Seoyoung Oh

dblp:255/8250 · DBLP profile ↗
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9ranked-venue papers
1as first author
7since 2021 · last 2026
0000-0001-8672-5819ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 5 · 3 since 2021
YearPublicationVenuePosition
2026 ForceCtrl: Hand-Raycasting With User-Defined Pinch Force for Control-Display Gain Application
abstract
We present ForceCtrl, a novel 3D hand raycasting technique that enhances pointing precision based on control-display (CD) gain controlled with user-defined pinch force. We introduce a target-agnostic approach for refining raycasting precision, overcoming limitations in human motor accuracy. User-defined pinch force, detected with surface electromyography (sEMG), enables users to easily activate or deactivate CD gain during interaction. We propose three CD gain strategies and compare them through target selection and placement tasks. Our system reduces selection errors, placement jitters, and user workload, especially for distant targets in high-difficulty tasks. These results highlight the effectiveness of applying CD gain to hand raycasting and demonstrate the potential of user-defined pinch force as a robust input modality for precise hand interaction in AR/VR.
Seoyoung Oh, Junghoon Seo, Boram Yoon, Sang Ho Yoon, Woontack Woo
IEEE Trans. Vis. Comput. Graph.1
2025 AReading with Smartphones: Understanding the Trade-offs between Enhanced Legibility and Display Switching Costs in Hybrid AR Interfaces
Sunyoung Bang, Hyunjin Lee 0005, Seoyoung Oh, Woontack Woo
CHI3
2024 Whirling Interface: Hand-based Motion Matching Selection for Small Target on XR Displays
abstract
We introduce “Whirling Interface,” a selection method for XR displays using bare-hand motion matching gestures as an input technique. We extend the motion matching input method, by introducing different input states to provide visual feedback and guidance to the users. Using the wrist joint as the primary input modality, our technique reduces user fatigue and improves performance while selecting small and distant targets. In a study with 16 participants, we compared the whirling interface with a standard ray casting method using hand gestures. The results demonstrate that the Whirling Interface consistently achieves high success rates, especially for distant targets, averaging 95.58% with a completion time of 5.58 seconds. Notably, it requires a smaller camera sensing field of view of only 21.45° horizontally and 24.7° vertically. Participants reported lower workloads on distant conditions and expressed a higher preference for the Whirling Interface in general. These findings suggest that the Whirling Interface could be a useful alternative input method for XR displays with a small camera sensing FOV or when interacting with small targets.
Seoyoung Oh, Minju Baeck, Hui-Shyong Yeo, Hyungil Kim, Thad Starner, Woontack Woo
ISMAR2
2023 OmniSense: Exploring Novel Input Sensing and Interaction Techniques on Mobile Device with an Omni-Directional Camera
abstract
An omni-directional (360°) camera captures the entire viewing sphere surrounding its optical center. Such cameras are growing in use to create highly immersive content and viewing experiences. When such a camera is held by a user, the view includes the user’s hand grip, finger, body pose, face, and the surrounding environment, providing a complete understanding of the visual world and context around it. This capability opens up numerous possibilities for rich mobile input sensing. In OmniSense, we explore the broad input design space for mobile devices with a built-in omni-directional camera and broadly categorize them into three sensing pillars: i) near device ii) around device and iii) surrounding device. In addition we explore potential use cases and applications that leverage these sensing capabilities to solve user needs. Following this, we develop a working system to put these concepts into action, by leveraging these sensing capabilities to enable potential use cases and applications. We studied the system in a technical evaluation and a preliminary user study to gain initial feedback and insights. Collectively these techniques illustrate how a single, omni-purpose sensor on a mobile device affords many compelling ways to enable expressive input, while also affording a broad range of novel applications that improve user experience during mobile interaction.
Hui-Shyong Yeo, Erwin Wu, Daehwa Kim, Hyungil Kim, Seoyoung Oh, Luna Takagi, Woontack Woo, Hideki Koike, Aaron J. Quigley
CHI6
2023 Visualizing Hand Force with Wearable Muscle Sensing for Enhanced Mixed Reality Remote Collaboration
abstract
In this paper, we present a prototype system for sharing a user's hand force in mixed reality (MR) remote collaboration on physical tasks, where hand force is estimated using wearable surface electromyography (sEMG) sensor. In a remote collaboration between a worker and an expert, hand activity plays a crucial role. However, the force exerted by the worker's hand has not been extensively investigated. Our sEMG-based system reliably captures the worker's hand force during physical tasks and conveys this information to the expert through hand force visualization, overlaid on the worker's view or on the worker's avatar. A user study was conducted to evaluate the impact of visualizing a worker's hand force on collaboration, employing three distinct visualization methods across two view modes. Our findings demonstrate that sensing and sharing hand force in MR remote collaboration improves the expert's awareness of the worker's task, significantly enhances the expert's perception of the collaborator's hand force and the weight of the interacting object, and promotes a heightened sense of social presence for the expert. Based on the findings, we provide design implications for future mixed reality remote collaboration systems that incorporate hand force sensing and visualization.
Hyungil Kim, Boram Yoon, Seoyoung Oh, Woontack Woo
IEEE Trans. Vis. Comput. Graph.3
2023 Effects of Avatar Transparency on Social Presence in Task-Centric Mixed Reality Remote Collaboration
abstract
Despite the importance of avatar representation on user experience for Mixed Reality (MR) remote collaboration involving various device environments and large amounts of task-related information, studies on how controlling visual parameters for avatars can benefit users in such situations have been scarce. Thus, we conducted a user study comparing the effects of three avatars with different transparency levels (Nontransparent, Semi-transparent, and Near-transparent) on social presence for users in Augmented Reality (AR) and Virtual Reality (VR) during task-centric MR remote collaboration. Results show that avatars with a strong visual presence are not required in situations where accomplishing the collaborative task is prioritized over social interaction. However, AR users preferred more vivid avatars than VR users. Based on our findings, we suggest guidelines on how different levels of avatar transparency should be applied based on the context of the task and device type for MR remote collaboration.
Boram Yoon, Jae-eun Shin, Hyungil Kim, Seoyoung Oh, Dooyoung Kim 0001, Woontack Woo
IEEE Trans. Vis. Comput. Graph.4
2022 Guide Ring: Bidirectional Finger-worn Haptic Actuator for Rich Haptic Feedback
abstract
We introduce a novel wearable haptic feedback device that magnifies the visual experience of virtual and augmented environments through bidirectional vibrotactile feedback driven by electromagnetic coils with permanent magnets. This device creates guidance haptic effect through magnetic attraction and repulsion. Our proof-of-concept prototype enables haptic interaction through altering position of wearable structure, vibrating with different intensity, and waveform pattern. Example applications illustrate how the proposed system promotes guided and rich haptic feedback.
Zofia Marciniak, Seoyoung Oh, Sang Ho Yoon
VRST2
2020 Evaluating Remote Virtual Hands Models on Social Presence in Hand-based 3D Remote Collaboration
abstract
This study investigates the effects of a virtual hand representation on the user experience including social presence during hand-based 3D remote collaboration. Although a remote hand appearance is a critical parts of a hand-based telepresence, it has been rarely studied in comparison to studies on the self-embodiment of virtual hands in a 3D environment. Thus, we conducted a user study comparing the three virtual hands models (Skeleton, Low Polygon and Realistic) while performing a remote collaborative task based on the American Sign Language (ASL) using both Augmented Reality (AR) and Virtual Reality (VR) environments. We found that the realistic type was perceived as the most sense of being together, human-like, and trustable representation. The low polygon model could also convey a clear sign and moderate level of social presence. Although the system was configured asymmetrically in AR and VR, little difference in perception was found except for the participant's mental load and message understanding. We then discuss the results and suggest design implications for future hand-based 3D telepresence systems.
Boram Yoon, Hyungil Kim, Seoyoung Oh, Woontack Woo
ISMAR3
2019 Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality Game
abstract
One of the main challenges in creating narrative-driven Augmented Reality (AR) content for Head Mounted Displays (HMDs) is to make them equally accessible and enjoyable in different types of indoor environments. However, little has been studied in regards to whether such content can indeed provide similar, if not the same, levels of experience across different spaces. To gain more understanding towards this issue, we examine the effect of room size and furniture on the player experience of Fragments, a space-adaptive, indoor AR crime-solving game created for the Microsoft HoloLens. The study compares factors of player experience in four types of spatial conditions: (1) Large Room - Fully Furnished; (2) Large Room - Scarcely Furnished; (3) Small Room - Fully Furnished; and (4) Small Room - Scarcely Furnished. Our results show that while large spaces facilitate a higher sense of presence and narrative engagement, fully-furnished rooms raise perceived workload. Based on our findings, we propose design suggestions that can support narrative-driven, space-adaptive indoor HMD-based AR content in delivering optimal experiences for various types of rooms.
Jae-eun Shin, Hayun Kim, Callum Parker, Hyungil Kim, Seoyoung Oh, Woontack Woo
ISMAR5