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YunSuk Chang

dblp:182/7389 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous 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.

Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 64% Collaborative and social computing · 19% Usability and user experience research · 17%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.312017
Gesture-based augmented reality annotation · VR 2017
Virtual and augmented reality
immersive interaction
0.212016
Evaluating wide-field-of-view augmented reality with mixed reality simulation · VR 2016
Virtual and augmented reality
augmented reality
0.112017
Gesture-based augmented reality annotation · VR 2017
Collaborative and social computing › social interaction
multi-user interaction
0.112017
Gesture-based augmented reality annotation · VR 2017
Usability and user experience research › user study
user performance study
0.112016
Evaluating wide-field-of-view augmented reality with mixed reality simulation · VR 2016

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

mixed reality simulation · 0.5
YearPublicationVenuePosition
2017 Gesture-based augmented reality annotation
abstract
Drawing annotations with 3D hand gestures in augmented reality is useful for creating visual and spatial references in the real world, especially when these gestures can be issued from a distance. Different techniques exist for highlighting physical objects with hand-drawn annotations from a distance, assuming an approximate 3D scene model (e.g., as provided by the Microsoft HoloLens). However, little is known about user preference and performance of such methods for annotating real-world 3D environments. To explore and evaluate different 3D hand-gesture-based annotation drawing methods, we have developed an annotation drawing application using the HoloLens augmented reality development platform. The application can be used for highlighting objects at a distance and multi-user collaboration by annotating in the real world.
YunSuk Chang, Benjamin Nuernberger, Bo Luan, Tobias Höllerer, John O'Donovan
VR1
2016 Evaluating wide-field-of-view augmented reality with mixed reality simulation
abstract
Full-surround augmented reality, with augmentations spanning the entire human field of view and beyond, is an under-explored topic since there is currently no hardware that can support it. As current AR displays only support relatively small fields of view, most AR applications to-date employ relatively small point-based annotations of the physical world. Anticipating a change in AR capabilities, we experiment with wide-field-of-view annotations that link elements far apart in the visual field. We have built a system that uses full-surround virtual reality to simulate augmented reality with different field of views, with and without tracking artifacts. We conducted a study comparing user performance on five different task groups within an information-seeking scenario, comparing two different fields of view and presence and absence of tracking artifacts. A constrained field of view significantly increased task completion time. We found indications for task time effects of tracking artifacts to vary depending on age.
Donghao Ren, Tibor Goldschwendt, YunSuk Chang, Tobias Höllerer
VR3