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Hyeon-Seung Lee

dblp:316/1775 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0003-0927-5361ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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 · 50% Collaborative and social computing · 50%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative virtual environments › social virtual reality
personal space
0.912025
The Effect of Crowds on Peripersonal Space and Interpersonal Distance in Immersive Virtual Environments · ISMAR 2025
Immersive interaction
virtual reality interaction
0.912025
The Effect of Crowds on Peripersonal Space and Interpersonal Distance in Immersive Virtual Environments · ISMAR 2025

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

user study · 0.9self-avatar · 0.9
YearPublicationVenuePosition
2025 The Effect of Crowds on Peripersonal Space and Interpersonal Distance in Immersive Virtual Environments
abstract
Maintaining physical distance is a crucial aspect of social interactions in the real world. This paper investigates how people embodied in self-avatars, manage such spacing in immersive virtual environments. Specifically, we measured how interpersonal distance (IPD) and peripersonal space (PPS) were affected by a surrounding virtual crowd. We designed three crowd density conditions - no crowd, a medium crowd, and a dense crowd - where participants interacted with a virtual human. Additionally, based on the results of a questionnaire, participants were grouped into one of three groups depending on their self-reported comfort level with crowds: some found crowds relaxing, some were indifferent, and some found crowds stressful. Our findings revealed that IPD decreased as crowd density increased, regardless of the participants' groupings. However, PPS exhibited a more nuanced response, with those stressed by a crowd showing heightened sensitivity to crowd density, reflected by larger PPS boundaries, faster reaction times, and less confidence when estimating their PPS boundary. The study also identified significant interactions between crowd density and participants' comfort levels, particularly among the group stressed by a crowd, where heightened stress led to expanded personal space. These results show the critical role of social and environmental factors in shaping spatial perception and behavior in virtual environments.
Yuanhao Lyu, Soumyajit Chakraborty, Hyeon-Seung Lee, Holly C. Gagnon, Bobby Bodenheimer
ISMAR3