VLDB 2026 Research / reviewers in the wild / expert
Sung H. Han
dblp:47/8301
· DBLP profile ↗
7ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0002-3947-6415ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Automatic Tuning of Haptic Motion Effects to Evoke Specific Feelings in Multisensory ContentabstractFigure 1: Concept of our motion-tuning method.Our method is for modulating the drafts of motion effects automatically in the presence of video for the best quality of the user experience.It allows designers to easily create different versions of motion effects that can provide the designed user experiences, i.e., user feelings.Our method takes as input the draft motion effect and target adjective scores for perceiving both video and motion effects, as determined by the designers.It first converts the input scores into motion-only scores, leveraging the regression models addressing audiovisual effects, and then generates a new motion effect modulated for the converted scores from the draft. Jiwan Lee, Sung H. Han, Seungmoon Choi |
CHI | 3 |
| 2025 | Emotional Experience of Audiences in 4D ContentabstractThis study aims to identify and classify the factors influencing the emotional experience of audiences engaging with four-dimensional (4D) content. Through systematic literature reviews, expert workshops, and experiments, factors were identified and refined. Factors were first identified through a systematic literature review, then expanded with expert insights on 4D content design and user experience. Finally, audience experiences were analyzed through interviews following experiments with 32 participants, further refining the factors. The 151 collected factors were categorized based on common characteristics, resulting in the identification of 5 major groups and 25 subgroups. This classification system highlights the diversity of factors such as content experience, viewing environment, sensory stimulus design, personal characteristics, and content composition, emphasizing the importance of combining these elements to enhance emotional engagement. Furthermore, it provides a valuable theoretical foundation and practical guidance for 4D content creators, enabling them to design more immersive and emotionally resonant experiences. Junseong Park, Sung H. Han, Kimin Kwon, Seungmoon Choi |
Int. J. Hum. Comput. Interact. | 2 |
| 2022 | User experience framework for understanding user experience in blockchain services
Hyeji Jang, Sung H. Han |
Int. J. Hum. Comput. Stud. | 2 |
| 2021 | Toward Trustworthy and Comfortable Lane Keeping Assistance System: An Empirical Study of the Level of Haptic AuthorityabstractA shared control system has received steady attention as it can mitigate or avoid potential weaknesses of autonomous driving. According to the preliminary study, the drivers’ experience was found to change significantly depending on the system’s intervention strategy. In particular, driver satisfaction was found to decrease significantly due to the feeling of disturbance or interference. In this study, a strategy was suggested to adjust the haptic authority according to human torque to minimize the feeling of disturbance. Twelve control strategies were designed as a prototype to investigate their effects on the driver’s experience. As a result, a positive effect on the driving experience was observed by providing adequate torque reduction. Based on the regression model of satisfaction, optimal design parameters were derived. The results of this study are expected to contribute to designing more favorable control strategy of a shared steering control system. Kyudong Park, Sung H. Han, Jiyoung Kwahk |
Int. J. Hum. Comput. Interact. | 2 |
| 2019 | Motion-Display Gain: A New Control-Display Mapping Reflecting Natural Human Pointing Gesture to Enhance Interaction with Large Displays at a DistanceabstractThe use of large displays is becoming increasingly prevalent, but development of the usability of three-dimensional (3D) interaction with large displays is still in the early stage. One way to improve the usability of 3D interaction is to develop appropriate control–display (CD) gain function. Nevertheless, unlike in desktop environments, the effects of the relationship between control space and display space in 3D interaction have not been investigated. Moreover, 3D interaction with large displays is natural and intuitive similar to how we work in the physical world. Therefore, a CD gain function that considers human behavior might improve the usability of interaction with large displays. The first experiment was conducted to identify the characteristics of user’s natural hand motion and the user perception of target in distal pointing. Thirty people participated and the characteristics of users’ natural hand movements and the 3D coordinates of their pointing positions were derived. These characteristics were considered in development of motion–display (MD) gain which is a new position-to-position CD mapping. Then, MD gain was experimentally verified by comparing it with Laser pointing, which is currently the best existing CD mapping technique; 30 people participated. MD gain was superior to the existing pointing technique in terms of both performance and subjective satisfaction. MD gain can also be personalized for further improvement. This is an initial attempt to reflect natural human pointing gesture in distal pointing technique, and the developed technique (MD gain) was experimentally proved to be superior to the existing techniques. This achievement is worthy because even a marginal improvement in the performance of pointing task, which is a fundamental and frequent task, can have a large effect on users’ productivity. These results can be used as a resource to understand the characteristics of user’s natural hand movement, and MD gain can be directly applied to situations in which distal pointing is needed, such as interacting with smart TVs or with wall displays. Furthermore, the concept that maps natural human behavior in motor space and an object in visual space can be applied to any interactive system. Seungjae Oh, Sung H. Han, Min K. Chung |
Int. J. Hum. Comput. Interact. | 3 |
| 2019 | A MORF-Vision Method for Strategic Creation of IoT Solution OpportunitiesabstractWith the rise of Internet of Things (IoT), companies are now facing new challenges such as diverse consumer demands and shorter lifecycle of products and services. Even in big companies, they may have to “extract” new products every six months or less. Nonetheless, shorter lifecycle is never a waiver for poor user satisfaction. Common to the companies that survived such disruptive changes is that they emphasized the user experience (UX) as one of the most important elements of their strategy. This explains why most product innovation processes such as user-centered design or design thinking emphasize so much on “empathizing.” Developing a new product or service from scratch, however, is challenging especially when the underlying technology is new to people. The aim of this study is to develop a systematic process for creating opportunities from the UX perspective. This study suggests opportunity-creation process by adopting an “abductive” design thinking approach: (1) future envisioning and (2) opportunity identification and analysis. A new method called MORF-Vision (Morphological Future Envisioning) was developed to generate prospective scenarios that can be used in phase (2) to identify potential opportunities. An experiment showed that the MORF-Vision method is helpful to create opportunities in various business domains. Heekyung Moon, Sung H. Han, Jiyoung Kwahk |
Int. J. Hum. Comput. Interact. | 2 |
| 2017 | Defining and classifying IT interaction disabilityabstractMany people have significant difficulties while using information technology (IT) devices. This study suggests a new concept of IT interaction disability (ITID) to understand the significant difficulties that users may encounter while using IT devices. The task, interface, and context (TIC) framework for classifying the types of ITID is also developed; this framework includes three components: tasks, user interface elements, and context factors. A case study in which visually impaired people used smartphones was conducted to illustrate the types of ITID and to show the applicability of the TIC framework. The result of this study can provide insights to researchers to improve the understanding of the significant difficulties of using IT devices and to analyse these difficulties systematically. Hyun K. Kim, Sung H. Han |
Behav. Inf. Technol. | 2 |