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SungIk Cho

dblp:215/8479 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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
1 paper
Immersive interaction · 67% Collaborative and social computing · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › avatar
avatar representation
0.412020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020
Collaborative and social computing
social presence
0.412020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020
Virtual and augmented reality
immersive interaction
0.112020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020
Virtual and augmented reality
telepresence
0.112020
Effects of volumetric capture avatars on social presence in immersive virtual environments · VR 2020

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

user study · 0.93d reconstruction · 0.9
YearPublicationVenuePosition
2020 Effects of volumetric capture avatars on social presence in immersive virtual environments
abstract
Recent advances in 3D reconstruction and tracking technologies have made it possible to volumetrically capture human body and performance at real time. In the field of human-computer interaction, however, no works have been reported on the user study made with such volumetric capture avatars. This paper investigates how the volumetric capture avatar affects users' sense of social presence in immersive virtual environments. In our experiments, the volumetric capture avatar of an actor is compared with the actor captured in 2D video and another 3D avatar obtained by pre-scanning the actor. The experiment results show that users have the highest sense of social presence with the volumetric capture avatar when performing dynamic tasks whereas they have higher sense of social presence with the volumetric capture avatar and 2D video than with the pre-scanned avatar when performing static tasks. These imply that the emerging volumetric capture techniques can be an attractive tool for mixed reality, telepresence, and many other 3D applications.
SungIk Cho, Seung-Wook Kim 0003, Jeonghyeon Ahn
VR1