VLDB 2026 Research / reviewers in the wild / expert
Jaeyeon Lee 0002
dblp:71/5005-2
· DBLP profile ↗
14ranked-venue papers
3as first author
5since 2021 · last 2025
0000-0002-6474-8080ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 3 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Diversifying Grain-Based Compliance Illusion by Varying Base Compliance
Buyoung Mun, Junsu Lee, Jiseong Kim, Seongkook Heo, Jaeyeon Lee 0002 |
CHI | 5 |
| 2025 | Mod2Hap: Two Level Modular Haptic System for Body- and Hand- Interactions using Magnetorheological Fluid
Yong Hae Heo, Seok Hun Lee, Hongmin Yoon, Jaeyeon Lee 0002, Sang-Youn Kim |
UIST | 4 |
| 2024 | QuadStretcher: A Forearm-Worn Skin Stretch Display for Bare-Hand Interaction in AR/VRabstractThe paradigm of bare-hand interaction has become increasingly prevalent in Augmented Reality (AR) and Virtual Reality (VR) environments, propelled by advancements in hand tracking technology. However, a significant challenge arises in delivering haptic feedback to users’ hands, due to the necessity for the hands to remain bare. In response to this challenge, recent research has proposed an indirect solution of providing haptic feedback to the forearm. In this work, we present QuadStretcher, a skin stretch display featuring four independently controlled stretching units surrounding the forearm. While achieving rich haptic expression, our device also eliminates the need for a grounding base on the forearm by using a pair of counteracting tactors, thereby reducing bulkiness. To assess the effectiveness of QuadStretcher in facilitating immersive bare-hand experiences, we conducted a comparative user evaluation (n = 20) with a baseline solution, Squeezer. The results confirmed that QuadStretcher outperformed Squeezer in terms of expressing force direction and heightening the sense of realism, particularly in 3-DoF VR interactions such as pulling a rubber band, hooking a fishing rod, and swinging a tennis racket. We further discuss the design insights gained from qualitative user interviews, presenting key takeaways for future forearm-haptic systems aimed at advancing AR/VR bare-hand experiences. Taejun Kim, Youngbo Aram Shim, Youngin Kim 0001, Sunbum Kim, Jaeyeon Lee 0002, Geehyuk Lee |
CHI | 5 |
| 2023 | Design and Field Trial of Tunee in Shared Houses: Exploring Experiences of Sharing Individuals' Current Noise-level Preferences with HousematesabstractBeing a little more careful about the sound that people produce is difficult in shared houses because individuals can generate several unintended living noises and sounds. We designed Tunee to help each housemate better understand the others’ context and desired noise-level. It is an interactive speaker that allows people to share noise-level preferences through the position change of nodes. Our three-week in-field study with four groups of participants revealed that expressing noise-level preference through nodes reduced the burden of verbally delivering issues about the trivial noises of everyday life, and the intentions of the lowered preference were referred to and deemed significant. We also identified how participants figured out what behavior was acceptable for others according to each noise-level. Our findings imply considerations in designing interfaces to support coordinating behaviors and awareness of social contexts in shared spaces. Nari Kim, Sangsu Jang, Jaeyeon Lee 0002, Young-Woo Park |
CHI | 4 |
| 2023 | Augmenting On-Body Touch Input with Tactile Feedback Through Fingernail HapticsabstractThe key assumption attributed to on-body touch input is that the skin being touched provides natural tactile feedback. In this paper, we for the first time systematically explore augmenting on-body touch input with computer-generated tactile feedback. We employ vibrotactile actuation on the fingernail to couple on-body touch input with tactile feedback. Results from our first experiment show that users prefer tactile feedback for on-body touch input. In our second experiment, we determine the frequency thresholds for rendering realistic tactile “click” sensations for on-body touch buttons on three different body locations. Finally, in our third experiment, we dig deeper to render highly expressive tactile effects with a single actuator. Our non-metric multi-dimensional analysis shows that haptic augmentation of on-body buttons enhances the expressivity of on-body touch input. Overall, results from our experiments reinforce the need for tactile feedback for on-body touch input and show that actuation on the fingernail is a promising approach. Peter Khoa Duc Tran, Purna Valli Anusha Gadepalli, Jaeyeon Lee 0002, Aditya Shekhar Nittala |
CHI | 3 |
| 2019 | Diagnosing and Coping with Mode Errors in Korean-English Dual-language KeyboardabstractIn countries where languages with non-Latin characters are prevalent, people use a keyboard with two language modes namely, the native language and English, and often experience mode errors. To diagnose the mode error problem, we conducted a field study and observed that 78% of the mode errors occurred immediately after application switching. We implemented four methods (Auto-switch, Preview, Smart-toggle, and Preview & Smart-toggle) based on three strategies to deal with the mode error problem and conducted field studies to verify their effectiveness. In the studies considering Korean-English dual input, Auto-switch was ineffective. On the contrary, Preview significantly reduced the mode errors from 75.1% to 41.3%, and Smart-toggle saved typing cost for recovering from mode errors. In Preview & Smart-toggle, Preview reduced mode errors and Smart-toggle handled 86.2% of the mode errors that slipped past Preview. These results suggest that Preview & Smart-toggle is a promising method for preventing mode errors for the Korean-English dual-input environment. Sangyoon Lee 0002, Jaeyeon Lee 0002, Geehyuk Lee |
CHI | 2 |
| 2019 | TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger InteractionabstractRecent hand-held controllers have explored a variety of haptic feedback sensations for users in virtual reality by producing both kinesthetic and cutaneous feedback from virtual objects. These controllers are grounded to the user's hand and can only manipulate objects through arm and wrist motions, not using the dexterity of their fingers as they would in real life. In this paper, we present TORC, a rigid haptic controller that renders virtual object characteristics and behaviors such as texture and compliance. Users hold and squeeze TORC using their thumb and two fingers and interact with virtual objects by sliding their thumb on TORC's trackpad. During the interaction, vibrotactile motors produce sensations to each finger that represent the haptic feel of squeezing, shearing or turning an object. Our evaluation showed that using TORC, participants could manipulate virtual objects more precisely (e.g., position and rotate objects in 3D) than when using a conventional VR controller. Jaeyeon Lee 0002, Mike Sinclair, Mar González-Franco, Eyal Ofek, Christian Holz 0001 |
CHI | 1 |
| 2019 | Like A Second Skin: Understanding How Epidermal Devices Affect Human Tactile PerceptionabstractThe emerging class of epidermal devices opens up new opportunities for skin-based sensing, computing, and interaction. Future design of these devices requires an understanding of how skin-worn devices affect the natural tactile perception. In this study, we approach this research challenge by proposing a novel classification system for epidermal devices based on flexural rigidity and by testing advanced adhesive materials, including tattoo paper and thin films of poly (dimethylsiloxane) (PDMS). We report on the results of three psychophysical experiments that investigated the effect of epidermal devices of different rigidity on passive and active tactile perception. We analyzed human tactile sensitivity thresholds, two-point discrimination thresholds, and roughness discrimination abilities on three different body locations (fingertip, hand, forearm). Generally, a correlation was found between device rigidity and tactile sensitivity thresholds as well as roughness discrimination ability. Surprisingly, thin epidermal devices based on PDMS with a hundred times the rigidity of commonly used tattoo paper resulted in comparable levels of tactile acuity. The material offers the benefit of increased robustness against wear and the option to re-use the device. Based on our findings, we derive design recommendations for epidermal devices that combine tactile perception with device robustness. Aditya Shekhar Nittala, Klaus Kruttwig, Jaeyeon Lee 0002, Roland Bennewitz, Eduard Arzt, Jürgen Steimle |
CHI | 3 |
| 2019 | PseudoBend: Producing Haptic Illusions of Stretching, Bending, and Twisting Using Grain VibrationsabstractWe present PseudoBend, a haptic feedback technique that creates the illusion that a rigid device is being stretched, bent, or twisted. The method uses a single 6-DOF force sensor and a vibrotactile actuator to render grain vibrations to simulate the vibrations produced during object deformation based on the changes in force or torque exerted on a device. Because this method does not require any moving parts aside from the vibrotactile actuator, devices designed using this method can be small and lightweight. Psychophysical studies conducted using a prototype that implements this method confirmed that the method could be used to successfully create the illusion of deformation and could also change users' perception of stiffness by changing the virtual stiffness parameters. Seongkook Heo, Jaeyeon Lee 0002, Daniel J. Wigdor |
UIST | 2 |
| 2018 | TouchBranch: Understanding Interpersonal Touches in Interactive InstallationabstractInterpersonal touch, one of the most primitive social languages, is an excellent design element frequently used in interaction design. In this paper, we present a richer understanding of it by using spatial factors and social relations among people, which has rarely been explored in interactive systems. We designed an interactive installation called "TouchBranch" where players can move light between branches placed at various distances by connecting their bodies. The user studies were conducted with 21 groups consisting of intimates, acquaintances, and strangers. We observed a change in the interpersonal touch pattern and touch tolerance according to each factor. Interestingly, the effect of the social relation was dramatic, but that of the spatial factor was not quantitatively significant. Nevertheless, we discovered that spatial factor can influence the interpersonal touch experience. Based on the results, we discuss in this paper the influence of two factors on the interpersonal touch that stands out in the context of interactive systems. Seungki Kim, Jiwoo Hong, Jaeyeon Lee 0002, Hyun-Sook Choi, Geehyuk Lee, Woohun Lee |
Conference on Designing Interactive Systems | 3 |
| 2018 | Exploring Multimodal Watch-back Tactile Display using Wind and VibrationabstractA tactile display on the back of a smartwatch is an attractive output option; however, its channel capacity is limited owing to the small contact area. In order to expand the channel capacity, we considered using two perceptually distinct types of stimuli, wind and vibration, together on the same skin area. The result is a multimodal tactile display that combines wind and vibration to create "colored" tactile sensations on the wrist. As a first step toward this goal, we conducted in this study four user experiments with a wind-vibration tactile display to examine different ways of combining wind and vibration: Individual, Sequential, and Simultaneous. The results revealed the sequential combination of wind and vibration to exhibit the highest potential, with an information transfer capacity of 3.29 bits. In particular, the transition of tactile modality was perceived at an accuracy of 98.52%. The current results confirm the feasibility and potential of a multimodal tactile display combining wind and vibration. Youngbo Aram Shim, Jaeyeon Lee 0002, Geehyuk Lee |
CHI | 2 |
| 2018 | Evaluation of edge-based interaction on a square smartwatch
Sunggeun Ahn, Jaeyeon Lee 0002, Keun-Woo Park, Geehyuk Lee |
Int. J. Hum. Comput. Stud. | 2 |
| 2016 | Designing a Non-contact Wearable Tactile Display Using AirflowsabstractTraditional wearable tactile displays transfer tactile stimulations through a firm contact between the stimulator and the skin. We conjecture that a firm contact may not be always possible and acceptable. Therefore, we explored the concept of a non-contact wearable tactile display using an airflow, which can transfer information without a firm contact. To secure an empirical ground for the design of a wearable airflow display, we conducted a series of psychophysical experiments to estimate the intensity thresholds, duration thresholds, and distance thresholds of airflow perception on various body locations, and report the resulting empirical data in this paper. We then built a 4-point airflow display, compared its performance with that of a vibrotactile display, and could show that the two tactile displays are comparable in information transfer performance. User feedback was also positive and revealed many unique expressions describing airflow-based tactile experiences. Lastly, we demonstrate the feasibility of an airflow-based wearable tactile display with a prototype using micro-fans. Jaeyeon Lee 0002, Geehyuk Lee |
UIST | 1 |
| 2015 | Investigating the Information Transfer Efficiency of a 3x3 Watch-back Tactile DisplayabstractA watch-back tactile display (WBTD) is expected to be a viable supplement to the user interface limitations of a smartwatch. However, its design requires that many design parameters such as tactor types and stimulus patterns be determined. We conducted a series of experiments to explore the design space of a WBTD consisting of 3×3 tactors. We demonstrated that tactor types and the temporal patterns and locus of a stimulus produce statistically significant effects on the efficiency of a WBTD. The experimental results can act as a practical guideline for the design of an efficient WBTD. Jaeyeon Lee 0002, Jaehyun Han, Geehyuk Lee |
CHI | 1 |