VLDB 2026 Research / reviewers in the wild / expert
Wonjun Jeong
dblp:260/4902 · also Won Jun Jeong
· DBLP profile ↗
4ranked-venue papers
1as first author
4since 2021 · last 2025
0009-0004-1505-0737ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 3 · 1 first-author · 3 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Computation-efficient quantum convolutional neural networks for autonomous driving applicationsabstractThis paper proposes a computation-efficient quantum convolutional neural network (CE-QCNN) architecture designed for autonomous driving applications. A key contribution of this work lies in the formulation of a tri-value qubit encoding (TQE) scheme, which compactly embeds three-channel RGB image data into single-qubit states via a sequence of quantum rotations. This strategy enables significant qubit resource reduction while preserving the representational richness of multi-channel visual inputs. The encoded quantum states are subsequently processed through parameterized quantum circuits for convolutional feature extraction, forming the core of the proposed CE-QCNN framework. To further improve learning stability and early-stage performance, a knowledge distillation (KD) strategy is employed, transferring supervision from a pretrained classical CNN model to the quantum network. The proposed model is evaluated on the KITTI dataset, a standard benchmark for autonomous driving, where it demonstrates both competitive detection accuracy and reduced computational complexity. These results substantiate the scalability and practical applicability of CE-QCNNs for future quantum-enhanced perception systems in real-time autonomous driving scenarios. Emily Jimin Roh, Chaemoon Im, Wonjun Jeong, SooHyun Park |
J. Supercomput. | 3 |
| 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. | 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. | 1 |
| 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. | 2 |