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In-Taek Jung

dblp:292/6124 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0003-0932-6528ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 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
2 papers
Learning and educational technologies · 56% Interaction techniques and input · 28% Human-AI interaction · 17%
Artificial intelligence
1 paper
Video understanding and tracking · 100%

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

TopicWeightPapersLastEvidence papers
Learning and educational technologies
self-regulated learning
1.012026
GPTalk: LLM-based virtual companions for metacognitive growth in self-regulated e-learning · Int. J. Hum. Comput. Stud. 2026
Interaction techniques and input
gesture input
0.512021
Styling Words: A Simple and Natural Way to Increase Variability in Training Data Collection for Gesture Recognition · CHI 2021
Human-AI interaction
large language model interaction
0.312026
GPTalk: LLM-based virtual companions for metacognitive growth in self-regulated e-learning · Int. J. Hum. Comput. Stud. 2026
Computer vision › Video understanding and tracking
gesture recognition
0.112021
Styling Words: A Simple and Natural Way to Increase Variability in Training Data Collection for Gesture Recognition · CHI 2021

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

video-based gesture recognition · 1.0large language model · 1.0deep learning · 1.0
YearPublicationVenuePosition
2026 GPTalk: LLM-based virtual companions for metacognitive growth in self-regulated e-learning
abstract
Although students need to self-monitor and manage their learning process for effective metacognition, it can be particularly challenging in solitary e-learning environments that rely on pre-recorded videos. Unlike interactive e-learning or physical classrooms, typical e-learning environments prevent students from interacting with their teachers and peers, thereby hindering metacognitive support. To address this challenge, we introduce GPTalk, a system designed to support students’ learning experiences by facilitating interactions with LLM-based virtual companions. Through interviews with students and teachers, we identified design recommendations and implemented them in GPTalk. A user study involving 32 high-school students demonstrated that, compared to a baseline system, GPTalk fostered richer metacognitive engagement and self-regulated learning processes during video-based study (e.g., more monitoring questions and in-situ reflections), while short-term content understanding accuracy remained comparable across conditions. Overall, our findings suggest that students’ interactions with a virtual teacher and peer can support key aspects of their metacognition and self-regulated e-learning processes.
In-Taek Jung, ChungHa Lee, In-Chang Baek, Dongik Oh, Youjin Choi, Kyung-Joong Kim 0001, Duk-Jo Kong, Jin-Hyuk Hong
Int. J. Hum. Comput. Stud.1
2024 Exploring the Potentials of Crowdsourcing for Gesture Data Collection
abstract
Gesture data collection in a controlled lab environment often restricts participants to performing gestures in a uniform or biased manner, resulting in gesture data which may not sufficiently reflect gesture variability to build robust gesture recognition models. Crowdsourcing has been widely accepted as an efficient high-sample-size method for collecting more representative and variable data. In this study, we evaluated the effectiveness of crowdsourcing for gesture data collection, specifically for gesture variability. When compared to a controlled lab environment, crowdsourcing resulted in improved recognition performance of 8.98% and increased variability for various gesture features, eg, a 142% variation increase for Quantity of Movement. Integrating a supplemental gesture data collection methodology known as Styling Words increased recognition performance by an additional 2.94%. The study also investigated the efficacy of gesture collection methodologies and gesture memorization paradigms.
In-Taek Jung, Sooyeon Ahn 0001, JuChan Seo, Jin-Hyuk Hong
Int. J. Hum. Comput. Interact.1
2021 Styling Words: A Simple and Natural Way to Increase Variability in Training Data Collection for Gesture Recognition
abstract
Due to advances in deep learning, gestures have become a more common tool for human-computer interaction. When implementing a large amount of training data, deep learning models show remarkable performance in gesture recognition. Since it is expensive and time consuming to collect gesture data from people, we are often confronted with a practicality issue when managing the quantity and quality of training data. It is a well-known fact that increasing training data variability can help to improve the generalization performance of machine learning models. Thus, we directly intervene in the collection of gesture data to increase human gesture variability by adding some words (called styling words) into the data collection instructions, e.g., giving the instruction "perform gesture #1 faster" as opposed to "perform gesture #1." Through an in-depth analysis of gesture features and video-based gesture recognition, we have confirmed the advantageous use of styling words in gesture training data collection.
Woojin Kang, In-Taek Jung, Daeho Lee 0002, Jin-Hyuk Hong
CHI2