Saelyne Yang

dblp:264/7539 · DBLP profile ↗
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12ranked-venue papers
7as first author
11since 2021 · last 2026
0000-0003-1776-4712ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 6 first-author · 9 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 I Can't Keep Up: Accessibility Barriers in Video-Based Learning for Individuals with Borderline Intellectual Functioning
abstract
Video-based learning (VBL) has become a dominant method for learning practical skills, yet accessibility guidelines provide limited guidance for users with cognitive differences. In particular, challenges that individuals with Borderline Intellectual Functioning (BIF) encounter in video-based learning remain largely underexplored, despite VBL’s potential to support their learning through features like self-paced viewing and visual demonstration. To address this gap, we conducted a series of studies with BIF individuals and caretakers to comprehensively understand their VBL challenges. Our analysis revealed challenges stemming from misalignment between user cognitive characteristics and video elements (e.g., overwhelmed by pacing and density, difficulty inferring omitted content), and experiential factors intensifying challenges (e.g., low self-efficacy). While participants employed coping strategies such as repetitive viewing to address these challenges, these strategies could not overcome fundamental gaps with video. We further discuss the design implications on both content and UI-level features for BIF and broader groups with cognitive diversities.
Hyehyun Chu, Seungju Kim, Yu-Kai Hung, Saelyne Yang, Hyun W. Ka, Juho Kim 0001
CHI5
2025 VideoMix: Aggregating How-To Videos for Task-Oriented Learning
abstract
Tutorial videos are a valuable resource for people looking to learn new tasks. People often learn these skills by viewing multiple tutorial videos to get an overall understanding of a task by looking at different approaches to achieve the task. However, navigating through multiple videos can be time-consuming and mentally demanding as these videos are scattered and not easy to skim. We propose VideoMix, a system that helps users gain a holistic understanding of a how-to task by aggregating information from multiple videos on the task. Insights from our formative study (N=12) reveal that learners value understanding potential outcomes, required materials, alternative methods, and important details shared by different videos. Powered by a Vision-Language Model pipeline, VideoMix extracts and organizes this information, presenting concise textual summaries alongside relevant video clips, enabling users to quickly digest and navigate the content. A comparative user study (N=12) demonstrated that VideoMix enabled participants to gain a more comprehensive understanding of tasks with greater efficiency than a baseline video interface, where videos are viewed independently. Our findings highlight the potential of a task-oriented, multi-video approach where videos are organized around a shared goal, offering an enhanced alternative to conventional video-based learning.
Saelyne Yang, Anh Truong, Juho Kim 0001, Dingzeyu Li
IUI1
2024 YTCommentQA: Video Question Answerability in Instructional Videos
abstract
Instructional videos provide detailed how-to guides for various tasks, with viewers often posing questions regarding the content. Addressing these questions is vital for comprehending the content, yet receiving immediate answers is difficult. While numerous computational models have been developed for Video Question Answering (Video QA) tasks, they are primarily trained on questions generated based on video content, aiming to produce answers from within the content. However, in real-world situations, users may pose questions that go beyond the video's informational boundaries, highlighting the necessity to determine if a video can provide the answer. Discerning whether a question can be answered by video content is challenging due to the multi-modal nature of videos, where visual and verbal information are intertwined. To bridge this gap, we present the YTCommentQA dataset, which contains naturally-generated questions from YouTube, categorized by their answerability and required modality to answer -- visual, script, or both. Experiments with answerability classification tasks demonstrate the complexity of YTCommentQA and emphasize the need to comprehend the combined role of visual and script information in video reasoning. The dataset is available at https://github.com/lgresearch/YTCommentQA.
Saelyne Yang, Yunseok Jang 0001, Moontae Lee
AAAI1
2024 AQuA: Automated Question-Answering in Software Tutorial Videos with Visual Anchors
abstract
Tutorial videos are a popular help source for learning feature-rich software. However, getting quick answers to questions about tutorial videos is difficult. We present an automated approach for responding to tutorial questions. By analyzing 633 questions found in 5,944 video comments, we identified different question types and observed that users frequently described parts of the video in questions. We then asked participants (N=24) to watch tutorial videos and ask questions while annotating the video with relevant visual anchors. Most visual anchors referred to UI elements and the application workspace. Based on these insights, we built AQuA, a pipeline that generates useful answers to questions with visual anchors. We demonstrate this for Fusion 360, showing that we can recognize UI elements in visual anchors and generate answers using GPT-4 augmented with that visual information and software documentation. An evaluation study (N=16) demonstrates that our approach provides better answers than baseline methods.
Saelyne Yang, Jo Vermeulen, George W. Fitzmaurice, Justin Matejka
CHI1
2024 ExpressEdit: Video Editing with Natural Language and Sketching
abstract
Informational videos serve as a crucial source for explaining conceptual and procedural knowledge to novices and experts alike. When producing informational videos, editors edit videos by overlaying text/images or trimming footage to enhance the video quality and make it more engaging. However, video editing can be difficult and time-consuming, especially for novice video editors who often struggle with expressing and implementing their editing ideas. To address this challenge, we first explored how multimodality—natural language (NL) and sketching, which are natural modalities humans use for expression—can be utilized to support video editors in expressing video editing ideas. We gathered 176 multimodal expressions of editing commands from 10 video editors, which revealed the patterns of use of NL and sketching in describing edit intents. Based on the findings, we present ExpressEdit, a system that enables editing videos via NL text and sketching on the video frame. Powered by LLM and vision models, the system interprets (1) temporal, (2) spatial, and (3) operational references in an NL command and spatial references from sketching. The system implements the interpreted edits, which then the user can iterate on. An observational study (N=10) showed that ExpressEdit enhanced the ability of novice video editors to express and implement their edit ideas. The system allowed participants to perform edits more efficiently and generate more ideas by generating edits based on user’s multimodal edit commands and supporting iterations on the editing commands. This work offers insights into the design of future multimodal interfaces and AI-based pipelines for video editing.
Bekzat Tilekbay, Saelyne Yang, Michal A. Lewkowicz, Alex Suryapranata, Juho Kim 0001
IUI2
2024 Silent Impact: Tracking Tennis Shots from the Passive Arm
abstract
Wearable technology has transformed sports analytics, offering new dimensions in enhancing player experience. Yet, many solutions involve cumbersome setups that inhibit natural motion. In tennis, existing products require sensors on the racket or dominant arm, causing distractions and discomfort. We propose Silent Impact, a novel and user-friendly system that analyzes tennis shots using a sensor placed on the passive arm. Collecting Inertial Measurement Unit sensor data from 20 recreational tennis players, we developed neural networks that exclusively utilize passive arm data to detect and classify six shots, achieving a classification accuracy of 88.2% and a detection F1 score of 86.0%, comparable to the dominant arm. These models were then incorporated into an end-to-end prototype, which records passive arm motion through a smartwatch and displays a summary of shots on a mobile app. User study (N=10) showed that participants felt less burdened physically and mentally using Silent Impact on the passive arm. Overall, our research establishes the passive arm as an effective, comfortable alternative for tennis shot analysis, advancing user-friendly sports analytics.
Junyong Park 0002, Saelyne Yang, Sungho Jo
UIST2
2023 AVscript: Accessible Video Editing with Audio-Visual Scripts
abstract
Sighted and blind and low vision (BLV) creators alike use videos to communicate with broad audiences. Yet, video editing remains inaccessible to BLV creators. Our formative study revealed that current video editing tools make it difficult to access the visual content, assess the visual quality, and efficiently navigate the timeline. We present AVscript, an accessible text-based video editor. AVscript enables users to edit their video using a script that embeds the video’s visual content, visual errors (e.g., dark or blurred footage), and speech. Users can also efficiently navigate between scenes and visual errors or locate objects in the frame or spoken words of interest. A comparison study (N=12) showed that AVscript significantly lowered BLV creators’ mental demands while increasing confidence and independence in video editing. We further demonstrate the potential of AVscript through an exploratory study (N=3) where BLV creators edited their own footage.
Mina Huh, Saelyne Yang, Yi-Hao Peng, Xiang 'Anthony' Chen, Young-Ho Kim, Amy Pavel
CHI2
2023 Beyond Instructions: A Taxonomy of Information Types in How-to Videos
abstract
How-to videos are rich in information—they not only give instructions but also provide justifications or descriptions. People seek different information to meet their needs, and identifying different types of information present in the video can improve access to the desired knowledge. Thus, we present a taxonomy of information types in how-to videos. Through an iterative open coding of 4k sentences in 48 videos, 21 information types under 8 categories emerged. The taxonomy represents diverse information types that instructors provide beyond instructions. We first show how our taxonomy can serve as an analytical framework for video navigation systems. Then, we demonstrate through a user study (n=9) how type-based navigation helps participants locate the information they needed. Finally, we discuss how the taxonomy enables a wide range of video-related tasks, such as video authoring, viewing, and analysis. To allow researchers to build upon our taxonomy, we release a dataset of 120 videos containing 9.9k sentences labeled using the taxonomy.
Saelyne Yang, Sangkyung Kwak, Juhoon Lee, Juho Kim 0001
CHI1
2023 Towards Content-based Pixel Retrieval in Revisited Oxford and Paris
abstract
This paper introduces the first two landmark pixel retrieval benchmarks. Pixel retrieval is segmented instance retrieval. Like semantic segmentation extends classification to the pixel level, pixel retrieval is an extension of image retrieval and offers information about which pixels are related to the query object. In addition to retrieving images for the given query, it helps users quickly identify the query object in true positive images and exclude false positive images by denoting the correlated pixels. Our user study results show pixel-level annotation can significantly improve the user experience. Compared with semantic and instance segmentation, pixel retrieval requires a fine-grained recognition capability for variable-granularity targets. To this end, we propose pixel retrieval benchmarks named PROxford and PRParis, which are based on the widely used image retrieval datasets, ROxford and RParis. Three professional annotators label 5,942 images with two rounds of double-checking and refinement. Furthermore, we conduct extensive experiments and analysis on the SOTA methods in image search, image matching, detection, segmentation, and dense matching using our pixel retrieval benchmarks. Results show that the pixel retrieval task is challenging to these approaches and distinctive from existing problems, suggesting that further research can advance the content-based pixel-retrieval and thus user search experience. The datasets can be downloaded from this link.
Guoyuan An, Woo Jae Kim, Saelyne Yang, Yuchi Huo, Sung-Eui Yoon
ICCV3
2022 CatchLive: Real-time Summarization of Live Streams with Stream Content and Interaction Data
abstract
Live streams usually last several hours with many viewers joining in the middle. Viewers who join in the middle often want to understand what has happened in the stream. However, catching up with the earlier parts is challenging because it is difficult to know which parts are important in the long, unedited stream while also keeping up with the ongoing stream. We present CatchLive, a system that provides a real-time summary of ongoing live streams by utilizing both the stream content and user interaction data. CatchLive provides viewers with an overview of the stream along with summaries of highlight moments with multiple levels of detail in a readable format. Results from deployments of three streams with 67 viewers show that CatchLive helps viewers grasp the overview of the stream, identify important moments, and stay engaged. Our findings provide insights into designing summarizations of live streams reflecting their characteristics.
Saelyne Yang, Jisu Yim, Juho Kim 0001, Hijung Shin
CHI1
2022 SoftVideo: Improving the Learning Experience of Software Tutorial Videos with Collective Interaction Data
abstract
Many people rely on tutorial videos when learning to perform tasks using complex software. Watching the video for instructions and applying them to target software requires frequent going back-and-forth between the two, which incurs cognitive overhead. Furthermore, users need to constantly compare the two to see if they are following correctly, as they are prone to missing out on subtle differences. We propose SoftVideo, a prototype system that helps users plan ahead before watching each step in tutorial videos and provides feedback and help to users on their progress. SoftVideo is powered by collective interaction data, as experiences of previous learners with the same goal can provide insights into how they learned from the tutorial. By identifying the difficulty and relatedness of each step from the interaction logs, SoftVideo provides information on each step such as its estimated difficulty, lets users know if they completed or missed a step, and suggests tips such as relevant steps when it detects users struggling. To enable such a data-driven system, we collected and analyzed video interaction logs and the associated Photoshop usage logs for two tutorial videos from 120 users. We then defined six metrics that portray the difficulty of each step, including the time taken to complete a step and the number of pauses in a step, which were also used to detect users’ struggling moments by comparing their progress to the collected data. To investigate the feasibility and usefulness of SoftVideo, we ran a user study with 30 participants where they performed a Photoshop task by following along a tutorial video with SoftVideo. Results show that participants could proactively and effectively plan their pauses and playback speed, and adjust their concentration level. They were also able to identify and recover from errors with the help SoftVideo provides.
Saelyne Yang, Jisu Yim, Aitolkyn Baigutanova, Seoyoung Kim 0002, Minsuk Chang, Juho Kim 0001
IUI1
2020 Snapstream: Snapshot-based Interaction in Live Streaming for Visual Art
abstract
Live streaming visual art such as drawing or using design software is gaining popularity. An important aspect of live streams is the direct and real-time communication between streamers and viewers. However, currently available text-based interaction limits the expressiveness of viewers as well as streamers, especially when they refer to specific moments or objects in the stream. To investigate the feasibility of using snapshots of streamed content as a way to enhance streamer-viewer interaction, we introduce Snapstream, a system that allows users to take snapshots of the live stream, annotate them, and share the annotated snapshots in the chat. Streamers can also verbally reference a specific snapshot during streaming to respond to viewers' questions or comments. Results from live deployments show that participants communicate more expressively and clearly with increased engagement using Snapstream. Participants used snapshots to reference part of the artwork, give suggestions on it, make fun images or memes, and log intermediate milestones. Our findings suggest that visual interaction enables richer experiences in live streaming.
Saelyne Yang, Changyoon Lee, Hijung Shin, Juho Kim 0001
CHI1