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Sang-Gyun An

dblp:206/4644 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-authorArtificial intelligence and machine learning · 1Systems, 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
3 papers
Human-robot interaction · 57% Interaction techniques and input · 24% User interface design and tools · 19%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

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

TopicWeightPapersLastEvidence papers
Human-robot interaction › teleoperation
gesture-based robot control
0.412020
Robot Telekinesis: Application of a Unimanual and Bimanual Object Manipulation Technique to Robot Control · ICRA 2020
Human-robot interaction
teleoperation
0.412020
Robot Telekinesis: Application of a Unimanual and Bimanual Object Manipulation Technique to Robot Control · ICRA 2020
Interaction techniques and input › sketch-based interaction
3d sketching
0.312018
Agile 3D Sketching with Air Scaffolding · CHI 2018
User interface design and tools › user interface architecture
window management
0.312018
Projective Windows: Bringing Windows in Space to the Fingertip · CHI 2018
Human-robot interaction › human-robot collaboration
collaborative robot
0.112020
Robot Telekinesis: Application of a Unimanual and Bimanual Object Manipulation Technique to Robot Control · ICRA 2020
Interaction techniques and input
gesture input
0.112018
Projective Windows: Bringing Windows in Space to the Fingertip · CHI 2018

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

pen-based sketching · 0.7hand motion tracking · 0.7unimanual and bimanual hand gestures · 0.4projective geometry · 0.3
YearPublicationVenuePosition
2020 Robot Telekinesis: Application of a Unimanual and Bimanual Object Manipulation Technique to Robot Control
abstract
Unlike large and dangerous industrial robots at production lines in factories that are strictly fenced off, collaborative robots are smaller and safer and can be installed adjacent to human workers and collaborate with them. However, controlling and teaching new moves to collaborative robots can be difficult and time-consuming when using existing methods, such as pressing buttons on a teaching pendant and physically grabbing and moving the robot via direct teaching. We present Robot Telekinesis, a novel robot interaction technique that lets the user remotely control the movement of the end effector of a robot arm with unimanual and bimanual hand gestures that closely resemble handling a physical object. Through formal evaluation, we show that using a teaching pendant is slow and confusing and that direct teaching is fast and intuitive but physically demanding. Robot Telekinesis is as fast and intuitive as direct teaching without the need for physical contact or physical effort.
Joon Hyub Lee, Yongkwan Kim, Sang-Gyun An, Seok-Hyung Bae
ICRA3
2018 Agile 3D Sketching with Air Scaffolding
abstract
Hand motion and pen drawing can be intuitive and expressive inputs for professional digital 3D authoring. However, their inherent limitations have hampered wider adoption. 3D sketching using hand motion is rapid but rough, and 3D sketching using pen drawing is delicate but tedious. Our new 3D sketching workflow combines these two in a complementary manner. The user makes quick hand motions in the air to generate approximate 3D shapes, and uses them as scaffolds on which to add details via pen-based 3D sketching on a tablet device. Our air scaffolding technique and corresponding algorithm extract only the intended shapes from unconstrained hand motions. Then, the user sketches 3D ideas by defining sketching planes on these scaffolds while appending new scaffolds, as needed. A user study shows that our progressive and iterative workflow enables more agile 3D sketching compared to ones using either hand motion or pen drawing alone.
Yongkwan Kim, Sang-Gyun An, Joon Hyub Lee, Seok-Hyung Bae
CHI2
2018 Projective Windows: Bringing Windows in Space to the Fingertip
abstract
In augmented and virtual reality (AR and VR), there may be many 3D planar windows with 2D texts, images, and videos on them. However, managing the position, orientation, and scale of such a window in an immersive 3D workspace can be difficult. Projective Windows strategically uses the absolute and apparent sizes of the window at various stages of the interaction to enable the grabbing, moving, scaling, and releasing of the window in one continuous hand gesture. With it, the user can quickly and intuitively manage and interact with windows in space without any controller hardware or dedicated widget. Through an evaluation, we demonstrate that our technique is performant and preferable, and that projective geometry plays an important role in the design of spatial user interfaces.
Joon Hyub Lee, Sang-Gyun An, Yongkwan Kim, Seok-Hyung Bae
CHI2
2017 Collaborative Experience Prototyping of Automotive Interior in VR with 3D Sketching and Haptic Helpers
abstract
Technological advances and socioeconomic disruptions such as self-driving cars, car-sharing services and artificial intelligence assistance may fundamentally alter interactions inside the future car. However, existing design tools and processes geared toward static physical authoring are ill-equipped for such interaction design. We propose a new design workflow that combines experience prototyping methods typically used by the user interface and product design communities with 3D sketching and haptic helper techniques to help automotive designers ideate, prototype, experience and evaluate multi-sensory interactions in a collaborative manner. Using our workflow, designers use 3D sketching to quickly and expressively author 3D shape and motion ideas in space; augment them with tactile and other sensory feedback through physical proxies and other available gadgets; and immediately enact and immersively experience them to progressively explore and develop them.
Sang-Gyun An, Yongkwan Kim, Joon Hyub Lee, Seok-Hyung Bae
AutomotiveUI1