Dongyun Han

dblp:70/3741 · DBLP profile ↗
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20ranked-venue papers
10as first author
19since 2021 · last 2026
0000-0002-9517-5326ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 16 · 9 first-author · 16 since 2021Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 8 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Databases, data management, data science and information retrieval · 3 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author · 3 since 2021
YearPublicationVenuePosition
2026 Psychological ownership in shared AR: The roles of partner reality, object reality, controllability, and proximity
Dongyun Han, Donghoon Kim 0001, Hyeongil Nam, Kangsoo Kim, Isaac Cho
Comput. Graph.1
2025 Touching the Virtual Dog: Effects of Active and Passive Haptic Feedback on Social Presence and Emotional Bonding in Virtual Pet Interaction
abstract
Immersive technologies such as virtual and augmented reality (VR/AR) enable people to own and interact with virtual pets, offering an alternative for those who are unable to care for real pets due to spatial, physical, or financial constraints. However, how users form social bonds and emotional connections with virtual pets remains unclear and underexplored. Most virtual pet systems rely primarily on visual and auditory cues, overlooking one critical modality for emotional bonding�touch. Touch plays a fundamental role in emotional communication and social presence, particularly in human-animal interactions. Haptic feedback can fill the role of providing touch cues for users of virtual pet systems. This paper investigates how different haptic feedback modalities can influence emotional communication between users and virtual pets. We compare active haptic feedback�more specifically vibrotactile feedback�delivered through haptic gloves that respond to user interactions with a virtual dog, and passive haptic feedback, provided through a physical plush toy dog that represents the dog's body in physical space. In a within-subjects study with 32 participants, results revealed that passive haptic feedback significantly enhanced emotional bonding, social presence, and perceptions of realism, while active vibrotactile feedback contributed meaningfully in the absence of passive cues, especially in increasing behavioral engagement. These findings offer valuable design insights for emotionally resonant virtual pet systems, suggesting that passive haptics anchor affective realism, while active vibrotactile haptics enhance interactivity and compensate for reduced physical embodiment in immersive environments.
Ahmad Fouad, Hyeongil Nam, Dongyun Han, Donghoon Kim 0001, Isaac Cho, Kangsoo Kim
ISMAR4
2025 What if Virtual Agents Had Scents? Users' Judgments of Virtual Agent Personality and Appeals in Encounters
abstract
Incorporating multi-sensory cues into Virtual Reality (VR) can significantly enhance user experiences, mirroring the multi-sensory interactions we encounter in the real-world. Olfaction plays a crucial role in shaping impressions when engaging with others. This study examines how non-verbal cues from virtual agents-specifically olfactory cues, emotional expressions, and gender-influence user perceptions during encounters with virtual agents. Our findings indicate that in unscented, woodsy, and floral scent conditions, participants primarily relied on visually observable cues to form their impressions of virtual agents. Positive emotional expressions, conveyed through facial expressions and gestures, contributed to more favorable impressions, with this effect being stronger for the female agent than the male agent. However, in the unpleasant scent condition, participants consistently formed negative impressions, which overpowered the influence of emotional expressions and gender, suggesting that aversive olfactory stimuli can detrimentally impact user perceptions. Our results emphasize the importance of carefully selecting olfactory stimuli when designing immersive and engaging VR interactions. Finally, we present our findings and outline future research directions for effectively integrating olfactory cues into virtual agents.
Dongyun Han, Siyeon Bak, So-Hui Kim, Kangsoo Kim, Sun-Jeong Kim, Isaac Cho
ISMAR1
2025 When Senses Collide: Investigating Modality Congruence and Interference Between Task and Notification in Augmented Reality
abstract
As augmented reality (AR) technologies become more integrated into everyday tasks, the design of notification systems that minimize disruption while enhancing user awareness is increasingly important. This study investigates how crossmodal interference between notification modality (visual, audio, tactile) and primary task modality (also visual, auditory, tactile) affects user perception and performance in AR environments. Through a controlled user study ($N=36$), participants engaged in modality-specific pattern recognition tasks while responding to spatial directional notifications delivered via different sensory channels. By analyzing notification awareness time, reaction time, task accuracy, and subjective measures, such as cognitive load and user preference, the study reveals how congruency or mismatch between task and notification modalities can either facilitate or hinder attention redirection and multi-tasking efficiency. The findings contribute to the design of adaptive AR notification systems that are less intrusive and better aligned with users' perceptual and cognitive states.
Mehakdeep Kaur, Hyeongil Nam, Ryan Kang, Dongyun Han, Donghoon Kim 0001, Isaac Cho, Kangsoo Kim
ISMAR4
2025 Beyond the Portal: Enhancing Recognition in Virtual Reality Through Multisensory Cues
abstract
While Virtual Reality (VR) systems have become increasingly immersive, they still rely predominantly on visual input, which can constrain perceptual performance when visual information is limited. Incorporating additional sensory modalities, such as sound and scent, offers a promising strategy to enhance user experience and overcome these limitations. This paper investigates the contribution of auditory and olfactory cues in supporting perception within the portal metaphor, a VR technique that reveals remote environments through narrow, visually constrained transitions. We conducted a user study in which participants identified target scenes by selecting the correct portal among alternatives under varying sensory conditions. The results demonstrate that integrating visual, auditory, and olfactory cues significantly improved both recognition accuracy and response time. These findings highlight the potential of multisensory integration to compensate for visual constraints in VR and emphasize the value of incorporating sound and scent to enhance perception, immersion, and interaction within future VR system designs.
Siyeon Bak, Dongyun Han, Inho Jo, Sun-Jeong Kim, Isaac Cho
VRST2
2025 Perception of Visual Variables on Virtual Wall-Sized Tiled Displays in Immersive Environments
abstract
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study compared three different virtual display arrangements (Flat, Cylinder, and Cockpit). It showed that participants made smaller errors on virtual curved walls (Cylinder and Cockpit) compared to Flat. Following that, we compared the results with those from a previous study conducted in a real-world setting. The comparative analysis showed that virtual curved walls resulted in smaller errors than the real-world flat wall display, but with longer task completion time. The second study evaluated the impact of four 3D user interaction techniques (Selection, Walking, Steering, and Teleportation) on performing the elementary task on the virtual Flat wall display. The results confirmed that interaction techniques further improved task performance. Finally, we discuss the limitations and future work.
Dongyun Han, Anastasia Bezerianos, Petra Isenberg, Isaac Cho
IEEE Trans. Vis. Comput. Graph.1
2025 Evaluating Effectiveness of Interactivity in Contour-Based Geospatial Visualizations
abstract
Contour maps are an essential tool for exploring spatial features of the terrain, such as distance, directions, and surface gradient among the contour areas. User interactions in contour-based visualizations create approaches to visual analysis that are noticeably different from the perspective of human cognition. As such, various interactive approaches have been introduced to improve system usability and enhance human cognition for complex and large-scale spatial data exploration. However, what user interaction means for contour maps, its purpose, when to leverage, and design primitives have yet to be investigated in the context of analysis tasks. Therefore, further research is needed to better understand and quantify the potentials and benefits offered by user interactions in contour-based geospatial visualizations designed to support analytical tasks. In this article, we present a contour-based interactive geospatial visualization designed for analytical tasks. We conducted a crowd-sourced user study (N=62) to examine the impact of interactive features on analysis using contour-based geospatial visualizations. Our results show that the interactive features aid in their data analysis and understanding in terms of spatial data extent, map layout, task complexity, and user expertise. Finally, we discuss our findings in-depth, which will serve as guidelines for future design and implementation of interactive features in support of case-specific analytical tasks on contour-based geospatial views.
Abdullah al-Raihan Nayeem, Dongyun Han, William J. Tolone, Isaac Cho
IEEE Trans. Vis. Comput. Graph.2
2024 Crossing Rays: Evaluation of Bimanual Mid-air Selection Techniques in an Immersive Environment
abstract
Mid-air navigation offers a method of aerial travel that mitigates the constraints associated with continuous navigation. A mid-air selection technique is essential to enable such navigation. In this paper, we consider four variations of intersection-based bimanual midair selection techniques with visual aids and supporting features: Simple-Ray, Simple-Stripe, Precision-Stripe, and Cursor-Sync. We evaluate their performance and user experience compared to an unimanual mid-air selection technique using two tasks that require selecting a mid-air position with or without a reference object. Our findings indicate that the bimanual techniques generally demonstrate faster selection times compared to the unimanual technique. With a supporting feature, the bimanual techniques can provide a more accurate selection than the unimanual technique. Based on our results, we discuss the effect of selection technique’s visual aids and supporting features on performance and user experience for mid-air selection.
Donghoon Kim 0001, Dongyun Han, Siyeon Bak, Isaac Cho
ISMAR2
2023 Interactive Visualization for Smart Power Grid Efficiency and Outage Exploration
abstract
This paper introduces an interactive visualization interface prototype tailored for electrical power grid system planners and analysts to facilitate the exploration of historical outage data and gain actionable insights. With the advent of smart sensors, data generation has exponentially increased. As the amount of data has significantly grown, so has the need to effectively monitor it. Our prototype addresses this challenge by seamlessly integrating heterogeneous datasets such as GIS, AMI, and OMS. Our interface is designed to empower system planners and analysts in assessing the performance of distribution systems, focusing on circuit efficiency and outage events. This paper describes the functionalities of the visualization interface and presents its example usage scenarios.
Dongyun Han, Isaac Cho
IEEE Big Data1
2023 Evaluating 3D User Interaction Techniques on Spatial Working Memory for 3D Scatter Plot Exploration in Immersive Analytics
abstract
This work evaluates three 3D user interaction techniques to investigate their visuo-spatial working memory support for users’ data exploration in immersive analytics. Two techniques are the common VR locomotion technique, Walking and Teleportation, while the other one is Grab, an object manipulation technique. We present two formal user studies in VR and AR. Our study is designed based on the Corsi block-tapping Task, a psychological test for assessing visuo-spatial working memory. Our study results show that Walking supports spatial memory best, and Grab follows. Though Teleportation is found to support it the least, participants rated Teleportation as the easiest way to move in the VR study. We also compare the Walking and Grab results in the VR and AR studies and discuss differences. At last, we discuss our limitations and future work.
Dongyun Han, Isaac Cho
ISMAR1
2023 Investigating Psychological Ownership in a Shared AR Space: Effects of Human and Object Reality and Object Controllability
abstract
Augmented reality (AR) provides users with a unique social space where virtual objects are natural parts of the real world. The users can interact with 3D virtual objects and virtual humans projected onto the physical environment. This work examines perceived ownership based on the reality of objects and partners, as well as object controllability in a shared AR setting. Our formal user study with 28 participants shows a sense of possession, control, separation, and partner presence affect their perceived ownership of a shared object. Finally, we discuss the findings and present a conclusion.
Dongyun Han, Donghoon Kim 0001, Kangsoo Kim, Isaac Cho
ISMAR1
2023 Exploring the Effects of VR Activities on Stress Relief: A Comparison of Sitting-in-Silence, VR Meditation, and VR Smash Room
abstract
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and several stress-management approaches are found to be useful for stress relief, such as meditation, taking a rest, walking around nature, or even breaking things in a smash room. Previous research has revealed that certain experiences in virtual reality (VR) are effective for reducing stress as traditional real-world methods. However, it is still unclear how the stress relief effects are associated with other factors like individual user profile in terms of different treatment activities. In this paper, we report our findings from a formal user study that investigates the effects of two virtual activities: (1) VR Meditation and (2) VR Smash Room experience, compared with a traditional Sitting-in-Silence method. Our results show that VR Meditation has a better stress relief effect compared to VR Smash Room and Sitting-in-Silence, and the effects of the treatments are correlated with the participants’ personalities. We discuss the findings and implications addressing potential benefits/impacts of different stress-relief activities in VR.
Dongyun Han, Donghoon Kim 0001, Kangsoo Kim, Isaac Cho
ISMAR1
2023 Comparative Analysis of Change Blindness in Virtual Reality and Augmented Reality Environments
abstract
Change blindness is a phenomenon where an individual fails to notice alterations in a visual scene when a change occurs during a brief interruption or distraction. Understanding this phenomenon is specifically important for the technique that uses a visual stimulus, such as Virtual Reality (VR) or Augmented Reality (AR). Previous research had primarily focused on 2D environments or conducted limited controlled experiments in 3D immersive environments. In this paper, we design and conduct two formal user experiments to investigate the effects of different visual attention-disrupting conditions (Flickering and Head-Turning) and object alternative conditions (Removal, Color Alteration, and Size Alteration) on change blindness detection in VR and AR environments. Our results reveal that participants detected changes more quickly and had a higher detection rate with Flickering compared to Head-Turning. Furthermore, they spent less time detecting changes when an object disappeared compared to changes in color or size. Additionally, we provide a comparison of the results between VR and AR environments.
Donghoon Kim 0001, Dongyun Han, Isaac Cho
ISMAR2
2023 Enhancing User Experience in VR using Wearable Olfactory System
abstract
This paper introduces a mounted olfactory device prototype that instantly emits and quickly switches scents. Earlier approaches, such as fixed olfactory devices, have limitations in terms of the time it took for users to perceive a scent in Virtual Reality (VR) due to dissipating lingering scents in physical space, as well as the lack of instantaneous scent switching. To evaluate its effectiveness, we conducted a pilot user study comparing mounted and fixed olfactory devices.The results show that the mounted olfactory device provides a better VR experience than the fixed olfactory device.
Je-Won Myung, Ye-Chan Choi, Siyeon Park, So-Hui Kim, Dongyun Han, Isaac Cho, Chang Geun Song, Sun-Jeong Kim
VRST5
2023 PDViz: A Visual Analytics Approach for State Policy Data
abstract
Abstract Sub‐national governments across the United States implement a variety of policies to address large societal problems and needs. Many policies are picked up or adopted in other states. This process is called policy diffusion and allows researchers to analyse and compare the social, political, and contextual characteristics that lead to adopting certain policies, as well as the efficacy of these policies once adopted. In this paper, we introduce PDViz, a visual analytics approach that allows social scientists to dynamically analyse the policy diffusion history and underlying patterns. It is designed for analysing and answering a list of research questions and tasks posed by social scientists in prior work. To evaluate our system, we present two usage scenarios and conduct interviews with domain experts in political science. The interviews highlight that PDViz provides the result of policy diffusion patterns that align with their domain knowledge as well as the potential to be a learning tool for students to understand the concept of policy diffusion.
Dongyun Han, Abdullah al-Raihan Nayeem, Jason Windett, Isaac Cho
Comput. Graph. Forum1
2022 DCPViz: A Visual Analytics Approach for Downscaled Climate Projections
abstract
This paper introduces a novel visual analytics approach, DCPViz, to enable climate scientists to explore massive climate data interactively without requiring the upfront movement of massive data. Thus, climate scientists are afforded more effective approaches to support the identification of potential trends and patterns in climate projections and their subsequent impacts. We designed the DCPViz pipeline to fetch and extract NEX-DCP30 data with minimal data transfer from their public sources. We implemented DCPViz to demonstrate its scalability and scientific value and to evaluate its utility under three use cases based on different models and through domain expert feedback.
Abdullah al-Raihan Nayeem, Huikyo Lee, Dongyun Han, Mohammed Elshambakey, William J. Tolone, Todd Dobbs, Daniel J. Crichton, Isaac Cho
IEEE Big Data3
2022 Learning on Health Fairness and Environmental Justice via Interactive Visualization
abstract
This paper introduces an interactive visualization interface with a machine learning consensus analysis that enables the researchers to explore the impact of atmospheric and socioeconomic factors on COVID-19 clinical severity by employing multiple Recurrent Graph Neural Networks. We designed and implemented a visualization interface that leverages coordinated multi-views to support exploratory and predictive analysis of hospitalizations and other socio-geographic variables at multiple dimensions, simultaneously. By harnessing the strength of geometric deep learning, we build a consensus machine learning model to include knowledge from county-level records and investigate the complex interrelationships between global infectious disease, environment, and social justice. Additionally, we make use of unique NASA satellite-based observations which are not broadly used in the context of climate justice applications. Our current interactive interface focus on three US states (California, Pennsylvania, and Texas) to demonstrate its scientific value and presented three case studies to make qualitative evaluations.
Abdullah al-Raihan Nayeem, Ignacio Segovia-Dominguez, Huikyo Lee, Dongyun Han, Zhiwei Zhen, Yulia R. Gel, Isaac Cho
IEEE Big Data4
2022 PORTAL: Portal Widget for Remote Target Acquisition and Control in Immersive Virtual Environments
abstract
This paper introduces PORTAL (POrtal widget for Remote Target Acquisition and controL) that allows the user to interact with out-of-reach objects in a virtual environment. We describe the PORTAL interaction technique for placing a portal widget and interacting with target objects through the portal. We conduct two formal user studies to evaluate PORTAL for selection and manipulation functionalities. The results show PORTAL supports participants to interact with remote objects successfully and precisely. Following that, we discuss its potential and limitations, and future works.
Dongyun Han, Donghoon Kim 0001, Isaac Cho
VRST1
2022 HisVA: A Visual Analytics System for Studying History
abstract
Studying history involves many difficult tasks. Examples include searching for proper data in a large event space, understanding stories of historical events by time and space, and finding relationships among events that may not be apparent. Instructors who extensively use well-organized and well-argued materials (e.g., textbooks and online resources) can lead students to a narrow perspective in understanding history and prevent spontaneous investigation of historical events, with the students asking their own questions. In this article, we proposed HisVA, a visual analytics system that allows the efficient exploration of historical events from Wikipedia using three views: event, map, and resource. HisVA provides an effective event exploration space, where users can investigate relationships among historical events by reviewing and linking them in terms of space and time. To evaluate our system, we present two usage scenarios, a user study with a qualitative analysis of user exploration strategies, and in-class deployment results.
Dongyun Han, Gorakh Parsad, Hwiyeon Kim, Jaekyom Shim, Oh-Sang Kwon, Kyung A. Son, Isaac Cho, Sungahn Ko
IEEE Trans. Vis. Comput. Graph.1
2020 GUIComp: A GUI Design Assistant with Real-Time, Multi-Faceted Feedback
abstract
Users may face challenges while designing graphical user interfaces, due to a lack of relevant experience and guidance. This paper aims to investigate the issues users face during the design process, and how to resolve them. To this end, we conducted semi-structured interviews, based on which we built a GUI prototyping assistance tool called GUIComp. This tool can be connected to GUI design software as an extension, and it provides real-time, multi-faceted feedback on a user's current design. Additionally, we conducted two user studies, in which we asked participants to create mobile GUIs with or without GUIComp, and requested online workers to assess the created GUIs. The experimental results show that GUIComp facilitated iterative designs and the participants with GUIComp had better a user experience and produced more acceptable designs than those who did not use it.
Chunggi Lee, Dongyun Han, Hongjun Yang, Youngwoo Park, Bum Chul Kwon, Sungahn Ko
CHI3