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Hyungchol Jun

dblp:332/5226 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0001-9143-3933ORCID · corroborated

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

Computer networks · 2 · 2 since 2021Systems, architecture and hardware · 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 38% Multimedia systems and quality of experience · 34% Image and video processing · 28%
Computer networks
2 papers
Content delivery and video streaming · 84% Internet of things and sensor networks · 16%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Energy-efficient computing · 59% GPUs and heterogeneous computing · 20% Embedded and real-time systems · 20%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive video
0.912025
Vega: Fully Immersive Mobile Volumetric Video Streaming with 3D Gaussian Splatting · MobiCom 2025
Virtual and augmented reality › 3d video
volumetric video
0.912025
Vega: Fully Immersive Mobile Volumetric Video Streaming with 3D Gaussian Splatting · MobiCom 2025
Content delivery and video streaming
volumetric video streaming
0.912025
Vega: Fully Immersive Mobile Volumetric Video Streaming with 3D Gaussian Splatting · MobiCom 2025
Multimedia systems and quality of experience › video streaming
360-degree video streaming
0.712023
OmniLive: Super-Resolution Enhanced 360° Video Live Streaming for Mobile Devices · MobiSys 2023
Image and video processing
super-resolution
0.712023
OmniLive: Super-Resolution Enhanced 360° Video Live Streaming for Mobile Devices · MobiSys 2023
Multimedia systems and quality of experience
video streaming
0.712023
OmniLive: Super-Resolution Enhanced 360° Video Live Streaming for Mobile Devices · MobiSys 2023
Image and video processing › super-resolution
video super-resolution
0.712023
OmniLive: Super-Resolution Enhanced 360° Video Live Streaming for Mobile Devices · MobiSys 2023
Energy-efficient computing
energy harvesting
0.612022
PVoT: Reconfigurable Photovoltaic Array for Indoor Light Energy-Powered Batteryless Devices · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2022
Multimedia systems and quality of experience › mobile multimedia
mobile video streaming
0.312025
Vega: Fully Immersive Mobile Volumetric Video Streaming with 3D Gaussian Splatting · MobiCom 2025
GPUs and heterogeneous computing › embedded GPU
mobile GPU
0.212023
OmniLive: Super-Resolution Enhanced 360° Video Live Streaming for Mobile Devices · MobiSys 2023
Embedded and real-time systems
on-device inference
0.212023
OmniLive: Super-Resolution Enhanced 360° Video Live Streaming for Mobile Devices · MobiSys 2023
Internet of things and sensor networks › iot devices › battery-free devices
batteryless iot device
0.212022
PVoT: Reconfigurable Photovoltaic Array for Indoor Light Energy-Powered Batteryless Devices · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2022

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

object-level selective rendering · 1.73d gaussian splatting · 1.7neural architecture search · 1.3deep neural network · 1.3anytime inference · 1.3power imbalance threshold · 1.1photoresistor-based estimation · 1.1event-driven light change detection · 1.1
YearPublicationVenuePosition
2025 Vega: Fully Immersive Mobile Volumetric Video Streaming with 3D Gaussian Splatting
abstract
For highly immersive mobile volumetric video streaming, it is essential to deliver photo-realistic full-scene content with smooth playback. Unlike traditional representations such as point clouds, 3D Gaussian Splatting (3DGS) has gained attention for its ability to represent high-quality full-scene 3D content. However, our preliminary experiments show that existing methods for 3DGS-based videos fail to achieve smooth playback on mobile devices. In this paper, we propose Vega, a 3DGS-based photo-realistic full-scene volumetric video streaming system that ensures real-time playback on mobile devices. The core idea behind Vega's real-time rendering is object-level selective computation, which allocates computational resources to visually important objects to meet strict rendering deadlines. To enable mobile streaming based on the selective computation, Vega addresses two challenges: (1) designing an encoding scheme that optimizes the data size of videos while being compatible with object-level prioritization, and (2) developing a rendering pipeline that efficiently operates on resource-constrained mobile devices. We implemented an end-to-end Vega system, consisting of a streaming server and an Android application. Experimental results on commodity smartphones show that Vega achieves 30 frames per second (FPS) for full-scene volumetric video streaming while maintaining competitive data size and visual quality compared to existing baselines.
Gunjoong Kim, Seonghoon Park 0001, Jeho Lee, Chanyoung Jung, Hyungchol Jun, Hojung Cha
MobiCom5
2023 OmniLive: Super-Resolution Enhanced 360° Video Live Streaming for Mobile Devices
abstract
The live streaming of omnidirectional video (ODV) on mobile devices demands considerable network resources; thus, current mobile networks are incapable of providing users with high-quality ODV equivalent to conventional flat videos. We observe that mobile devices, in fact, underutilize graphics processing units (GPUs) while processing ODVs; hence, we envisage an opportunity exists in exploiting video super-resolution (VSR) for improved ODV quality. However, the device-specific discrepancy in GPU capability and dynamic behavior of GPU frequency in mobile devices create a challenge in providing VSR-enhanced ODV streaming. In this paper, we propose OmniLive, an on-device VSR system for mobile ODV live streaming. OmniLive addresses the dynamicity of GPU capability with an anytime inference-based VSR technique called Omni SR. For Omni SR, we design a VSR deep neural network (DNN) model with multiple exits and an inference scheduler that decides on the exit of the model at runtime. OmniLive also solves the performance heterogeneity of mobile GPUs using the Omni neural architecture search (NAS) scheme. Omni NAS finds an appropriate DNN model for each mobile device with Omni SR-specific neural architecture search techniques. We implemented OmniLive as a fully functioning system encompassing a streaming server and Android application. The experiment results show that our anytime VSR model provides four times upscaled videos while saving up to 57.15% of inference time compared with the previous super-resolution model showing the lowest inference time on mobile devices. Moreover, OmniLive can maintain 30 frames per second while fully utilizing GPUs on various mobile devices.
Seonghoon Park 0001, Yeonwoo Cho, Hyungchol Jun, Jeho Lee, Hojung Cha
MobiSys3
2022 PVoT: Reconfigurable Photovoltaic Array for Indoor Light Energy-Powered Batteryless Devices
abstract
Multiple photovoltaic (PV) modules are often used to provide enhanced harvesting capability for light energy-based Internet of Things (IoT) devices. PV modules facing multiple directions can lead to a situational energy loss when parts of the modules are shaded. To address this issue, existing solutions exploit reconfigurable PV arrays to acquire the optimal configuration in a given situation. However, conventional techniques are not energy efficient in estimating the harvesting capability of PV modules, and require high computation to find the optimal PV array at runtime. In this article, we propose PVoT, an energy-efficient reconfigurable PV array, which maximizes the harvesting energy for indoor IoT devices. To this end, we propose the use of photoresistors to estimate the harvesting capability with minimal energy overhead. We also provide hardware and software schemes, which perform event-driven light change detection in an energy-efficient way. Furthermore, we develop a power imbalance threshold metric to quickly find the optimal PV array at runtime. We implemented a prototype PVoT with off-the-shelf components and accompanying software. Experiments with the prototype hardware showed that PVoT achieves a gain of up to 23.9% in harvested energy compared to the existing directly connected PV array scheme.
Eunyeong Kim, Seunghyeok Jeon, Junick Ahn, Hyungchol Jun, Hojung Cha
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst.5