VLDB 2026 Research / reviewers in the wild / expert
Gyeore Yun
dblp:239/7725
· DBLP profile ↗
5ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0002-4332-596XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Real-time Semantic Full-Body Haptic Feedback Converted from Sound for Virtual Reality Gameplay
Gyeore Yun, Seungmoon Choi |
CHI | 1 |
| 2023 | Generating Real-Time, Selective, and Multimodal Haptic Effects from Sound for Gaming Experience EnhancementabstractWe propose an algorithm that generates a vibration, an impact, or a vibration+impact haptic effect by processing a sound signal in real time. Our algorithm is selective in that it matches the most appropriate type of haptic effects to the sound using a machine-learning classifier (random forest) that is built on expert-labeled datasets. Our algorithm is tailored to enhance user experiences for video game play, and we present two examples for the RPG (role-playing game) and FPS (first-person shooter) genres. We demonstrate the effectiveness of our algorithm by a user study in comparison to other state-of-the-art (SOTA) methods for the same cross-modal conversion. Our system elicits better multisensory user experiences than the SOTA algorithms for both game genres. Gyeore Yun, Minjae Mun, Dong-Geun Kim, Hong Z. Tan, Seungmoon Choi |
CHI | 1 |
| 2021 | Improving Viewing Experiences of First-Person Shooter Gameplays with Automatically-Generated Motion EffectsabstractIn recent times, millions of people enjoy watching video gameplays at an eSports stadium or home. We seek a method that improves gameplay spectator or viewer experiences by presenting multisensory stimuli. Using a motion chair, we provide the motion effects automatically generated from the audiovisual stream to the viewers watching a first-person shooter (FPS) gameplay. The motion effects express the game character’s movement and gunfire action. We describe algorithms for the computation of such motion effects developed using computer vision techniques and deep learning. By a user study, we demonstrate that our method of providing motion effects significantly improves the viewing experiences of FPS gameplay. The contributions of this paper are with the motion synthesis algorithms integrated for FPS games and the empirical evidence for the benefits of experiencing multisensory gameplays. Gyeore Yun, Hyoseung Lee, Sangyoon Han, Seungmoon Choi |
CHI | 1 |
| 2021 | Camera Space Synthesis of Motion Effects Emphasizing a Moving Object in 4D filmsabstractFour-dimensional (4D) films, which provide special physical effects to the audience with audiovisual stimuli, are gaining more popularity and acceptance. One of the most frequent 4D effects is the object-based motion effect, which refers to the vestibular stimulus generated by a motion chair to emphasize a moving object of interest, e.g., the flying iron man, displayed on the screen. In this paper, we present an algorithm for synthesizing convincing object-based motion effects automatically from a given object motion trajectory. While previous approaches use the 2D object position on the screen as input, our method takes the 3D position and orientation of the object in the camera space and computes its motion proxy that reflects both the object translation and rotation, as well as its size to the viewers' eyes. The proxy is determined based on the results of a perceptual experiment that presents an optimal additive rule of the translation and rotation information scaled by the object's visual size. The motion proxy is fed to a motion cueing algorithm (MCA) that computes the command using a washout filter or model predictive control. The most appropriate MCA for our purpose is selected from six candidates by a user study. We also consider the effects of visual perception by incorporating two types of motion field equations into the computation of the visually perceived velocity. The results of a user study indicate that our algorithm can generate compelling object-based motion effects that better enhance the 4D film viewing experience than the previous methods. Sangyoon Han, Gyeore Yun, Seungmoon Choi |
VR | 2 |
| 2019 | VibEye: Vibration-Mediated Object Recognition for Tangible Interactive ApplicationsabstractWe present VibEye: a vibration-mediated recognition system of objects for tangible interaction. A user holds an object between two fingers wearing VibEye. VibEye triggers a vibration from one finger, and the vibration that has propagated through the object is sensed at the other finger. This vibration includes information about the object's identity, and we represent it using a spectrogram. Collecting the spectrograms of many objects, we formulate the object recognition problem to a classical classification problem among the images. This simple method, when tested with 20 users, shows 92.5% accuracy for 16 objects of the same shape with various materials. This material-based classifier is also extended to the recognition of everyday objects. Lastly, we demonstrate several tangible applications where VibEye provides the needed functionality while enhancing user experiences. VibEye is particularly effective for recognizing objects made of different materials, which is difficult to distinguish by other means such as light and sound. Seungjae Oh, Gyeore Yun, Chaeyong Park, Seungmoon Choi |
CHI | 2 |