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Daekun Kim

dblp:319/4333 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2024
0000-0003-3952-5966ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 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
3 papers
Immersive interaction · 33% Interaction techniques and input · 32% Ubiquitous computing and smart environments · 15%

Topics — the 4 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality storytelling
0.812024
Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of Things · CHI 2024
Interaction techniques and input › target selection › pointing
cursor control
0.712023
Perspective and Geometry Approaches to Mouse Cursor Control in Spatial Augmented Reality · CHI 2023
Immersive interaction › augmented reality
spatial augmented reality
0.712023
Perspective and Geometry Approaches to Mouse Cursor Control in Spatial Augmented Reality · CHI 2023
User interface design and tools › end-user development
end-user authoring
0.212024
Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of Things · CHI 2024

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

wizard-of-oz prototyping · 0.8qualitative study · 0.8gesture recognizer · 0.8raycasting · 0.7geometry-based cursor control · 0.7controlled experiment · 0.7
YearPublicationVenuePosition
2024 Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of Things
abstract
Augmented Reality (AR) presents new opportunities for immersive storytelling. However, this immersiveness faces two main hurdles. First, AR’s immersive quality is often confined to visual elements, such as pixels on a screen. Second, crafting immersive narratives is complex and generally beyond the reach of amateurs due to the need for advanced technical skills. We introduce Jigsaw, a system that empowers beginners to both experience and craft immersive stories, blending virtual and physical elements. Jigsaw uniquely combines mobile AR with readily available Internet-of-things (IoT) devices. We conducted a qualitative study with 20 participants to assess Jigsaw’s effectiveness in both consuming and creating immersive narratives. The results were promising: participants not only successfully created their own immersive stories but also found the playback of three such stories deeply engaging. However, sensory overload emerged as a significant challenge in these experiences. We discuss design trade-offs and considerations for future endeavors in immersive storytelling involving AR and IoT.
Lei Zhang 0216, Daekun Kim, Youjean Cho, Ava Robinson, Yu Jiang Tham, Rajan Vaish, Andrés Monroy-Hernández
CHI2
2024 Gait Gestures: Examining Stride and Foot Strike Variation as an Input Method While Walking
abstract
Walking is a cyclic pattern of alternating footstep strikes, with each pair of steps forming a stride, and a series of strides forming a gait. We conduct a systematic examination of different kinds of intentional variations from a normal gait that could be used as input actions without interrupting overall walking progress. A design space of 22 candidate Gait Gestures is generated by adapting previous standing foot input actions and identifying new actions possible in a walking context. A formative study (n=25) examines movement easiness, social acceptability, and walking compatibility with foot movement logging to calculate temporal and spatial characteristics. Using a categorization of these results, 7 gestures are selected for a wizard-of-oz prototype demonstrating an AR interface controlled by Gait Gestures for ordering food and audio playback while walking. As a technical proof-of-concept, a gait gesture recognizer is developed and tested using the formative study data.
Ching-Yi Tsai, Ryan Yen, Daekun Kim, Daniel Vogel 0001
UIST3
2023 Perspective and Geometry Approaches to Mouse Cursor Control in Spatial Augmented Reality
abstract
Spatial augmented reality (SAR) can extend desktop computing out of the monitor and into our surroundings, but extending the standard style of mouse input is challenging due to real-world geometry irregularity, gaps, and occlusion. We identify two general approaches for controlling a mouse cursor in SAR: perspective-based approaches based on raycasting, such as Nacenta et. al’s Perspective Cursor, and geometry-based approaches that closely associate cursor movement with surface topology. For the latter, we introduce Everywhere Cursor, a geometry-based approach for indirect mouse cursor control for complex 3D surface geometry in SAR. A controlled experiment compares approaches. Results show the geometry-based Everywhere Cursor improves accuracy and precision by 29% to 60% on average in a tracing task, but when traversing long distances, the perspective-based Perspective Cursor and Raycasting techniques are 22% to 49% faster, albeit with 4% to 10% higher error rates.
Daekun Kim, Nikhita Joshi, Daniel Vogel 0001
CHI1