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Hojung Kwon

dblp:311/3577 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2024
0009-0000-8732-5630ORCID · corroborated

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

Computer networks · 2 · 2 since 2021Graphics, 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.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 69% Image and video coding · 17% Visualization and visual analytics · 7%

Topics — the 2 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
augmented reality visualization
0.812024
Active Appearance and Spatial Variation Can Improve Visibility in Area Labels for Augmented Reality · IEEE VIS 2024
Virtual and augmented reality › immersive streaming
VR streaming
0.212022
VR Viewport Pose Model for Quantifying and Exploiting Frame Correlations · INFOCOM 2022

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

statistical modeling · 1.3user study · 0.8CIELAB color space analysis · 0.8adaptive frame splitting · 0.6
YearPublicationVenuePosition
2024 Active Appearance and Spatial Variation Can Improve Visibility in Area Labels for Augmented Reality
abstract
Augmented reality (AR) area labels can visualize real world regions with arbitrary boundaries and show invisible objects or features. But environment conditions such as lighting and clutter can decrease fixed or passive label visibility, and labels that have high opacity levels can occlude crucial details in the environment. We design and evaluate active AR area label visualization modes to enhance visibility across real-life environments, while still retaining environment details within the label. For this, we define a distant characteristic color from the environment in perceptual CIELAB space, then introduce spatial variations among label pixel colors based on the underlying environment variation. In a user study with 18 participants, we found that our active label visualization modes can be comparable in visibility to a fixed green baseline by Gabbard et al., and can outperform it with added spatial variation in cluttered environments, across varying levels of lighting (e.g., nighttime), and in environments with colors similar to the fixed baseline color.
Hojung Kwon, Xiaohan Ye, Praccho Muna-McQuay, Liuren Yin, James Tompkin 0001
IEEE VIS1
2024 Quantifying and Exploiting VR Frame Correlations: An Application of a Statistical Model for Viewport Pose
abstract
In virtual reality (VR), users' headpose, that is, the location and the orientation of users' viewport, determines the view of the virtual world that is shown to the users. The importance of the viewport pose to VR experiences calls for the development of VR viewport pose models. However, no study has obtained a full pose (the position and the orientation) model applicable to modeling the viewport pose in VR experiences. In this paper, informed by our experimental measurements of viewport trajectories across 4 different types of VR interfaces, we first develop a statistical model of viewport poses in VR environments. Based on the developed model, we examine the correlations between pixels in VR frames that correspond to different viewport poses, and obtain an analytical expression for the visibility similarity (ViS) of the pixels across different VR frames. We then propose a lightweight ViS-based algorithm (ALG-ViS) that adaptively splits VR frames into the background and the foreground, reusing the background across different frames. Our implementation of ALG-ViS in two Oculus Quest 2 rendering systems demonstrates ALG-ViS running in real time, supporting the full VR frame rate, and outperforming baselines on measures of frame quality and bandwidth consumption.
Sasamon Omoma, Hojung Kwon, Hazer Inaltekin, Maria Gorlatova
IEEE Trans. Mob. Comput.3
2022 VR Viewport Pose Model for Quantifying and Exploiting Frame Correlations
abstract
The importance of the dynamics of the viewport pose, i.e., the location and the orientation of users’ points of view, for virtual reality (VR) experiences calls for the development of VR viewport pose models. In this paper, informed by our experimental measurements of viewport trajectories across 3 different types of VR interfaces, we first develop a statistical model of viewport poses in VR environments. Based on the developed model, we examine the correlations between pixels in VR frames that correspond to different viewport poses, and obtain an analytical expression for the visibility similarity (ViS) of the pixels across different VR frames. We then propose a lightweight ViS-based ALG-ViS algorithm that adaptively splits VR frames into the background and the foreground, reusing the background across different frames. Our implementation of ALG-ViS in two Oculus Quest 2 rendering systems demonstrates ALG-ViS running in real time, supporting the full VR frame rate, and outperforming baselines on measures of frame quality and bandwidth consumption.
Hojung Kwon, Hazer Inaltekin, Maria Gorlatova
INFOCOM2