchronized input sensations. Results reveal that SYNC-VR reduces MS and increases the sense of presence. Additionally, it emphasizes the impact of our interactive VR content and its role in achieving proprioceptive feedback with haptic feedback through electrical muscle stimulation, introducing an innovative approach to MS mitigation in in-vehicle VR.
Ahmed Elsharkawy 0001, Aya Ataya, Dohyeon Yeo, Eunsol An, Seokhyun Hwang, Seungjun Kim 0001
CHI5
2024 ErgoPulse: Electrifying Your Lower Body With Biomechanical Simulation-based Electrical Muscle Stimulation Haptic System in Virtual Reality
abstract
This study presents ErgoPulse, a system that integrates biomechanical simulation with electrical muscle stimulation (EMS) to provide kinesthetic force feedback to the lower-body in virtual reality (VR). ErgoPulse features two main parts: a biomechanical simulation part that calculates the lower-body joint torques to replicate forces from VR environments, and an EMS part that translates torques into muscle stimulations. In the first experiment, we assessed users’ ability to discern haptic force intensity and direction, and observed variations in perceived resolution based on force direction. The second experiment evaluated ErgoPulse’s ability to increase haptic force accuracy and user presence in both continuous and impulse force VR game environments. The experimental results showed that ErgoPulse’s biomechanical simulation increased the accuracy of force delivery compared to traditional EMS, enhancing the overall user presence. Furthermore, the interviews proposed improvements to the haptic experience by integrating additional stimuli such as temperature, skin stretch, and impact.
Seokhyun Hwang, Jeongseok Oh, Seongjun Kang, Minwoo Seong, Ahmed Elsharkawy 0001, Seungjun Kim 0001
CHI1
2024 Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality
abstract
This study introduces "Flip-Pelt," a motor-driven peltier device designed to provide rapid thermal stimulation and congruent pressure feedback in virtual reality (VR) environments. Our system incorporates eight motor-driven peltier elements, allowing for the flipping of preheated or cooled elements to the opposite side. In evaluating the Flip-Pelt device, we assess user ability to distinguish between heat/cold sources by their patterns and stiffness, and its impact on enhancing haptic experiences in VR content that involves contact with various thermal sources. Our findings demonstrate that rapid thermal stimulation and congruent pressure feedback provided by Flip-Pelt enhance the recognition accuracy of thermal patterns and the stiffness of virtual objects. These features also improve haptic experiences in VR scenarios through their temporal congruency between tactile and thermal stimuli. Additionally, we discuss the scalability of the Flip-Pelt system to other body parts by proposing design prototypes.
Seongjun Kang, Gwangbin Kim, Seokhyun Hwang, Jeongju Park, Ahmed Elsharkawy 0001, Seungjun Kim 0001
UIST3
2023 Designing Virtual Agent Human-Machine Interfaces Depending on the Communication and Anthropomorphism Levels in Augmented Reality
abstract
With the introduction of autonomous vehicles, pedestrians may no longer expect explicit communication from drivers. Despite the anticipated safety benefits of anthropomorphic human–machine interfaces (HMIs) for pedestrian crossings, the impact of different levels of anthropomorphism and communication on pedestrian safety remains insufficiently understood. We proposed a virtual-agent (VA) HMI that mimics driver behavior and investigated pedestrians’ preferences through augmented reality (AR) experiments. Eighteen participants made decisions about crossing after receiving cues about the vehicle’s intentions from VA HMIs. Participants preferred the "characterized" VA HMI owing to its aesthetically pleasing design and found the "eye contact + hand gesture" combination to be more easily comprehensible. We found that while the degree of anthropomorphism did not significantly affect pedestrians’ crossing decisions, more explicit communication was helpful. Our study provides empirical evidence regarding users’ experiences of HMI in AR and the effectiveness of VA HMIs that imitate driver communication modes.
Yumin Kang, SeongA Choi, Eunsol An, Seokhyun Hwang, Seungjun Kim 0001
AutomotiveUI4
2023 Electrical, Vibrational, and Cooling Stimuli-Based Redirected Walking: Comparison of Various Vestibular Stimulation-Based Redirected Walking Systems
abstract
Redirected walking (RDW) is a technology that enables users to walk seamlessly in an enormous virtual space within a narrow real space while avoiding collisions with physical elements. Although RDW provides accurate proprioceptive sensations, redirection performance is limited by visual–vestibular inconsistencies. This study aims to support seamless walking in a VR environment by alleviating inconsistencies using four vestibular stimulations: noisy and directional galvanic vestibular stimulation, bone-conduction vibration, and caloric vestibular stimulation. The user study demonstrated that the stimulations successfully enable spatial expansion without impairing immersion and presence. Non-electrical stimulations (bone-conduction vibration and caloric vestibular stimulation) expanded the detection threshold, making them alternatives to electrical stimulations, and direction-based stimulation (directional galvanic vestibular stimulation) improved the user’s gait stability in RDW. Finally, the findings suggested improving the user experience for vestibular stimulation RDW either by lowering audio interference or increasing the synchronization between the RDW gain and the stimulation intensity.
Seokhyun Hwang, Jieun Lee 0005, Youngseok Seo, Seungjun Kim 0001
CHI1
2023 Enhancing Seamless Walking in Virtual Reality: Application of Bone-Conduction Vibration in Redirected Walking
abstract
This study explored bone-conduction vibration (BCV) in redirected walking (RDW), a technology for seamless walking in large virtual spaces within confined physical areas, enhancing obstacle avoidance performance using nonelectrical vestibular stimulation without the side effects caused by electrical stimulation. We proposed four different BCV stimulation methods and evaluated their detection threshold (DT) extension performance and user experience in virtual reality (VR) conditions. The DT was successfully expanded from at least 23% to 45% under all BCV conditions while preserving the immersion and presence. Notably, user comfort increased when content sound was used for vestibular stimulation. Under the extended DT condition, a simulation study demonstrated that all BCV stimulation methods facilitated uninterrupted walking over extended distances when applying RDW to users with random movements. Thus, this research established the viability of using BCV in RDW applications and the potential for incorporating content sound into BCV stimulation techniques.
Seokhyun Hwang, Youngseok Seo, Seungjun Kim 0001
ISMAR1