VLDB 2026 Research / reviewers in the wild / expert
Keun-Woo Park
dblp:96/11180 · also Keunwoo Park
· DBLP profile ↗
11ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0002-3230-1313ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 3 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Effects of Waveform, Time Delay, and Vibration Axis on the Perception of Vibrotactile Compliance Illusions on Smartphone TouchscreensabstractA hard surface feels soft or elastic when carefully controlled vibrations are provided to a pressing finger. This compliance illusion method may be employed to augment graphical objects on smartphone screens with compliant tactile properties. However, product engineers encounter practical questions when attempting to use the compliance illusion method for their products. Should the waveform be sinusoidal? How much time delay is acceptable? Should the vibration axis be perpendicular to the surface? A series of experiments was conducted to address these questions. The first experiment revealed that the waveform could not be distinguished in the context of the compliance illusion method when applied to typical smartphones. The second experiment demonstrated that time delays greater than 25 ms and the use of the three vibration axes could be distinguished in the same context. The third experiment explored how the perceptual qualities of the compliance illusion change with variations in time delay and the axis of vibration. Time delay had significant effects on softness, smoothness, elasticity, and unpleasantness, while the vibration axis had significant effects on softness, smoothness, and elasticity. Joyoung Han, Jingun Jung, Keun-Woo Park, Geehyuk Lee |
Int. J. Hum. Comput. Interact. | 4 |
| 2022 | FoolProofJoint: Reducing Assembly Errors of Laser Cut 3D Models by Means of Custom Joint PatternsabstractWe present FoolProofJoint, a software tool that simplifies the assembly of laser-cut 3D models and reduces the risk of erroneous assembly. FoolProofJoint achieves this by modifying finger joint patterns. Wherever possible, FoolProofJoint makes similar looking pieces fully interchangeable, thereby speeding up the user's visual search for a matching piece. When that is not possible, FoolProofJoint gives finger joints a unique pattern of individual finger placements so as to fit only with the correct piece, thereby preventing erroneous assembly. In our benchmark set of 217 laser-cut 3D models downloaded from kyub.com, FoolProofJoint made groups of similar looking pieces fully interchangeable for 65% of all groups of similar pieces; FoolProofJoint fully prevented assembly mistakes for 97% of all models. Keun-Woo Park, Conrad Lempert, Muhammad Abdullah 0002, Shohei Katakura, Jotaro Shigeyama, Thijs Roumen, Patrick Baudisch |
CHI | 1 |
| 2021 | AtaTouch: Robust Finger Pinch Detection for a VR Controller Using RF Return LossabstractHandheld controllers are an essential part of VR systems. Modern sensing techniques enable them to track users’ finger movements to support natural interaction using hands. The sensing techniques, however, often fail to precisely determine whether two fingertips touch each other, which is important for the robust detection of a pinch gesture. To address this problem, we propose AtaTouch, which is a novel, robust sensing technique for detecting the closure of a finger pinch. It utilizes a change in the coupled impedance of an antenna and human fingers when the thumb and finger form a loop. We implemented a prototype controller in which AtaTouch detects the finger pinch of the grabbing hand. A user test with the prototype showed a finger-touch detection accuracy of 96.4%. Another user test with the scenarios of moving virtual blocks demonstrated low object-drop rate (2.75%) and false-pinch rate (4.40%). The results and feedback from the participants support the robustness and sensitivity of AtaTouch. Daehwa Kim, Keun-Woo Park, Geehyuk Lee |
CHI | 2 |
| 2021 | SGToolkit: An Interactive Gesture Authoring Toolkit for Embodied Conversational AgentsabstractNon-verbal behavior is essential for embodied agents like social robots, virtual avatars, and digital humans. Existing behavior authoring approaches including keyframe animation and motion capture are too expensive to use when there are numerous utterances requiring gestures. Automatic generation methods show promising results, but their output quality is not satisfactory yet, and it is hard to modify outputs as a gesture designer wants. We introduce a new gesture generation toolkit, named SGToolkit, which gives a higher quality output than automatic methods and is more efficient than manual authoring. For the toolkit, we propose a neural generative model that synthesizes gestures from speech and accommodates fine-level pose controls and coarse-level style controls from users. The user study with 24 participants showed that the toolkit is favorable over manual authoring, and the generated gestures were also human-like and appropriate to input speech. The SGToolkit is platform agnostic, and the code is available at https://github.com/ai4r/SGToolkit. Youngwoo Yoon, Keun-Woo Park, Minsu Jang, Jaehong Kim 0001, Geehyuk Lee |
UIST | 2 |
| 2020 | MagTouch: Robust Finger Identification for a Smartwatch Using a Magnet Ring and a Built-in MagnetometerabstractCompleting tasks on smartwatches often requires multiple gestures due to the small size of the touchscreens and the lack of sufficient number of touch controls that are easily accessible with a finger. We propose to increase the number of functions that can be triggered with the touch gesture by enabling a smartwatch to identify which finger is being used. We developed MagTouch, a method that uses a magnetometer embedded in an off-the-shelf smartwatch. It measures the magnetic field of a magnet fixed to a ring worn on the middle finger. By combining the measured magnetic field and the touch location on the screen, MagTouch recognizes which finger is being used. The tests demonstrated that MagTouch can differentiate among the three fingers used to make contacts at a success rate of 95.03%. Keun-Woo Park, Daehwa Kim, Seongkook Heo, Geehyuk Lee |
CHI | 1 |
| 2020 | OddEyeCam: A Sensing Technique for Body-Centric Peephole Interaction Using WFoV RGB and NFoV Depth CamerasabstractThe space around the body not only expands the interaction space of a mobile device beyond its small screen, but also enables users to utilize their kinesthetic sense. Therefore, body-centric peephole interaction has gained considerable attention. To support its practical implementation, we propose OddEyeCam, which is a vision-based method that tracks the 3D location of a mobile device in an absolute, wide, and continuous manner with respect to the body of a user in both static and mobile environments. OddEyeCam tracks the body of a user using a wide-view RGB camera and obtains precise depth information using a narrow-view depth camera from a smartphone close to the body. We quantitatively evaluated OddEyeCam through an accuracy test and two user studies. The accuracy test showed the average tracking accuracy of OddEyeCam was 4.17 and 4.47cm in 3D space when a participant is standing and walking, respectively. In the frst user study, we implemented various interaction scenarios and observed that OddEyeCam was well received by the participants. In the second user study, we observed that the peephole target acquisition task performed using our system followed Fitts? law. We also analyzed the performance of OddEyeCam using the obtained measurements and observed that the participants completed the tasks with suffcient speed and accuracy. Daehwa Kim, Keun-Woo Park, Geehyuk Lee |
UIST | 2 |
| 2020 | DeepFisheye: Near-Surface Multi-Finger Tracking Technology Using Fisheye CameraabstractNear-surface multi-finger tracking (NMFT) technology expands the input space of touchscreens by enabling novel interactions such as mid-air and finger-aware interactions. We present DeepFisheye, a practical NMFT solution for mobile devices, that utilizes a fisheye camera attached at the bottom of a touchscreen. DeepFisheye acquires the image of an interacting hand positioned above the touchscreen using the camera and employs deep learning to estimate the 3D position of each fingertip. We created two new hand pose datasets comprising fisheye images, on which our network was trained. We evaluated DeepFisheye's performance for three device sizes. DeepFisheye showed average errors with approximate value of 20 mm for fingertip tracking across the different device sizes. Additionally, we created simple rule-based classifiers that estimate the contact finger and hand posture from DeepFisheye's output. The contact finger and hand posture classifiers showed accuracy of approximately 83 and 90%, respectively, across the device sizes. Keun-Woo Park, Sunbum Kim, Youngwoo Yoon, Tae-Kyun Kim 0001, Geehyuk Lee |
UIST | 1 |
| 2020 | FS-Pad: Video Game Interactions Using Force Feedback GamepadabstractForce feedback has not been fully explored in modern gaming environments where a gamepad is the main interface. We developed various game interaction scenarios where force feedback through the thumbstick of the gamepad can be effective, and categorized them into five themes. We built a haptic device and control system that can support all presented interactions. The resulting device, FS-Pad, has sufficient fidelity to be used as a haptic game interaction design tool. To verify the presented interactions and effectiveness of the FS-Pad, we conducted a user study with game players, developers, and designers. The subjects used an FS-Pad while playing a demo game and were then interviewed. Their feedback revealed the actual needs for the presented interactions as well as insight into the potential design of game interactions when applying FS-Pad. Youngbo Aram Shim, Keun-Woo Park, Sangyoon Lee 0002, Jeongmin Son, Taeyun Woo, Geehyuk Lee |
UIST | 2 |
| 2019 | Using Poke Stimuli to Improve a 3x3 Watch-back Tactile DisplayabstractA watch-back tactile display (WBTD) is an attractive output option due to its always-available nature. However, employing commonly-used vibration modality on a WBTD may result in a low efficiency since its stimulation area is relatively wide compared with the small contact area of a watch-back. We considered using a more localized tactile stimulus, a poke, to improve the efficiency of a WBTD. We built a WBTD consisting of overlapping 3×3 poke and vibrotactile tactor arrays so that it may be used either as a poke display or as a vibrotactile display. An experiment was conducted to optimize the parameters of poke stimuli, and its results revealed that four directional patterns were best recognized when poking depth was deepest (3 mm) and sensory saltation was exploited. In the next two experiments, we compared the information transfer capacities of the poke and vibrotactile displays. The information transfer capacity of the poke display (1.55 bits) was shown to be higher than that of the vibrotactile display (1.32 bits) in a simulated environment with the mental load of a primary task. This result confirmed our expectation that using a more localized tactile stimulus would improve the efficiency of a WBTD. Youngbo Aram Shim, Keun-Woo Park, Geehyuk Lee |
MobileHCI | 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. | 3 |
| 2017 | Designing Touch Gestures Using the Space around the Smartwatch as Continuous Input SpaceabstractSmall touchscreen interfaces such as a smartwatch have usability problems due to the small screen. One solution to these problems is to utilize the space around the smartwatch as continuous input space for the touchscreen interface. We defined four steps for a gesture that starts on the touchscreen and continues in the air. The goal of this definition was to bring the experience of large touchscreen devices into a smartwatch usage. We compared design options for the four steps and made decisions for the options based on the results of four user experiments. We expect that gestures designed based on these decisions will be both easy to learn and robust. Jaehyun Han, Sunggeun Ahn, Keun-Woo Park, Geehyuk Lee |
ISS | 3 |