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Byungdoo Kim

dblp:247/4049 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0002-0943-9461ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Immersive interaction · 88% Collaborative and social computing · 12%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality experience
360° video viewing
0.512021
From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience · CHI 2021
Immersive interaction › virtual reality
cinematic virtual reality
0.412019
Motivation to Select Point of View in Cinematic Virtual Reality · VR 2019
Virtual and augmented reality › immersive video
cinematic VR
0.112021
From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience · CHI 2021

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

repeated measures · 1.0mixed methods · 1.0user study · 0.4head tracking · 0.4eye tracking · 0.4
YearPublicationVenuePosition
2021 From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience
abstract
Cinematic Virtual Reality (CVR), or 360° video, engages users in immersive viewing experiences. However, as users watch one part of the 360° view, they will necessarily miss out on events happening in other parts of the sphere. Consequently, fear of missing out (FOMO) is unavoidable. However, users can also experience the joy of missing out (JOMO). In a repeated measures, mixed methods design, we examined the fear and joy of missing out (FOMO and JOMO) and sense of presence in two repeat viewings of a 360° film using a head-mounted display. We found that users experienced both FOMO and JOMO. FOMO was caused by the users’ awareness of parallel events in the spherical view, but users also experienced JOMO. FOMO did not compromise viewers’ sense of presence, and FOMO also decreased in the second viewing session, while JOMO remained constant. The findings suggest that FOMO and JOMO can be two integral qualities in an immersive video viewing experience and that FOMO may not be as negative a factor as previously thought.
Tanja Aitamurto, Andrea Stevenson Won, Sukolsak Sakshuwong, Byungdoo Kim, Yasamin Sadeghi, Krysten Stein, Peter G. Royal, Catherine Kircos
CHI4
2019 Motivation to Select Point of View in Cinematic Virtual Reality
abstract
This paper examines the effects of participants' preferred point of view of two protagonists, and their motivation for this preference, on two viewings of a cinematic 360-degree video filmed from the first person perspective. Before watching the film, which dramatized gender bias in a STEM workplace, participants were asked to state whether they preferred to view the film from the point of view (POV) of a male protagonist, a female protagonist, or make no selection. They were then asked why they held this preference. Their answers were predictive. Participants' tracked head movements, and the events participants recalled from the film, differed according to their pre-stated preference and motivation.
Andrea Stevenson Won, Tanja Aitamurto, Byungdoo Kim, Sukolsak Sakshuwong, Catherine Kircos, Yasamin Sadeghi
VR3