Demo Data from EDBT 2026 / reviewers in the wild / expert
In-Taek Jung
dblp:292/6124
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies
self-regulated learning |
1.0 | 1 | 2026 | 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 |
0.5 | 1 | 2021 | 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 |
0.3 | 1 | 2026 | 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 |
0.1 | 1 | 2021 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GPTalk: LLM-based virtual companions for metacognitive growth in self-regulated e-learningabstractAlthough 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 CollectionabstractGesture 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 RecognitionabstractDue 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 |
CHI | 2 |