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Sangchul Park

dblp:209/2472 · DBLP profile ↗
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4ranked-venue papers
0as first author
3since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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.

Artificial intelligence
1 paper
Language models and text generation · 33% Information extraction and text analysis · 33% Reinforcement learning · 33%
Databases, data mining, and information retrieval
1 paper
Data mining · 100%
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
Data mining
clustering
0.912025
Fair Clustering via Alignment · ICML 2025
Data mining › clustering › constrained clustering
fair clustering
0.912025
Fair Clustering via Alignment · ICML 2025
Natural language and speech › Information extraction and text analysis
dataset construction
0.712023
SQuARe: A Large-Scale Dataset of Sensitive Questions and Acceptable Responses Created through Human-Machine Collaboration · ACL (1) 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning
human-AI collaboration
0.712023
SQuARe: A Large-Scale Dataset of Sensitive Questions and Acceptable Responses Created through Human-Machine Collaboration · ACL (1) 2023
Geometric modeling and processing › point cloud processing › range image processing
range image registration
0.312018
Range image registration based on 2D synthetic images · Comput. Aided Des. 2018
Geometric modeling and processing
3d reconstruction
0.112018
Range image registration based on 2D synthetic images · Comput. Aided Des. 2018

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

joint probability distribution alignment · 0.9alternating optimization · 0.9
YearPublicationVenuePosition
2025 Fair Clustering via Alignment
abstract
Algorithmic fairness in clustering aims to balance the proportions of instances assigned to each cluster with respect to a given sensitive attribute. While recently developed fair clustering algorithms optimize clustering objectives under specific fairness constraints, their inherent complexity or approximation often results in suboptimal clustering utility or numerical instability in practice. To resolve these limitations, we propose a new fair clustering algorithm based on a novel decomposition of the fair $K$-means clustering objective function. The proposed algorithm, called Fair Clustering via Alignment (FCA), operates by alternately (i) finding a joint probability distribution to align the data from different protected groups, and (ii) optimizing cluster centers in the aligned space. A key advantage of FCA is that it theoretically guarantees approximately optimal clustering utility for any given fairness level without complex constraints, thereby enabling high-utility fair clustering in practice. Experiments show that FCA outperforms existing methods by (i) attaining a superior trade-off between fairness level and clustering utility, and (ii) achieving near-perfect fairness without numerical instability.
Kunwoong Kim, Jihu Lee, Sangchul Park, Yongdai Kim
ICML3
2025 Exploring the Social Dimensions of Virtual/Augmented Reality Sport Gaming: Interplay Among Game Involvement, Interpersonal Relationships, Social Capital, and Psychological Well-Being
abstract
This study examines the social and psychological benefits of immersive social AR/VR sport games by focusing on how users’ involvement in such games influences their psychological well-being. Specifically, we investigated (1) how interpersonal relationships (i.e., social presence and communication engagement in virtual environments) mediate the relationship between game involvement and well-being and (2) how these mediation effects depend on users’ social capital (i.e., loneliness). The findings showed that users’ involvement in AR/VR sport games enhances well-being via social presence and communication engagement. Further, loneliness moderates the mediation effect of social presence, but not the mediation effect of communication engagement. The findings make a theoretical contribution by addressing a gap in the existing literature on the impact of game involvement on psychological well-being. This study provides useful practical implications for mental health practitioners in developing guidelines for using AR/VR games to support mental health.
Sangchul Park, Jun-Phil Uhm, Sungsook Ahn
Int. J. Hum. Comput. Interact.2
2023 SQuARe: A Large-Scale Dataset of Sensitive Questions and Acceptable Responses Created through Human-Machine Collaboration
abstract
Hwaran Lee, Seokhee Hong, Joonsuk Park, Takyoung Kim, Meeyoung Cha, Yejin Choi, Byoungpil Kim, Gunhee Kim, Eun-Ju Lee, Yong Lim, Alice Oh, Sangchul Park, Jung-Woo Ha. Proceedings of the 61st Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2023.
Hwaran Lee, Seokhee Hong 0002, Joonsuk Park, Takyoung Kim, Meeyoung Cha, Yejin Choi 0001, Byoung Pil Kim, Gunhee Kim, Eun-Ju Lee 0001, Yong Lim, Alice Oh, Sangchul Park, Jung-Woo Ha 0001
ACL (1)12
2018 Range image registration based on 2D synthetic images
Sukwoo Jung, Seunghyun Song, Minho Chang, Sangchul Park
Comput. Aided Des.4