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Seungju Kim

dblp:305/9466 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2026
—ORCID · conflict

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

Systems, architecture and hardware · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging 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
2 papers
Accessibility and assistive technology · 36% Learning and educational technologies · 36% User interface design and tools · 28%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Electronic design automation · 67% Memory systems · 33%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology
cognitive accessibility
1.012026
I Can't Keep Up: Accessibility Barriers in Video-Based Learning for Individuals with Borderline Intellectual Functioning · CHI 2026
Learning and educational technologies
video-based learning
1.012026
I Can't Keep Up: Accessibility Barriers in Video-Based Learning for Individuals with Borderline Intellectual Functioning · CHI 2026
User interface design and tools
creativity support tools
0.812024
LumiMood: A Creativity Support Tool for Designing the Mood of a 3D Scene · CHI 2024
Memory systems
DRAM
0.512021
Application of Deep Reinforcement Learning to Dynamic Verification of DRAM Designs · DAC 2021
Electronic design automation
hardware verification and test
0.512021
Application of Deep Reinforcement Learning to Dynamic Verification of DRAM Designs · DAC 2021
Electronic design automation › hardware verification and test
test generation
0.512021
Application of Deep Reinforcement Learning to Dynamic Verification of DRAM Designs · DAC 2021
Rendering › lighting
lighting design
0.212024
LumiMood: A Creativity Support Tool for Designing the Mood of a 3D Scene · CHI 2024

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

user study · 1.5AI-driven synthesis · 1.5interview study · 1.0transfer learning · 0.5replay buffer · 0.5policy gradient · 0.5k-nearest neighbor search · 0.5deep reinforcement learning · 0.5
YearPublicationVenuePosition
2026 I Can't Keep Up: Accessibility Barriers in Video-Based Learning for Individuals with Borderline Intellectual Functioning
abstract
Video-based learning (VBL) has become a dominant method for learning practical skills, yet accessibility guidelines provide limited guidance for users with cognitive differences. In particular, challenges that individuals with Borderline Intellectual Functioning (BIF) encounter in video-based learning remain largely underexplored, despite VBL’s potential to support their learning through features like self-paced viewing and visual demonstration. To address this gap, we conducted a series of studies with BIF individuals and caretakers to comprehensively understand their VBL challenges. Our analysis revealed challenges stemming from misalignment between user cognitive characteristics and video elements (e.g., overwhelmed by pacing and density, difficulty inferring omitted content), and experiential factors intensifying challenges (e.g., low self-efficacy). While participants employed coping strategies such as repetitive viewing to address these challenges, these strategies could not overcome fundamental gaps with video. We further discuss the design implications on both content and UI-level features for BIF and broader groups with cognitive diversities.
Hyehyun Chu, Seungju Kim, Yu-Kai Hung, Saelyne Yang, Hyun W. Ka, Juho Kim 0001
CHI2
2024 LumiMood: A Creativity Support Tool for Designing the Mood of a 3D Scene
abstract
The aesthetic design of 3D scenes in game content enhances players’ experience by inducing desired emotions. Creating emotionally engaging scenes involves designing low-level features, such as color distribution, contrast, and brightness. This study presents LumiMood, an AI-driven creativity support tool (CST) that automatically adjusts lighting and post-processing to create moods for 3D scenes. LumiMood supports designers by synthesizing reference images, creating mood templates, and providing intermediate design steps. Our formative study with 10 designers identified distinct challenges in mood design based on the participants’ experience levels. A user study involving 40 designers revealed that using LumiMood benefits the designers by streamlining workflow, improving precision, and increasing mood intention accuracy. Results indicate that LumiMood supports clarifying mood concepts and improves interpretation of lighting and post-processing, thus resolving the challenges. We observe the effect of template based designing and discuss considerable factors for AI-driven CSTs for users with varying levels of experiences.
Jeongseok Oh, Seungju Kim, Seungjun Kim 0001
CHI2
2024 Is GPT-4 Alone Sufficient for Automated Essay Scoring?: A Comparative Judgment Approach Based on Rater Cognition
abstract
Large Language Models (LLMs) have shown promise in Automated Essay Scoring (AES), but their zero-shot and few-shot performance often falls short compared to state-of-the-art models and human raters. However, fine-tuning LLMs for each specific task is impractical due to the variety of essay prompts and rubrics used in real-world educational contexts. This study proposes a novel approach combining LLMs and Comparative Judgment (CJ) for AES, using zero-shot prompting to choose between two essays. We demonstrate that a CJ method surpasses traditional rubric-based scoring in essay scoring using LLMs.
Seungju Kim, Meounggun Jo
L@S1
2021 Application of Deep Reinforcement Learning to Dynamic Verification of DRAM Designs
abstract
This paper presents a deep neural network based test vector generation method for dynamic verification of memory devices. The proposed method is built on reinforcement learning framework, where the action is input stimulus on device pins and the reward is coverage score of target circuitry. The developed agent efficiently explores high-dimensional and large action space by using policy gradient method with Å-nearest neighbor search, transfer learning, and replay buffer. The generated test vectors attained the coverage score of 100% for fifteen representative circuit blocks of modern DRAM design. The output vector length was only 7% of the human-created vector length.
Hyojin Choi, In Huh, Seungju Kim, Jeonghoon Ko, Changwook Jeong, Hyeonsik Son, Ki-Won Kwon, Joonwan Chai, Younsik Park, Daesin Kim, Jung Yun Choi
DAC3