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Kwangyun Wohn

dblp:18/3878 · also Kwang-Yun Wohn, KwangYun Wohn · DBLP profile ↗
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26ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 16Human-computer interaction and ubiquitous computing · 7Artificial intelligence and machine learning · 4Systems, architecture and hardware · 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.

Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 77% Wearable and physiological sensing · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces
tangible interaction
0.212013
MagGetz: customizable passive tangible controllers on and around conventional mobile devices · UIST 2013
Wearable and physiological sensing
magnetic sensing
0.012013
MagGetz: customizable passive tangible controllers on and around conventional mobile devices · UIST 2013
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.011999
Concurrency Control in CIAO · VR 1999
Distributed systems
concurrency control
0.011999
Concurrency Control in CIAO · VR 1999
Distributed systems
distributed coordination
0.011999
Concurrency Control in CIAO · VR 1999
Distributed systems › concurrency control
optimistic concurrency control
0.011999
Concurrency Control in CIAO · VR 1999
Distributed systems
replication and consistency
0.011999
Concurrency Control in CIAO · VR 1999

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

magnetometer tracking · 0.2multicast communication · 0.0
YearPublicationVenuePosition
2018 HoloBox: Augmented Visualization and Presentation with Spatially Integrated Presenter
abstract
While visualization alone can play a meaningful role, visualized images today often fail to invoke active engagement from the audience. In numerous cases, a human presenter’s interactive involvement can drastically enhance the engagement with visualization. In this paper, we propose and further develop a novel concept called augmented presentation, in which a human presenter occupies the same physical space as the visualization, thereby presenting and interacting with the visualized information seamlessly. We focus mainly on investigating the potential of the presenter by referring to the interaction framework for visualization and the proposed presenter’s roles. Depending on the type of interaction and level of engagement, the presenter’s role may vary from a narrator to an augmenter who may be regarded as part of the visualization. Further developing the idea of augmented presentation, we designed and implemented a presentation system named HoloBox. Then, we conducted two user studies to investigate the possibilities of HoloBox as a new presentation channel. The results suggest that our new form of augmented presentation has the potential to enhance the quality of presentations and enrich the audience experience with regard to visualization. In terms of the presenter, five out of six participants chose HoloBox as their preferred presentation method despite the extra effort required to make a presentation. We believe that our augmented presentation can support new forms of visualization and information delivery.
Kwangyun Wohn
Interact. Comput.2
2016 Interactive scan planning for heritage recording
Jaehong Ahn, Kwangyun Wohn
Multim. Tools Appl.2
2014 Sound Planet: An Interactive Sound Visualization on the Spherical Display for Group Work
abstract
Sound Planet is a spherically-shaped interactive installation with the group interaction and the real-time visualization against audiences' voice and singing. The audience approaches the sleeping planet, wakes it up, creates some artifacts such as soil, water, and atmosphere, and then populates it with the life forms, thereby creating a living planet of their own. Its compelling storyline reinforces the audience's experience while the audience - mostly young children - establishes an emotional engagement with the fictitious planet. The installation whose primary purpose is to provide the synesthetic experience to young children has been operational since April 2014, serving about one hundred children and their family per day.
Seong-Hoon Ban, Kwangyun Wohn
GROUP2
2014 FaceCAPTCHA: a CAPTCHA that identifies the gender of face images unrecognized by existing gender classifiers
Jonghak Kim, Sang-Tae Kim, Joonhyuk Yang, Jung-hee Ryu, Kwangyun Wohn
Multim. Tools Appl.5
2013 MagPen: magnetically driven pen interactions on and around conventional smartphones
abstract
This paper introduces MagPen, a magnetically driven pen interface that works both on and around mobile devices. The proposed device is accompanied by a new vocabulary of gestures and techniques that increase the expressiveness of the standard capacitive stylus. These techniques are: 1) detecting the orientation that the stylus is pointing to, 2) selecting colors using locations beyond screen boundaries, 3) recognizing different spinning gestures associated with different actions, 4) inferring the pressure being applied to the pen, and 5) identifying various pens associated with different operational modes. These techniques are achieved using commonly available smartphones that sense and analyze the magnetic field produced by a permanent magnet embedded in a standard capacitive stylus. This paper explores how magnets can be used to expand the design space of current pen interaction, and proposes a new technology to achieve such results.
Sungjae Hwang, Andrea Bianchi, Myungwook Ahn, Kwangyun Wohn
Mobile HCI4
2013 VibPress: estimating pressure input using vibration absorption on mobile devices
abstract
This paper introduces VibPress, a software technique that enables pressure input interaction on mobile devices by measuring the level of vibration absorption with the built-in accelerometer when the device is in contact with a damping surface (e.g., user's hands). This is achieved using a real-time estimation algorithm running on the device. Through a user evaluation, we provide evidence that this system is faster than previous software-based approaches, and accurate as hardware-augmented approaches (up to 99.7% accuracy). With this work, we also provide an insight about the maximum number of pressure levels that users can reliably distinguish, reporting usability metrics (time, errors and cognitive load) for different pressure levels and types of gripping gestures (press and squeeze).
Sungjae Hwang, Andrea Bianchi, Kwangyun Wohn
Mobile HCI3
2013 MagGetz: customizable passive tangible controllers on and around conventional mobile devices
abstract
This paper proposes user-customizable passive control widgets, called MagGetz, which enable tangible interaction on and around mobile devices without requiring power or wireless connections. This is achieved by tracking and ana-lyzing the magnetic field generated by controllers attached on and around the device through a single magnetometer, which is commonly integrated in smartphones today. The proposed method provides users with a broader interaction area, customizable input layouts, richer physical clues, and higher input expressiveness without the need for hardware modifications. We have presented a software toolkit and several applications using MagGetz.
Sungjae Hwang, Myungwook Ahn, Kwangyun Wohn
UIST3
2008 A physically faithful multigrid method for fast cloth simulation
abstract
Abstract We present an efficient multigrid algorithm that is adequate to solve a heavy linear system given in cloth simulation. Although a multigrid solver has been successfully employed to the Poisson problems, it is hard to apply the solver to complicated cloth deformations due to its lack of physical meaning in level construction. We address this problem by developing a physically faithful technique ensuring the conservation of all physical quantities across levels. The performance of our approach is demonstrated on a number of garment simulations implemented by the state of the art techniques: the implicit integration, the triangle‐based in‐plane energy model, and the curvature‐based bending energy model. Our multigrid algorithm is about four times faster than the preconditioned Conjugate Gradient method for a garment with 20K particles. Copyright © 2008 John Wiley & Sons, Ltd.
Seungwoo Oh, Jun-yong Noh, Kwangyun Wohn
Comput. Animat. Virtual Worlds3
2006 Stereo and motion correspondences using nonlinear optimization method
Eunkwang Park, Kwangyun Wohn
Comput. Vis. Image Underst.2
2006 Optimized motion simplification for crowd animation
abstract
Abstract Simulating a huge number of articulate figures in a real‐time application is one of the challenging research topics in character animation. Several researchers have tried to improve the performance of animation using the image‐based technique such as ‘impostor.’ This method improved the speed of the animation; however, the accuracy, memory, and interactivity problems related to motion remain to be resolved. In this regard, a ‘motion simplification’ framework for an articulate figure is proposed, which not only improves the speed of the animation but also conserves the features of the original motion. First, the motion sequence is analyzed using mean shift clustering for the purpose of extracting key postures and automatically generating the priority of joint reductions. These motion analysis results are directly utilized as the input of the proposed posture optimization. The least square method is applied in order to minimize the error between the original and the simplified posture. Finally, how to apply the proposed simplified motion in a real‐time application without decreasing the visual quality of the scene is shown. The experimental result shows that the proposed motion simplification can be successfully applied in a real‐time animation system. Copyright © 2006 John Wiley & Sons, Ltd.
Junghyun Ahn, Seungwoo Oh, Kwangyun Wohn
Comput. Animat. Virtual Worlds3
2006 Low damped cloth simulation
Seungwoo Oh, Junghyun Ahn, Kwangyun Wohn
Vis. Comput.3
2005 Generating unified model for dressed virtual humans
Seungwoo Oh, HyungSeok Kim 0001, Nadia Magnenat-Thalmann, Kwangyun Wohn
Vis. Comput.4
2002 KAIST interactive bicycle racing simulator: the 2nd version with advanced features
abstract
This paper presents the KAIST interactive bicycle racing simulator system, which consists of a pair of bicycle simulators. The rider on the racing simulator experiences realistic sensations of motion, while being able to see the other bicycle simulator and having the audio-visual experience of riding in a velodrome or on the KAIST campus. The 2nd bicycle of the racing simulator system consists of a bicycle, a 4-DOF platform, a handlebar and a pedal resistance system to generate motion feelings; a real-time visual simulator a HMD and beam projection system; and a 3D sound system. The system has an integrating control network with an AOIM (Area Of Interest Management) based network structure for multiple simulators.
Dong-Soo Kwon, Gi-Hun Yang, Youngjin Park, Sunmin Kim, Chong-Won Lee, Jae-Cheol Shin, Soonhung Han, Jonghwan Lee, Kwangyun Wohn, Doo Yong Lee, Kyungno Lee, Jae-Heon Yang, Yun-Mook Choi
IROS9
2000 Sensor Fusion for Motion Capture System based on System Identification
abstract
We propose a sensor fusion technique for motion capture system. In our system, two kinds of sensors are used for mutual assistance. Four magnetic sensors (markers) are attached on the upper arms and the back of the hands for assisting twelve optical sensors which are attached on the arms of a performer. The optical sensor information is not always complete because the optical markers can be hidden due to obstacles. In this case, magnetic sensor information is used to link discontinuous optical sensor information. We use a system identification technique for modeling the relation between the sensors' signals. Dynamic systems are constructed from input-output data. We determine the best model from the set of candidate models using the canonical system identification technique. Our approach is using a simple signal processing technique currently. In the future work, we will propose a new method using other signal processing techniques such as Wiener or Kalman filter.
Chan-Jong Park, Il-Kwon Jeong, Hyeong-Kyo Kim, Kwangyun Wohn
CA4
2000 Conservative visibility preprocessing for walkthroughs of complex urban scenes
abstract
Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. The proposed method is able to handle more general environments, like urban environments, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m. user can select a suitable level of trade-off between the preprocessing time and the quality of the computational result. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelepiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. That is inherently a four-dimensional problem. In the proposed method, we efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree. which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility.
JunHyeok Heo, Kwangyun Wohn
VRST3
1999 Concurrency Control in CIAO
abstract
This paper is concerned with the concurrency control for collaborative virtual environments. In particular, we describe how concurrent actions are coordinated in a multi-user, large-scale 3-D layout system CIAO. In contrast to many existing systems that sacrifice responsiveness in order to maintain consistency, CIAO achieves optimal response and notification time without compromising consistency. The optimal responsiveness is achieved by a new multicast-based, optimistic concurrency control mechanism. Even operations on a group of related objects do not entail any latency for concurrency control. We also present the multi-user interfaces of CIAO that provide some sense of isolation as well as rich awareness.
Un-Jae Sung, Jae-Heon Yang, Kwangyun Wohn
VR3
1999 Modeling and recognition of hand gesture using colored Petri nets
abstract
The main characteristics of human hand gestures can be summarized by their dynamic, multiattribute property. To utilize hand gestures as a way of interaction, it is necessary to analyze the motion patterns for each of the gesture attributes and finally to extract the whole interpretation by integrating the relevant factors across time. Previous research has shown the possibility for recognition of local aspects of hand gesture. But the global framework for finding the whole interpretation from the local aspects has yet to be provided. We propose a colored Petri net model for high-level description of hand gestures. This model intercommunicates with simultaneous low-level recognizers and thus finds a whole-interpretation for the gesture.
Yanghee Nam, Kwangyun Wohn, Hyung Lee-Kwang
IEEE Trans. Syst. Man Cybern. Part A2
1998 A multiresolution control method using view directional feature
abstract
Article A multiresolution control method using view directional feature Share on Authors: HyungSeok Kim Department of Computer Science, KAIST YooSungGoo, Taejon, Korea Department of Computer Science, KAIST YooSungGoo, Taejon, KoreaView Profile , Soon Ki Jung Department of Computer Engineering, Kyungpook National University PookGoo, Taegu, Korea Department of Computer Engineering, Kyungpook National University PookGoo, Taegu, KoreaView Profile , KwangYun Wohn Department of Computer Science, KAIST, YooSungGoo, Taejon Department of Computer Science, KAIST, YooSungGoo, TaejonView Profile Authors Info & Claims VRST '98: Proceedings of the ACM symposium on Virtual reality software and technologyNovember 1998 Pages 163–169https://doi.org/10.1145/293701.293723Online:02 November 1998Publication History 3citation863DownloadsMetricsTotal Citations3Total Downloads863Last 12 Months2Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
HyungSeok Kim 0001, Soon Ki Jung, Kwangyun Wohn
VRST3
1998 The control of avatar motion using hand gesture
abstract
It is difficult to navigate virtual environment as in real world and to interact with other participant in virtual environment, especially wearing Head-Mounted Display (HMD). We developed Virtual Office Environment System (VOES), and avatar is used to navigate and to interact with other participants. For easy and intuitive control of avatar motion in the system, we use continuous hand gesture recognition system. State automata are proposed in hand gesture recognition to segment continuous hand gesture and to remove meaningless motion. Using avatar and gesture interface, this system provides natural navigation and interaction in virtual environment system.
Chan-Su Lee, Sang-Won Ghyme, Chan-Jong Park, Kwangyun Wohn
VRST4
1998 A model-based 3-D tracking of rigid objects from a sequence of multiple perspective views
Soon Ki Jung, Kwangyun Wohn
Pattern Recognit. Lett.2
1997 Virtual Stage: a scenario-based karaoke system in a virtual environment
abstract
We describe our on-going work on Virtual Stage, a karaoke system which incorporates virtual reality technology. A runtime environment and authoring tools for interactive scenarios have been designed and implemented. We adopt a scenario-based representation to unfold a story in the virtual environment. A producer can make Virtual Stage applications which reflect his/her own scenario. While singing-along to the song played by Virtual Stage, the participants use their body to interact with virtual characters which behave intelligently in the virtual environment. The scenario written via authoring tools describes the interaction between the participant and virtual characters. The system analyzes video images of the participant to extract participant-related data, then the video image is composed into the rendered scene of a virtual environment.
Kee Chang Lee, ChangWhan Sul, Kwangyun Wohn
PG3
1997 An efficient collision detection algorithm using range data for walk-through systems
SonOu Lee, JunHyeok Heo, Kwangyun Wohn
VRST3
1997 Exploiting temporally coherent visibility for accelerated walkthroughs
JunHyeok Heo, Soon Ki Jung, Kwangyun Wohn
Comput. Graph.3
1997 Recognition of hand gestures with 3D, nonlinear arm movement
Yanghee Nam, Kwangyun Wohn
Pattern Recognit. Lett.2
1996 Exploiting the frame coherence in visibility for walk/fly-through
abstract
The paper is concerned with the efficient generation of graphic images by exploiting the frame coherence in visibility to minimize polygon flow. The basic idea is to manage the visible polygon set (VPS) somewhat loosely, thereby reducing the computation effort considerably, while maintaining the quality of the rendered image reasonably high. Our method executes the culling-prediction-interpolation-rendering loop repeatedly, in an intelligent fashion. It calculates the exact visible polygons for two frames; one for the current view and the other for the predicted view after some frames. The in-between frames can be rendered from those polygons that belong to the two extreme frames. Furthermore, our algorithm regulates the frame rate to the desired target frame rate by controlling the number of the in-between frames. As our algorithm needs to calculate the visible polygons for the key frames, any other culling algorithms can be easily used with our algorithm in this part.
JunHyeok Heo, Soon Ki Jung, Kwangyun Wohn
VRST3
1996 Recognition of space-time hand-gestures using hidden Markov model
abstract
The rapidly growing interest in interactive three-dimensional(3D) computer environments highly recommend the hand gesture as one of their interaction modalities. Among several factors constituting a hand gesture, hand movement pattern is spatiotemporally variable and informative, but its automatic recognition is not trivial.
Yanghee Nam, Kwangyun Wohn
VRST2