VLDB 2026 Research / reviewers in the wild / expert
Seok Hee Oh 0001
dblp:230/2533-1 · also Seokhee Oh 0001
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2023
0000-0001-7122-0463ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 5 · 1 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Using LDA Topic Modeling to Understand Regrowth Factors of the Chinese Gaming Industry in the COVID-19 Era: Current Situation, Future and PredicamentabstractThe gaming industry, which was among the industries least affected by the COVID-19 outbreak, exhibited positive growth trends during the COVID-19 period. This paper explores the impact of COVID-19 on the gaming industry by analyzing news texts from 2020 to 2022 using text mining and LDA (latent Dirichlet allocation) topic classification, and visualizing charts. The study focuses on three themes, namely the current situation, the future, and possible problems of China’s game industry in the post-epidemic era. The findings of this study suggest that the development of the game industry during the COVID-19 outbreak prompted the government to regulate policies and promote the transformation of game companies, which had a positive impact on the development of China’s game industry. However, this study also found that due to the effects of COVID-19, society and the government have increased their focus on the time management of underage game users, which poses a significant challenge to the games industry. This paper recommends improvements from three perspectives, namely society, policy, and enterprise, with the aim of contributing to the long-term development of China’s game industry. Yiqian Han, Wonjun Jeong, Gi Sung Oh, Seok Hee Oh 0001, Taeg Keun Whangbo |
J. Web Eng. | 4 |
| 2023 | Extended Reality Platform for Metaverse ExhibitionabstractThis paper proposes a web-based extended reality (XR) platform integrating exhibitions based on augmented reality (AR) and virtual reality (VR). The proposed platform includes an XR cloud for managing and sharing data in XR spaces, a VR client for users, and an AR client for real-world users. The XR cloud is a web-based VR service responsible for managing objects and spatial information related to real and virtual spaces while simultaneously facilitating real-time information sharing and synchronization between AR and VR users. The VR client offers a virtual exhibition environment based on the virtual space and information for VR users. The AR client overlays virtual information over objects in a real space, allowing for intuitive interaction with them. The proposed XR platform was implemented with Oculus Quest 2 for VR and HoloLens 2 for AR and was evaluated in a small exhibition environment. In this experimental environment, VR and AR users were able to participate in the same exhibition from different spaces and share their experiences in real time. Choonsung Shin, Seok Hee Oh 0001, Hieyong Jeong |
J. Web Eng. | 2 |
| 2022 | Establishment of Production Standards for Web-based Metaverse Content: Focusing on Accessibility and HCIabstractMetaverse technology is expanding to industries in various fields, such as medical, national defense, and education, and training simulation programs have been mainstream so far. However, there have been increasing attempts to apply metaverse content to web-based platforms linked to social media services and, as a result, we face the problem of access to web-based metaverse content. Unlike traditional content, metaverse content interacts with many users, so content accessibility is the first important part to consider. In other words, to maximize the quality of metaverse content, it is essential to pull out the optimal UX through a detailed HCI (human computer interaction) design. Metaverse content development methodologies have effective methods proposed by many researchers. However, they are limited to web-based metaverse content that limits the use of high-end hardware. They are ineffective for platforms such as PCs and VR devices, as most studies focus on improving the visual performance of PCs or high-performance VR devices. Therefore, unlike existing research, the key theme of our research is to study optimized development standards that can be applied to web-based metaverse content and find out their effects through experiments. We created a development standard to be applied to a Web-based platform based on the existing metaverse content development methodology. Then, we redeveloped the VR content into the metaverse content and named them the VR build and the metaverse build. We had 25 people play virtual reality builds and metaverse builds simultaneously. Then, we measured the overall experience with an evaluation tool called the Game Experience Questionnaire (GEQ); the GEQ is a proven tool for evaluating content experiences by dividing them into positive/negative scales. When comparing the results measured from the two builds, the metaverse build showed consistent results with a higher positive scale, and a lower negative scale, than the VR build. The results showed that users indeed rated metaverse content positively. The bottom line is that the web-based metaverse content development standards that we have produced are practical. However, since generalization is limited, continuous research will be needed in more experimental groups in the future. Wonjun Jeong, Gi Sung Oh, Seok Hee Oh 0001, Taeg Keun Whangbo |
J. Web Eng. | 3 |
| 2022 | Parsimonious Approach to in Analyzing Brainwaves for VR UsersabstractFor the development of virtual reality (VR) technology, research to solve the VR Sickness is essential. Many attempts have been made to measure and reduce VR Sickness using questionnaires, analysis, and bio-signals, but it is true that analytical research through clinical practice still lacks. In this paper, the researcher collected bio-signals and questionnaire data to analyze the correlation between VR Sickness and user and perform principal component analysis and chi-square independence test based on the collected data. As a result, the researcher was able to be aware of the user’s concentration and relaxation state by EEG and found they are correlated with VR Sickness. Finally, the result of the analysis was cross-checked to confirm that these correlations show a significant difference. The empirical result of this study is expected to be used for the research to reduce VR Sickness through bio-signal. Gi Sung Oh, Wonjun Jeong, Seok Hee Oh 0001 |
J. Web Eng. | 4 |
| 2022 | Effectiveness of the VR Cognitive Training for Symptom Relief in Patients with ADHDabstractThis study aimed to verify the effectiveness of virtual reality (VR) cognitive training by measuring the sense of presence and electroencephalography (EEG) in children with ADHD. A clinical trial was conducted to verify the effect of VR cognitive training on children with ADHD. The experimental group included eight children with ADHD, and the control group included eight healthy children without ADHD. The sense of presence increased significantly after the VR cognitive training in children with ADHD. Also, no significant changes in the alpha, beta, delta, and gamma wave amplitudes were found in both groups after the VR cognitive training. Thus, the VR training content developed in this study can help measure the patients’ behavioral inhibition, increase their sense of presence by inducing interaction with distraction stimuli, and alleviate their symptoms. However, EEG could only be used as an auxiliary means, at the clinician’s judgment, for ADHD diagnosis in children because no significant EEG changes were observed in the experimental or control groups after the VR cognitive training. Seok Hee Oh 0001, Jung Woon Park, Seong-Jin Cho |
J. Web Eng. | 1 |