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Choongho Chung

dblp:198/5443 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0002-7672-5900ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
avatar
0.612022
Placement Retargeting of Virtual Avatars to Dissimilar Indoor Environments · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
telepresence
0.212022
Placement Retargeting of Virtual Avatars to Dissimilar Indoor Environments · IEEE Trans. Vis. Comput. Graph. 2022

Methods — techniques the papers use, named apart from their topics

user survey · 1.1similarity prediction · 1.1neural network · 1.1
YearPublicationVenuePosition
2022 Placement Retargeting of Virtual Avatars to Dissimilar Indoor Environments
abstract
Rapidly developing technologies are realizing a 3D telepresence, in which geographically separated users can interact with each other through their virtual avatars. In this article, we present novel methods to determine the avatar's position in an indoor space to preserve the semantics of the user's position in a dissimilar indoor space with different space configurations and furniture layouts. To this end, we first perform a user survey on the preferred avatar placements for various indoor configurations and user placements, and identify a set of related attributes, including interpersonal relation, visual attention, pose, and spatial characteristics, and quantify these attributes with a set of features. By using the obtained dataset and identified features, we train a neural network that predicts the similarity between two placements. Next, we develop an avatar placement method that preserves the semantics of the placement of the remote user in a different space as much as possible. We show the effectiveness of our methods by implementing a prototype AR-based telepresence system and user evaluations.
Leonard Yoon, Dongseok Yang, Choongho Chung, Sung-Hee Lee
IEEE Trans. Vis. Comput. Graph.4