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Seungwon Paik

dblp:284/3674 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
locomotion
0.512021
I Feel More Engaged When I Move!: Deep Learning-based Backward Movement Detection and its Application · VR 2021
Virtual and augmented reality › locomotion
walking-in-place
0.112021
I Feel More Engaged When I Move!: Deep Learning-based Backward Movement Detection and its Application · VR 2021

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

user study · 1.0sensor data collection · 1.0deep learning · 1.0
YearPublicationVenuePosition
2021 I Feel More Engaged When I Move!: Deep Learning-based Backward Movement Detection and its Application
abstract
Movement is one of the key elements in virtual reality (VR) and significantly influences user experience. In particular, walking-in-place is a method of supporting movement in a limited space, and many studies are being conducted on its effective support. However, most studies have focused on forward movement despite many situations in which backward movement is needed. In this paper, we present the development of a prediction model for forward/backward movement while considering a user's orientation and the verification of the model's effectiveness. We built a deep learning-based model by collecting sensor data on the movement of the user's head, waist, and feet. We developed three realistic VR scenarios that involve backward movement, set three conditions (controller-based, treadmill-based, and model-based) for movement, and evaluated user experience in each condition through a study of 36 participants. As a result, the model-based condition showed the highest sensory sensitivity, effectiveness, and satisfaction and similar cognitive burden compared with the other two conditions. The results of our study demonstrated that movement support through modeling is possible, suggesting its potential for use in many VR applications.
Seungwon Paik, Youngseung Jeon, Patrick C. Shih, Kyungsik Han
VR1