Gwangbin Kim

dblp:257/6947 · DBLP profile ↗
← Back
9ranked-venue papers
0as first author
8since 2021 · last 2026
0000-0002-4512-1573ORCID · verified

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

Human-computer interaction and ubiquitous computing · 9 · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
YearPublicationVenuePosition
2026 From Disruption to Immersion: Reimagining Vehicle Motion as Environmental Feedback through Force Mappings in In-Car VR
Bocheon Gim, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Yumin Kang, Ahmed Elsharkawy 0001, Seungjun Kim 0001
CHI3
2026 When Fingers Become Tools: Rendering Virtual Tool Inertia with a Finger-Mounted Extending Rod
abstract
We present the Finger-Mounted Extending Rod, a wearable device that transforms fingers into virtual tools by modulating fingertip mass distribution. We employ linear actuators on fingers that extend or retract metal rods according to their poses, generating rotational inertia while redirecting the hand to natural grip postures. Through three user studies, we evaluate (1) finger pose embodiment under visual redirection and tool matching via inertia tensor similarity, (2) perception of tool length and rotational inertia, and (3) VR tool interaction experience. Results show that 10 of 15 finger poses maintained embodiment, exhibiting inertia tensor similarities of 0.936–0.991 with their matched tools and yielding perceived inertia amplifications of 4.19–10.45×; moreover, aligning inertia tensors to virtual tools enhanced immersion, realism, and enjoyment compared to misaligned or no-device conditions across six VR scenarios. We conclude by discussing how the system renders virtual tools through the fingers and enhances their perception with inertia modulation.
Seongjun Kang, Gwangbin Kim, Bocheon Gim, Jeongju Park, Juwon Um, Semoo Shin, Seungjun Kim 0001
CHI2
2025 I Want to Break Free: Enabling User-Applied Active Locomotion in In-Car VR through Contextual Cues
Bocheon Gim, Seokhyun Hwang, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Seungjun Kim 0001
CHI4
2025 Defying Gravity: Towards Gravitoinertial Retargeting of Acceleration for Virtual Vertical Motion in In-Car VR
abstract
In-car VR applications typically synchronize virtual motion with real vehicle movement to minimize visual-vestibular mismatch. However, this approach limits virtual movement to directions in which the vehicle can physically move, typically restricting the experience to horizontal motion. This study introduces a method to expand the range of virtual motion by simulating vertical movement, leveraging vehicle acceleration to induce a vertical pitch illusion via manipulation of gravitoinertial perception. We conducted a two-phase study evaluating (1) optimal vertical gain values for maximizing perceptual realism in a controlled environment and (2) user experience factors such as motion sickness and presence in an on-road VR flight simulation under realistic driving conditions. Our findings show that users tend to prefer vertical gains that exceed theoretically valid mappings, and highlight the importance of aligning virtual motion with perceived inertial cues to enhance the realism and coherence of vertical motion in in-car VR applications.
Bocheon Gim, Seongjun Kang, Dohyeon Yeo, Gwangbin Kim, Juwon Um, Jeongju Park, Seungjun Kim 0001
ISMAR4
2025 EarPressure VR: Ear Canal Pressure Feedback for Enhancing Environmental Presence in Virtual Reality
Seongjun Kang, Gwangbin Kim, Bocheon Gim, Jeongju Park, Semoo Shin, Seungjun Kim 0001
UIST2
2025 AttraCar: Multisensory In-Car VR with Thermal, Airflow, and Motion Feedback through Built-In Vehicle Systems
Dohyeon Yeo, Gwangbin Kim, Minwoo Oh, Jeongju Park, Bocheon Gim, Seongjun Kang, Ahmed Elsharkawy 0001, Seungjun Kim 0001
UIST2
2024 Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality
abstract
This study introduces "Flip-Pelt," a motor-driven peltier device designed to provide rapid thermal stimulation and congruent pressure feedback in virtual reality (VR) environments. Our system incorporates eight motor-driven peltier elements, allowing for the flipping of preheated or cooled elements to the opposite side. In evaluating the Flip-Pelt device, we assess user ability to distinguish between heat/cold sources by their patterns and stiffness, and its impact on enhancing haptic experiences in VR content that involves contact with various thermal sources. Our findings demonstrate that rapid thermal stimulation and congruent pressure feedback provided by Flip-Pelt enhance the recognition accuracy of thermal patterns and the stiffness of virtual objects. These features also improve haptic experiences in VR scenarios through their temporal congruency between tactile and thermal stimuli. Additionally, we discuss the scalability of the Flip-Pelt system to other body parts by proposing design prototypes.
Seongjun Kang, Gwangbin Kim, Seokhyun Hwang, Jeongju Park, Ahmed Elsharkawy 0001, Seungjun Kim 0001
UIST2
2023 Giant Finger: A Novel Visuo-Somatosensory Approach to Simulating Lower Body Movements in Virtual Reality
abstract
Surreal experience in virtual reality (VR) occurs when visual experience is accompanied by congruent somatosensation. Thus, VR contents that require physical actions are often bounded to our physical capabilities to maintain somatosensory consistency. Alternatively, users often choose less immersive but safer interfaces that offer a wider action variability. In either case, this situation compromises the potential for a hyper-realistic experience. To address this, we introduce “Giant Finger,” a concept that replicates human lower body movements through two enlarged virtual fingers in VR. Through a user study, we affirmed Giant Finger’s ownership using proprioceptive drift and questionnaire responses. We also compared Giant Finger’s capability to perform a variety of tasks with existing methods. Despite its minimalistic approach, Giant Finger demonstrated a high level of efficacy in supporting lower body movements, with ownership and presence comparable to those of the body-leaning method with whole-body motion. Giant Finger can replace the sensations of real legs or support locomotion in confined spaces by providing proprioceptive illusions to the virtual lower body. The applications showcased in this paper suggest that Giant Finger can enable new forms of movement with high action variability and immersion in various fields such as gaming, industry, and accessibility.
Seongjun Kang, Gwangbin Kim, Seungjun Kim 0001
ISMAR2
2020 Toward Immersive Self-Driving Simulations: Reports from a User Study across Six Platforms
abstract
As self-driving car technology matures, autonomous vehicle research is moving toward building more human-centric interfaces and accountable experiences. Driving simulators avoid many ethical and regulatory concerns about self-driving cars and play a key role in testing new interfaces or autonomous driving scenarios. However, apart from validity studies for manual driving simulation, the capabilities of driving simulators in replicating the experience of self-driving cars have not been widely investigated. In this paper, we build six self-driving simulation platforms with varying levels of visual and motion fidelities ranging from a screen-based in-lab simulator to the mixed-reality on-road simulator we propose. We compare the sense of presence and simulator sickness for each simulator composition, as well as its visual and motion fidelities with a user study. Our novel mixed-reality automotive driving simulator, named MAXIM, showed highest fidelity and presence. Our findings suggest how visual and motion configurations affect experience in autonomous driving simulators.
Dohyeon Yeo, Gwangbin Kim, Seungjun Kim 0001
CHI2