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Yang-Hun Cho

dblp:247/3871 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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 · 77% Human-robot interaction · 23%

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

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
redirected walking
0.412019
Real-time Optimal Planning for Redirected Walking Using Deep Q-Learning · VR 2019
Human-robot interaction › robot navigation
collision avoidance
0.112019
Real-time Optimal Planning for Redirected Walking Using Deep Q-Learning · VR 2019

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

reinforcement learning · 0.4deep q-learning · 0.4
YearPublicationVenuePosition
2019 Real-time Optimal Planning for Redirected Walking Using Deep Q-Learning
abstract
This work presents a novel control algorithm of redirected walking called steer-to-optimal-target (S2OT) for effective real-time planning in redirected walking. S2OT is a method of redirection estimating the optimal steering target that can avoid the collision on the future path based on the user's virtual and physical paths. We design and train the machine learning model for estimating optimal steering target through reinforcement learning, especially, using the technique called Deep Q-Learning. S2OT significantly reduces the number of resets caused by collisions between user and physical space boundaries compared to well-known algorithms such as steer-to-center (S2C) and Model Predictive Control Redirection (MPCred). The results are consistent for any combinations of room-scale and large-scale physical spaces and virtual maps with or without predefined paths. S2OT also has a fast computation time of 0.763 msec per redirection, which is sufficient for redirected walking in real-time environments.
Dang-Yang Lee, Yang-Hun Cho, In-Kwon Lee
VR2