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Hyun Kang

dblp:74/4466 · DBLP profile ↗
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9ranked-venue papers
2as first author
1since 2021 · last 2023
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author

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 · 47% Visual content generation and editing · 47% Virtual and augmented reality · 4%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
High-performance computing · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
cloth simulation
0.712023
ClothCombo: Modeling Inter-Cloth Interaction for Draping Multi-Layered Clothes · ACM Trans. Graph. 2023
Visual content generation and editing
virtual try-on
0.712023
ClothCombo: Modeling Inter-Cloth Interaction for Draping Multi-Layered Clothes · ACM Trans. Graph. 2023
Interaction techniques and input › touch interaction
touchscreen interaction
0.112008
MIRAGE: A Touch Screen based Mixed Reality Interface for Space Planning Applications · VR 2008
Virtual and augmented reality
immersive display
0.112006
Xphere: A PC Cluster based Hemispherical Display System · VR 2006
High-performance computing › cluster computing
PC cluster
0.112006
Xphere: A PC Cluster based Hemispherical Display System · VR 2006
Interaction techniques and input › spatial interaction › 3d interaction
3d manipulation
0.012008
MIRAGE: A Touch Screen based Mixed Reality Interface for Space Planning Applications · VR 2008

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

graph neural network · 0.7feature embedding · 0.7screen space 3d manipulation · 0.1
YearPublicationVenuePosition
2023 ClothCombo: Modeling Inter-Cloth Interaction for Draping Multi-Layered Clothes
abstract
We present ClothCombo, a pipeline to drape arbitrary combinations of clothes on 3D human models with varying body shapes and poses. While existing learning-based approaches for draping clothes have shown promising results, multi-layered clothing remains challenging as it is non-trivial to model inter-cloth interaction. To this end, our method utilizes a GNN-based network to efficiently model the interaction between clothes in different layers, thus enabling multi-layered clothing. Specifically, we first create feature embedding for each cloth using a topology-agnostic network. Then, the draping network deforms all clothes to fit the target body shape and pose without considering inter-cloth interaction. Lastly, the untangling network predicts the per-vertex displacements in a way that resolves interpenetration between clothes. In experiments, the proposed model demonstrates strong performance in complex multi-layered scenarios. Being agnostic to cloth topology, our method can be readily used for layered virtual try-on of real clothes in diverse poses and combinations of clothes.
Dohae Lee, Hyun Kang, In-Kwon Lee
ACM Trans. Graph.2
2017 Shape Acquisition System Using an Handheld Line Laser Pointer Without Markers
Jae-Hean Kim, Hyun Kang, Jin Sung Choi, Chang-Joon Park
ACIVS2
2008 MIRAGE: A Touch Screen based Mixed Reality Interface for Space Planning Applications
abstract
Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier and efficient methods to accommodate physical objects into virtual space under plan, we suggest applying mixed reality (MR) interface. Our MR system consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.
Gun A. Lee, Hyun Kang, Wookho Son
VR2
2006 Xphere: A PC Cluster based Hemispherical Display System
abstract
Visual information has the greatest effect among five senses of human. Therefore, the satisfaction of visual information for representing virtual environments is necessary for good results in information acquisition, virtual training, virtual prototyping, etc. Recently, although there have been a large variety of display systems, there is no such a fully immersive and clearly projected display with high-resolution. In this paper, we describe a hemispherical display which supports a fully immersive experience and high-resolution images. In our display system for generating high-resolution images, a virtual scene image is divided into several pieces those are rendered by a PC cluster and projected with multiple projectors. In this paper, we also describe the PC cluster and projectors designed for optimized performance and a convenient control.
Dongsik Jo, Hyun Kang, Gun A. Lee, Wookho Son
VR2
2005 Font classification using nmf with hierarchical clustering
abstract
The current paper proposes a font classification method for document images that uses non-negative matrix factorization (NMF), that is able to learn part-based representations of objects. The basic idea of the proposed method is based on the fact that the characteristics of each font are derived from parts of individual characters in each font rather than holistic textures. Spatial localities, parts composing of font images, are automatically extracted using NMF and, then, used as features representing each font. Using hierarchical clustering algorithm, these feature sets are generalized for font classification, resulting in the prototype templates construction. In both the prototype construction and font classification, earth mover's distance (EMD) is used as the distance metric, which is more suitable for the NMF feature space than Cosine or Euclidean distance. In the experimental results, the distribution of features and the appropriateness of the features specifying each font are investigated, and the results are compared with a related algorithm: principal component analysis (PCA). The proposed method is expected to improve the performance of optical character recognition (OCR), document indexing and retrieval systems, when such systems adopt a font classifier as a preprocessor.
Chang-Woo Lee, Hyun Kang, Hang Joon Kim, Keechul Jung
Int. J. Pattern Recognit. Artif. Intell.2
2004 Recognition-based gesture spotting in video games
Hyun Kang, Chang-Woo Lee, Keechul Jung
Pattern Recognit. Lett.1
2003 Font Classification Using NMF
Chang-Woo Lee, Hyun Kang, Keechul Jung, Hang Joon Kim
CAIP2
2003 A Clustering Approach to the Vision-Based Interface for Interactive Computer Games
Hyun Kang, Chang-Woo Lee, Keechul Jung, Hang Joon Kim
IDEAL1
2003 Spatiotemporal Restoration of Regions Occluded by Text in Video Sequences
Chang-Woo Lee, Hyun Kang, Kyung Mi Lee, Keechul Jung, Hang Joon Kim
IDEAL2