Demo Data from EDBT 2026 / reviewers in the wild / expert
Youngseok Seo
dblp:270/8153
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0002-1503-8939ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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.
| Human-computer interaction and pervasive computing
3 papers |
Health and well-being technologies · 40% Immersive interaction · 30% Haptics and multimodal interaction · 18% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
digital well-being |
0.9 | 1 | 2025 | Like Adding a Small Weight to a Scale About to Tip: Personalizing Micro-Financial Incentives for Digital Wellbeing · CHI 2025 |
Virtual and augmented reality
haptics |
0.7 | 1 | 2023 | Enhancing Seamless Walking in Virtual Reality: Application of Bone-Conduction Vibration in Redirected Walking · ISMAR 2023 |
Virtual and augmented reality
locomotion |
0.7 | 1 | 2023 | Enhancing Seamless Walking in Virtual Reality: Application of Bone-Conduction Vibration in Redirected Walking · ISMAR 2023 |
Virtual and augmented reality › locomotion
redirected walking |
0.7 | 1 | 2023 | Enhancing Seamless Walking in Virtual Reality: Application of Bone-Conduction Vibration in Redirected Walking · ISMAR 2023 |
Immersive interaction › virtual reality locomotion
redirected walking |
0.7 | 1 | 2023 | Electrical, Vibrational, and Cooling Stimuli-Based Redirected Walking: Comparison of Various Vestibular Stimulation-Based Redirected Walking Systems · CHI 2023 |
User interface design and tools
personalization |
0.3 | 1 | 2025 | Like Adding a Small Weight to a Scale About to Tip: Personalizing Micro-Financial Incentives for Digital Wellbeing · CHI 2025 |
Haptics and multimodal interaction
bone conduction |
0.2 | 1 | 2023 | Enhancing Seamless Walking in Virtual Reality: Application of Bone-Conduction Vibration in Redirected Walking · ISMAR 2023 |
Methods — techniques the papers use, named apart from their topics
bone-conduction vibration · 2.0simulation study · 1.3user study · 0.7galvanic vestibular stimulation · 0.7caloric vestibular stimulation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Like Adding a Small Weight to a Scale About to Tip: Personalizing Micro-Financial Incentives for Digital Wellbeing
Sueun Jang, Youngseok Seo, Woohyeok Choi, Uichin Lee |
CHI | 2 |
| 2023 | Electrical, Vibrational, and Cooling Stimuli-Based Redirected Walking: Comparison of Various Vestibular Stimulation-Based Redirected Walking SystemsabstractRedirected walking (RDW) is a technology that enables users to walk seamlessly in an enormous virtual space within a narrow real space while avoiding collisions with physical elements. Although RDW provides accurate proprioceptive sensations, redirection performance is limited by visual–vestibular inconsistencies. This study aims to support seamless walking in a VR environment by alleviating inconsistencies using four vestibular stimulations: noisy and directional galvanic vestibular stimulation, bone-conduction vibration, and caloric vestibular stimulation. The user study demonstrated that the stimulations successfully enable spatial expansion without impairing immersion and presence. Non-electrical stimulations (bone-conduction vibration and caloric vestibular stimulation) expanded the detection threshold, making them alternatives to electrical stimulations, and direction-based stimulation (directional galvanic vestibular stimulation) improved the user’s gait stability in RDW. Finally, the findings suggested improving the user experience for vestibular stimulation RDW either by lowering audio interference or increasing the synchronization between the RDW gain and the stimulation intensity. Seokhyun Hwang, Jieun Lee 0005, Youngseok Seo, Seungjun Kim 0001 |
CHI | 4 |
| 2023 | Enhancing Seamless Walking in Virtual Reality: Application of Bone-Conduction Vibration in Redirected WalkingabstractThis study explored bone-conduction vibration (BCV) in redirected walking (RDW), a technology for seamless walking in large virtual spaces within confined physical areas, enhancing obstacle avoidance performance using nonelectrical vestibular stimulation without the side effects caused by electrical stimulation. We proposed four different BCV stimulation methods and evaluated their detection threshold (DT) extension performance and user experience in virtual reality (VR) conditions. The DT was successfully expanded from at least 23% to 45% under all BCV conditions while preserving the immersion and presence. Notably, user comfort increased when content sound was used for vestibular stimulation. Under the extended DT condition, a simulation study demonstrated that all BCV stimulation methods facilitated uninterrupted walking over extended distances when applying RDW to users with random movements. Thus, this research established the viability of using BCV in RDW applications and the potential for incorporating content sound into BCV stimulation techniques. Seokhyun Hwang, Youngseok Seo, Seungjun Kim 0001 |
ISMAR | 3 |