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Dongheun Han

dblp:294/9113 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0001-7693-7674ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 52% Geometric modeling and processing · 26% Virtual and augmented reality · 22%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 83% Haptics and multimodal interaction · 17%

Topics — the 3 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › motion capture
marker-based motion capture
0.912025
DAMO: A Deep Solver for Arbitrary Marker Configuration in Optical Motion Capture · ACM Trans. Graph. 2025
Computer animation and physical simulation
motion capture
0.912025
DAMO: A Deep Solver for Arbitrary Marker Configuration in Optical Motion Capture · ACM Trans. Graph. 2025
Immersive interaction
virtual reality experience
0.312025
Shaping the Future of VR Hand Interactions: Lessons Learned from Modern Methods · VR 2025

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

reinforcement learning · 1.5physics simulation · 1.5imitation learning · 1.5deep neural network · 1.5deep learning · 0.9comparative user study · 0.9
YearPublicationVenuePosition
2025 Shaping the Future of VR Hand Interactions: Lessons Learned from Modern Methods
abstract
In virtual reality (VR), it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world physics and visuals is not always necessary for improved usability or immersion. This has led to ambiguity for developers when choosing optimal hand interaction methods for different applications. Currently, there is a lack of comprehensive research to resolve this issue. This study aims to fill this gap by evaluating three contemporary VR hand interaction methods—Attachment, Penetration, and Torque—across two distinct task scenarios: simple manipulation tasks and more complex, precision-driven tasks. By examining key technical features, we identify the strengths and limitations of each method and propose development guidelines for future advancements. Our findings reveal that while Attachment, with its simplified control mechanisms, is well-suited for commercial applications, Penetration and Torque show promise for next-generation interactions. The insights gained from our study provide practical guidance for developers and researchers seeking to balance realism, usability, and user satisfaction in VR environments.
ByungMin Kim, Dongheun Han, HyeongYeop Kang
VR2
2025 DAMO: A Deep Solver for Arbitrary Marker Configuration in Optical Motion Capture
abstract
Marker-based optical motion capture (mocap) systems are increasingly utilized for acquiring 3D human motion, offering advantages in capturing the subtle nuances of human movement, style consistency, and ease of obtaining desired motion. Motion data acquisition via mocap typically requires laborious marker labeling and motion reconstruction, recent deep-learning solutions have aimed to automate the process. However, such solutions generally presuppose a fixed marker configuration to reduce learning complexity, thereby limiting flexibility. To overcome the limitation, we introduce DAMO, an end-to-end deep solver, proficiently inferring arbitrary marker configurations and optimizing pose reconstruction. DAMO outperforms state-of-the-art like SOMA and MoCap-Solver in scenarios with significant noise and unknown marker configurations. We expect that DAMO will meet various practical demands such as facilitating dynamic marker configuration adjustments during capture sessions, processing marker clouds irrespective of whether they employ mixed or entirely unknown marker configurations, and allowing custom marker configurations to suit distinct capture scenarios. DAMO code and pretrained models are available at https://github.com/CritBear/damo .
KyeongMin Kim, Seungwon Seo, Dongheun Han, HyeongYeop Kang
ACM Trans. Graph.3
2024 VR-HandNet: A Visually and Physically Plausible Hand Manipulation System in Virtual Reality
abstract
This study aims to allow users to perform dexterous hand manipulation of objects in virtual environments with hand-held VR controllers. To this end, the VR controller is mapped to the virtual hand and the hand motions are dynamically synthesized when the virtual hand approaches an object. At each frame, given the information about the virtual hand, VR controller input, and hand-object spatial relations, the deep neural network determines the desired joint orientations of the virtual hand model in the next frame. The desired orientations are then converted into a set of torques acting on hand joints and applied to a physics simulation to determine the hand pose at the next frame. The deep neural network, named VR-HandNet, is trained with a reinforcement learning-based approach. Therefore, it can produce physically plausible hand motion since the trial-and-error training process can learn how the interaction between hand and object is performed under the environment that is simulated by a physics engine. Furthermore, we adopted an imitation learning paradigm to increase visual plausibility by mimicking the reference motion datasets. Through the ablation studies, we validated the proposed method is effectively constructed and successfully serves our design goal. A live demo is demonstrated in the supplementary video.
Dongheun Han, RoUn Lee, KyeongMin Kim, HyeongYeop Kang
IEEE Trans. Vis. Comput. Graph.1