Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Daseong Han

dblp:147/4548 · DBLP profile ↗
← Back
8ranked-venue papers
4as first author
0since 2021 · last 2020
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-authorHuman-computer interaction and ubiquitous computing · 1

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 · 100%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 33% Immersive interaction · 33% Interaction techniques and input · 33%
Artificial intelligence
1 paper
Robot manipulation · 100%

Topics — the 3 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › character animation
physics-based character animation
0.412020
Model Predictive Control with a Visuomotor System for Physics-based Character Animation · ACM Trans. Graph. 2020
Computer animation and physical simulation › motion synthesis
physics-based motion synthesis
0.412019
Physics-based full-body soccer motion control for dribbling and shooting · ACM Trans. Graph. 2019
Interaction techniques and input
annotation
0.412019
Annotation vs. Virtual Tutor: Comparative Analysis on the Effectiveness of Visual Instructions in Immersive Virtual Reality · ISMAR 2019

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

model predictive control · 1.2optimal control · 0.8partially observable markov decision process · 0.4differential dynamic programming · 0.4comparative study · 0.4automated evaluation · 0.4
YearPublicationVenuePosition
2020 Model Predictive Control with a Visuomotor System for Physics-based Character Animation
abstract
This article presents a Model Predictive Control framework with a visuomotor system that synthesizes eye and head movements coupled with physics-based full-body motions while placing visual attention on objects of importance in the environment. As the engine of this framework, we propose a visuomotor system based on human visual perception and full-body dynamics with contacts. Relying on partial observations with uncertainty from a simulated visual sensor, an optimal control problem for this system leads to a Partially Observable Markov Decision Process, which is difficult to deal with. We approximate it as a deterministic belief Markov Decision Process for effective control. To obtain a solution for the problem efficiently, we adopt differential dynamic programming, which is a powerful scheme to find a locally optimal control policy for nonlinear system dynamics. Guided by a reference skeletal motion without any a priori gaze information, our system produces realistic eye and head movements together with full-body motions for various tasks such as catching a thrown ball, walking on stepping stones, balancing after being pushed, and avoiding moving obstacles.
Haegwang Eom, Daseong Han, Joseph S. Shin, Jun-yong Noh
ACM Trans. Graph.2
2019 Annotation vs. Virtual Tutor: Comparative Analysis on the Effectiveness of Visual Instructions in Immersive Virtual Reality
abstract
In this paper we present a comparative study of visual instructions in Immersive Virtual Reality (IVR), i.e., annotation (ANN) that employs 3D texts and objects for instructions and virtual tutor (TUT) that demonstrates a task with a 3D character. The comparison is based on three tasks, maze escape (ME), stretching exercise (SE), and crane manipulation (CM), defined by the types of a unit instruction. We conducted an automated evaluation of user's memory recall performances (recall time, accuracy, and error) by mapping a sequence of user's behaviors and events as a string. Results revealed that ANN group showed significantly more accurate performance (1.3 times) in ME and time performance (1.64 times) in SE than TUT group, while no statistical main difference was found in CM. Interestingly, although ANN showed statistically shorter execution time, the recalling time pattern of TUT group showed a steep convergence after initial trial. The results can be used in the field in terms of informing designers of IVR on what types of visual instruction are best for different task purpose.
Hyeopwoo Lee, Diego Monteiro 0001, Youngnoh Goh, Daseong Han, Hai-Ning Liang, Hyun Seung Yang, Jinki Jung
ISMAR5
2019 Physics-based full-body soccer motion control for dribbling and shooting
abstract
Playing with a soccer ball is not easy even for a real human because of dynamic foot contacts with the moving ball while chasing and controlling it. The problem of online full-body soccer motion synthesis is challenging and has not been fully solved yet. In this paper, we present a novel motion control system that produces physically-correct full-body soccer motions: dribbling forward, dribbling to the side, and shooting, in response to an online user motion prescription specified by a motion type, a running speed, and a turning angle. This system performs two tightly-coupled tasks: data-driven motion prediction and physics-based motion synthesis. Given example motion data, the former synthesizes a reference motion in accordance with an online user input and further refines the motion to make the character kick the ball at a right time and place. Provided with the reference motion, the latter then adopts a Model Predictive Control (MPC) framework to generate a physically-correct soccer motion, by solving an optimal control problem that is formulated based on dynamics for a full-body character and the moving ball together with their interactions. Our demonstration shows the effectiveness of the proposed system that synthesizes convincing full-body soccer motions in various scenarios such as adjusting the desired running speed of the character, changing the velocity and the mass of the ball, and maintaining balance against external forces.
Seokpyo Hong, Daseong Han, Kyungmin Cho, Joseph S. Shin, Jun-yong Noh
ACM Trans. Graph.2
2018 A Rowing Game Based on Motion Similarity of Two Players
abstract
In this paper, we present a virtual reality (VR) framework to play the rowing game based on motion similarity of two players. Rowing is a sport in which a good harmony between players should be made for their rowing motions in order to accelerate the boat. We exploit this characteristic to develop a two-player VR rowing game which encourages good teamwork of the players to row their boat fast in a virtual environment. To do so, we propose a novel method to efficiently compute motion similarity of two players for their rowing behaviors. Our framework captures motions of the players with motion capture cameras and evaluates their similarity based on the proposed method. Then, the similarity is used to determine the speed of the boat and the boat state is visualized on a curved projection screen to construct a realistic VR environment.
Jaehyuk Shim, Youngnoh Goh, Seungchan Lim, Daseong Han
CASA5
2018 Physics-based trajectory optimization with automatic time warping
abstract
Abstract This paper presents a novel online model predictive control framework based on automatic time warping. In general, existing model predictive control frameworks employ reference motions with sampling time uniform and fixed. Unlike these, our framework allows to change the sampling time of a reference motion based on physics‐based simulation so that the character effectively responds to external forces unexpectedly applied to it. In order to do so, we formulate an optimal control problem, taking into account both optimal time warping and full‐body dynamics simultaneously. We adopt differential dynamic programming to produce an optimal control policy by solving the problem, which is used to compute the optimal feedback information for character motion and sampling time. We show the robustness of our framework to external perturbations through experiments. We also show the effectiveness of this framework for rhythmic motion synthesis.
Daseong Han, Jun-yong Noh, Joseph S. Shin
Comput. Animat. Virtual Worlds1
2016 Data-guided Model Predictive Control Based on Smoothed Contact Dynamics
abstract
Abstract In this paper, we propose an efficient data‐guided method based on Model Predictive Control (MPC) to synthesize a full‐body motion. Guided by a reference motion, our method repeatedly plans the full‐body motion to produce an optimal control policy for predictive control while sliding the fixed‐span window along the time axis. Based on this policy, the method computes the joint torques of a character at every time step. Together with contact forces and external perturbations if there are any, the joint torques are used to update the state of the character. Without including the contact forces in the control vector, our formulation of the trajectory optimization problem enables automatic adjustment of contact timings and positions for balancing in response to environmental changes and external perturbations. For efficiency, we adopt derivative‐based trajectory optimization on top of state‐of‐the‐art smoothed contact dynamics. Use of derivatives enables our method to run much faster than the existing sampling‐based methods. In order to further accelerate the performance of MPC, we propose efficient numerical differentiation of the system dynamics of a full‐body character based on two schemes: data reuse and data interpolation. The former scheme exploits data dependency to reuse physical quantities of the system dynamics at near‐by time points. The latter scheme allows the use of derivatives at sparse sample points to interpolate those at other time points in the window. We further accelerate evaluation of the system dynamics by exploiting the sparsity of physical quantities such as Jacobian matrix resulting from the tree‐like structure of the articulated body. Through experiments, we show that the proposed method efficiently can synthesize realistic motions such as locomotion, dancing, gymnastic motions, and martial arts at interactive rates using moderate computing resources.
Daseong Han, Haegwang Eom, Jun-yong Noh, Joseph S. Shin
Comput. Graph. Forum1
2016 Online real-time locomotive motion transformation based on biomechanical observations
abstract
Abstract In the paper, we present an online real‐time method for automatically transforming a basic locomotive motion to a desired motion of the same type, based on biomechanical results. Given an online request for a motion of a certain type with desired moving speed and turning angle, our method first extracts a basic motion of the same type from a motion graph, and then transforms it to achieve the desired moving speed and turning angle by exploiting the following biomechanical observations: contact‐driven center‐of‐mass control, anticipatory reorientation of upper body segments, moving speed adjustment, and whole‐body leaning. Exploiting these observations, we propose a simple but effective method to add physical and behavioral naturalness to the resulting locomotive motions without preprocessing. Through experiments, we show that our method enables a character to respond agilely to online user commands while efficiently generating walking, jogging, and running motions with a compact motion library. Our method can also deal with certain dynamical motions such as forward roll. Copyright © 2016 John Wiley & Sons, Ltd.
Daseong Han, Seokpyo Hong, Jun-yong Noh, Xiaogang Jin 0001, Joseph S. Shin
Comput. Animat. Virtual Worlds1
2014 On-line real-time physics-based predictive motion control with balance recovery
abstract
Abstract In this paper, we present an on‐line real‐time physics‐based approach to motion control with contact repositioning based on a low‐dimensional dynamics model using example motion data. Our approach first generates a reference motion in run time according to an on‐line user request by transforming an example motion extracted from a motion library. Guided by the reference motion, it repeatedly generates an optimal control policy for a small time window one at a time for a sequence of partially overlapping windows, each covering a couple of footsteps of the reference motion, which supports an on‐line performance. On top of this, our system dynamics and problem formulation allow to derive closed‐form derivative functions by exploiting the low‐dimensional dynamics model together with example motion data. These derivative functions and their sparse structures facilitate a real‐time performance. Our approach also allows contact foot repositioning so as to robustly respond to an external perturbation or an environmental change as well as to perform locomotion tasks such as stepping on stones effectively.
Daseong Han, Jun-yong Noh, Xiaogang Jin 0001, Joseph S. Shin
Comput. Graph. Forum1