Hyunjae Gil

dblp:199/2926 · DBLP profile ↗
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10ranked-venue papers
5as first author
7since 2021 · last 2026
0000-0001-9183-5473ORCID · verified

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

Human-computer interaction and ubiquitous computing · 7 · 4 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 SensoryBlox: Plug-and-Feel Modular Multi-Sensory User Interface for Immersive Cardboard VR
Hyunjae Gil, Abbas Khawaja, Ben Cressman, Andrew Gerungan, Jin Ryong Kim
CHI1
2026 Thermal Masking Across the Human Body: Patterns, Pathways, and Perceptual Boundaries
abstract
Thermal masking, a vibration-induced illusion in which concurrent tactile input induces a vivid thermal sensation at the tactile site, is a promising mechanism for wearable interfaces and extended reality because it can deliver rich thermal feedback with minimal hardware. While prior work has examined this phenomenon on limited body parts, its expression across the full body remains under exploration. We present four studies mapping thermal masking across eight regions: head, face, neck, arms, hands, torso, legs, and feet. Results show that masking strength is location-dependent, producing perceptual patterns that align primarily with somatosensory pathways rather than proximity. On smaller regions such as the fingers, masking was localized, while on larger areas such as the torso and neck, it extended more broadly. Dorsal–ventral and inter-body tests revealed viable pairings and perceptual boundaries. These findings provide the first comprehensive atlas of body-wide thermal masking, advancing understanding and guiding efficient thermal–tactile interface design.
Haokun Wang 0001, Daniel Honrales, Hyunjae Gil, Jin Ryong Kim
CHI3
2025 PropType: Everyday Props as Typing Surfaces in Augmented Reality
Hyunjae Gil, Ashish Pratap, Iniyan Joseph, Jin Ryong Kim
CHI1
2025 Understanding Latency Sensitivity in Thermal and Tactile Feedback for Multimodal Haptics in VR
abstract
Low-latency multimodal feedback is essential for maintaining a high-quality user experience in VR; however, unpredictable network conditions can introduce latency that negatively impacts user experience. This work investigates how users perceive multimodal haptic feedback—specifically thermal (hot/cold) and tactile stimuli—and how latency in such feedback affects user experience. We first measured users’ response times for thermal, tactile, and combined thermal-tactile stimuli. Subsequently, we conducted a psychophysical study to identify delay thresholds for each modality by examining temporal congruency between visual and haptic cues. We designed a haptic delay network simulator to emulate a realistic network environment. Results highlighted that combined thermal-tactile feedback has higher latency tolerance than thermal-only feedback, indicating that multimodal integration can buffer the negative effects of latency. Using these thresholds, we designed controlled latency conditions and assessed user experience. Based on our findings, we propose design recommendations for haptic data transmission in networked VR systems.
Ayush Bhardwaj, Ashish Pratap, Abbas Khawaja, Yatharth Singhal, Hyunjae Gil, Jin Ryong Kim
VRST5
2024 Thermal Masking: When the Illusion Takes Over the Real
abstract
This paper reports on a thermal illusion called thermal masking. Thermal masking is a phenomenon induced by thermal referral to completely mask the original thermal sensation, providing thermal sensation only at the tactile site. Three experiments are conducted using thermal and vibrotactile actuators to investigate the nature of thermal masking on human arms. The first experiment investigates the effects of different temperatures on masking. The results show a higher percentage of thermal masking occurs in warm than hot or cold conditions. The second experiment examines how far the thermal masking can be perceived. The results show that masking can reach up to 24 cm from the thermal site. The third experiment explores the interaction space by placing the tactile actuators on the opposite side of the thermal actuator. The results confirm that thermal masking can reach the other side of the arm, and the performance was higher in warm conditions.
Haokun Wang 0001, Yatharth Singhal, Hyunjae Gil, Jin Ryong Kim
CHI3
2024 Fiery Hands: Designing Thermal Glove through Thermal and Tactile Integration for Virtual Object Manipulation
abstract
We present a novel approach to render thermal and tactile feedback to the palm and fingertips through thermal and tactile integration. Our approach minimizes the obstruction of the palm and inner side of the fingers and enables virtual object manipulation while providing localized and global thermal feedback. By leveraging thermal actuators positioned strategically on the outer palm and back of the fingers in interplay with tactile actuators, our approach exploits thermal referral and tactile masking phenomena. Through a series of user studies, we validate the perception of localized thermal sensations across the palm and fingers, showcasing the ability to generate diverse thermal patterns. Furthermore, we demonstrate the efficacy of our approach in VR applications, replicating diverse thermal interactions with virtual objects. This work represents significant progress in thermal interactions within VR, offering enhanced sensory immersion at an optimal energy cost.
Haokun Wang 0001, Yatharth Singhal, Hyunjae Gil, Jin Ryong Kim
UIST3
2021 Mid-Air Thermo-Tactile Feedback using Ultrasound Haptic Display
abstract
This paper presents a mid-air thermo-tactile feedback system using an ultrasound haptic display. We design a proof-of-concept thermo-tactile feedback system with an open-top chamber, heat modules, and an ultrasound display. Our approach is to provide heated airflow along the path to the focused pressure point created from the ultrasound display to generate thermal and vibrotactile cues in mid-air simultaneously. We confirm that our system can generate the thermo-tactile stimuli up to 54.2°C with 3.43 mN when the ultrasonic haptic signal was set to 100 Hz with a 12 mm radius of the cue size. We also confirm that our system can provide a stable temperature (mean error=0.25%). We measure the warm detection threshold (WDT) and the heat-pain detection threshold (HPDT). The results show that the mean WDT was 32.8°C (SD=1.12), and the mean HPDT was 44.6°C (SD=1.64), which are consistent with the contact-based thermal thresholds. We also found that the accuracy of haptic pattern identification is similar for non-thermal (98.1%) and thermal conditions (97.2%), showing a non-significant effect of high temperature. We finally confirmed that thermo-tactile feedback further enhances the user experiences.
Yatharth Singhal, Haokun Wang 0001, Hyunjae Gil, Jin Ryong Kim
VRST3
2020 Characterizing In-Air Eyes-Free Typing Movements in VR
abstract
We empirically explore fundamental requirements for achieving VR in-air typing by observing the unconstrained eyes-free in-air typing of touch typists. We show that unconstrained typing movements differ substantively from previously observed constrained in-air typing movements and introduce a novel binary categorization of typing strategies: typists who use finger movements alone (FINGER) and those who combine finger movement with gross hand movement (HAND). We examine properties of finger kinematics, correlated movement of fingers, interrelation in consecutive key-strokes, and 3D distribution of key-stroke movements. We report that, compared to constrained typing, unconstrained typing generates shorter (49 mm) and faster (764 mm/s) key-strokes with a high correlation of finger movement and that the HAND strategy group exhibits more dynamic key-strokes. We discuss how these findings can inform the design of future in-air typing systems.
Hyunjae Gil, Yonghwan Shin, Hyungki Son, Inwook Hwang, Ian Oakley, Jin Ryong Kim
VRST1
2018 Whiskers: Exploring the Use of Ultrasonic Haptic Cues on the Face
abstract
Haptic cues are a valuable feedback mechanism for smart glasses. Prior work has shown how they can support navigation, deliver notifications and cue targets. However, a focus on actuation technologies such as mechanical tactors or fans has restricted the scope of research to a small number of cues presented at fixed locations. To move beyond this limitation, we explore perception of in-air ultrasonic haptic cues on the face. We present two studies examining the fundamental properties of localization, duration and movement perception on three facial sites suitable for use with glasses: the cheek, the center of the forehead, and above the eyebrow. The center of the forehead led to optimal performance with a localization error of 3.77mm and accurate duration (80%) and movement perception (87%). We apply these findings in a study delivering eight different ultrasonic notifications and report mean recognition rates of up to 92.4% (peak: 98.6%). We close with design recommendations for ultrasonic haptic cues on the face.
Hyunjae Gil, Hyungki Son, Jin Ryong Kim, Ian Oakley
CHI1
2017 TriTap: Identifying Finger Touches on Smartwatches
abstract
The small screens of smartwatches provide limited space for input tasks. Finger identification is a promising technique to address this problem by associating different functions with different fingers. However, current technologies for finger identification are unavailable or unsuitable for smartwatches. To address this problem, this paper observes that normal smartwatch use takes places with a relatively static pose between the two hands. In this situation, we argue that the touch and angle profiles generated by different fingers on a standard smartwatch touch screen will differ sufficiently to support reliable identification. The viability of this idea is explored in two studies that capture touches in natural and exaggerated poses during tapping and swiping tasks. Machine learning models report accuracies of up to 93% and 98% respectively, figures that are sufficient for many common interaction tasks. Furthermore, the exaggerated poses show modest costs (in terms of time/errors) compared to the natural touches. We conclude by presenting examples and discussing how interaction designs using finger identification can be adapted to the smartwatch form factor.
Hyunjae Gil, Doyoung Lee, Seunggyu Im, Ian Oakley
CHI1