Jisu Yim

dblp:316/5150 · DBLP profile ↗
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7ranked-venue papers
2as first author
7since 2021 · last 2025
0009-0005-4896-660XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 7 since 2021
YearPublicationVenuePosition
2025 StringTouch: A Non-occlusive 3DoF Haptic Interface Using String Structures for Modulating Finger Sensations
Jisu Yim, Yohan Yun, Donghyeon Ko, Geehyuk Lee
UIST2
2025 Typing Haptically: Towards Enabling Non-auditory Smartphone Text Entry with Haptic Feedback for Blind and Low Vision Users
Jisu Yim, Donghyeon Ko, Taejun Kim, Jonggi Hong, Geehyuk Lee
UIST1
2025 AutoPark: Adaptive Friction Mouse Facilitating Stable Multi-touch Gesture Input
abstract
Multi-touch mice have been proposed to integrate the rich input vocabulary of multi-touch gestures into traditional computer mice. However, incorporating multi-finger gestures into a mouse introduces a design conflict: Mice are optimized for low friction to support smooth cursor navigation, whereas touch gestures require high friction for stability. In this paper, we present AutoPark—the concept of a multi-touch mouse that dynamically adjusts its friction based on user intent. AutoPark mouse operates in a low-friction mode for cursor movement and shifts to a high-friction state for multi-touch interactions. Our first user study measured the shear forces during touch gestures, confirming that conventional friction levels of mousepads are insufficient to maintain gesture input stability on a mouse. We developed an AutoPark prototype and conducted controlled experiments, comparing it with both conventional low-friction and gesture-favored high-friction setups. The results demonstrate that AutoPark enhances gesture stability while maintaining comparable pointing performance in our study tasks, supporting a richer gesture input vocabulary within mouse-based GUI interactions.
Yohan Yun, Jisu Yim, Geehyuk Lee
Proc. ACM Hum. Comput. Interact.2
2024 Pro-Tact: Hierarchical Synthesis of Proprioception and Tactile Exploration for Eyes-Free Ray Pointing on Out-of-View VR Menus
abstract
We introduce Pro-Tact, a novel eyes-free pointing technique for interacting with out-of-view (OoV) VR menus. This technique combines rapid rough pointing using proprioception with fine-grain adjustments through tactile exploration, enabling menu interaction without visual attention. Our user study demonstrated that Pro-Tact allows users to select menu items accurately (95% accuracy for 54 items) in an eyes-free manner, with reduced fatigue and sickness compared to eyes-engaged interaction. Additionally, we observed that participants voluntarily interacted with OoV menus eyes-free when Pro-Tact’s tactile feedback was provided in practical VR application usage contexts. This research contributes by introducing the novel interaction technique, Pro-Tact, and quantitatively evaluating its benefits in terms of performance, user experience, and user preference in OoV menu interactions.
Yeonsu Kim, Jisu Yim, Kyunghwan Kim, Yohan Yun, Geehyuk Lee
UIST2
2024 Palmrest+: Expanding Laptop Input Space with Shear Force on Palm-Resting Area
abstract
The palmrest area of laptops has the potential as an additional input space, considering its consistent palm contact during keyboard interaction. We propose Palmrest+, leveraging shear force exerted on the palmrest area. We suggest two input techniques: Palmrest Shortcut, for instant shortcut execution, and Palmrest Joystick, for continuous value input. These allow seamless and subtle input amidst keyboard typing. Evaluation of Palmrest Shortcut against conventional keyboard shortcuts revealed faster performance for applying shear force in unimanual and bimanual-manner with a significant reduction in gaze shifting. Additionally, the assessment of Palmrest Joystick against the laptop touchpad demonstrated comparable performance in selecting one- and two- dimensional targets with low-precision pointing, i.e., for short distances and large target sizes. The maximal hand displacement significantly decreased for both Palmrest Shortcut and Palmrest Joystick compared to conventional methods. These findings verify the feasibility and effectiveness of leveraging the palmrest area as an additional input space on laptops, offering promising enhanced typing-related user interaction experiences.
Jisu Yim, Seoyeon Bae, Taejun Kim, Sunbum Kim, Geehyuk Lee
UIST1
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
CHI2
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
IUI2