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Taewook Ha

dblp:363/9740 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2026
0009-0004-7946-8577ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Artificial intelligence and machine learning · 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
5 papers
Interaction techniques and input · 34% Immersive interaction · 26% Human-robot interaction · 11%
Artificial intelligence
3 papers
3D vision · 58% Segmentation and scene understanding · 17% Robot manipulation · 12%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 13 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
1.012026
A Unified Hand and Gesture Tracking via Offloading Framework for Object-mediated Interaction in Wearable AR · VR 2026
Interaction techniques and input › input sensing
gesture recognition
1.012026
A Unified Hand and Gesture Tracking via Offloading Framework for Object-mediated Interaction in Wearable AR · VR 2026
Interaction techniques and input › input sensing › tracking
hand tracking
1.012026
A Unified Hand and Gesture Tracking via Offloading Framework for Object-mediated Interaction in Wearable AR · VR 2026
Human-robot interaction
intent prediction
1.012026
Int3DNet: Scene-Motion Cross Attention Network for 3D Intention Prediction in Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
mixed reality
1.012026
Int3DNet: Scene-Motion Cross Attention Network for 3D Intention Prediction in Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2026
Human-AI interaction
proactive interaction
1.012026
Int3DNet: Scene-Motion Cross Attention Network for 3D Intention Prediction in Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2026
Wearable and physiological sensing
quantified self
0.912025
Holistic quantified-self for context-aware wearable augmented reality · Int. J. Hum. Comput. Stud. 2025
Collaborative and social computing
multi-user virtual environments
0.812024
Crowd Data-driven Artwork Placement in Virtual Exhibitions for Visitor Density Distribution Planning · ISMAR 2024
Computer vision › 3D vision
point cloud analysis
0.312026
Int3DNet: Scene-Motion Cross Attention Network for 3D Intention Prediction in Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2026
Computer vision › Segmentation and scene understanding
scene understanding
0.312026
Int3DNet: Scene-Motion Cross Attention Network for 3D Intention Prediction in Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
immersive interaction
0.312026
A Unified Hand and Gesture Tracking via Offloading Framework for Object-mediated Interaction in Wearable AR · VR 2026
Immersive interaction
augmented reality
0.312025
Holistic quantified-self for context-aware wearable augmented reality · Int. J. Hum. Comput. Stud. 2025
Robotics › Robot manipulation
grasping
0.212024
Dense Hand-Object (HO) GraspNet with Full Grasping Taxonomy and Dynamics · ECCV (82) 2024

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

visual question answering · 2.0transformer · 2.0spatio-temporal scene graph · 2.0scene-motion fusion · 2.0origin-centric graph · 2.0offloading · 2.0cross-attention · 2.0GRU · 2.0crowd data-driven optimization · 1.5grasp taxonomy · 0.8focus group interviews · 0.8focus group interview · 0.8
YearPublicationVenuePosition
2026 A Unified Hand and Gesture Tracking via Offloading Framework for Object-mediated Interaction in Wearable AR
abstract
We propose a novel object-mediated hand interaction system that enables real-time operation with everyday objects on wearable augmented reality (AR) devices. Despite recent advances, both commercial and academic hand interaction techniques remain constrained, typically requiring external hardware or depending exclusively on bare-hand gestures. Motivated by these constraints, we developed an offloading framework that integrates a high-fidelity transformer-based 3D hand reconstruction model with a dynamic gesture recognition network powered by gated recurrent units (GRU). This architecture ensures stable and accurate gesture recognition even during interaction with physical objects. To evaluate its quantitative performance, we collected a custom dataset based on a predefined gesture set, achieving 93.0% accuracy in 5-fold cross-validation. The complete system implemented on Microsoft HoloLens 2 operates at a real-time framerate, and we further analyze the latency of each step in our framework. Through this interaction paradigm, users can experience immersive and intuitive AR in everyday environments with minimal disruption to natural action behavior. Our projects are available at https://github.com/kaist-uvrlab/UnifiedHOInteraction.
Woojin Cho 0002, Taewook Ha, Taejun Son, Woontack Woo
VR2
2026 Task Breakpoint Generation using Origin-Centric Graph in Virtual Reality Recordings for Adaptive Playback
abstract
We propose a method for generating task breakpoints based on an Origin-Centric Graph (OCG) to segment goal-oriented activity recordings into task units for adaptive playback in Virtual Reality (VR) environments. With the development of Augmented Reality (AR)/VR head-mounted displays (HMDs), research on adaptive tutorials and authoring tools has become active, but existing task segmentation methods mainly rely on manual annotation or are restricted to 2D video which limits their applicability to 3D VR contexts. In our approach, assembly scenarios with clearly defined task boundaries are recorded using a structured spatio-temporal scene graph (STSG), and the OCG is employed to track changes in the central object and the formation of new groups, thereby generating task breakpoints automatically. A user study collected user-perceived task breakpoints to establish ground truth (GT), and comparison with the algorithm-detected breakpoints demonstrated high agreement and confirmed accuracy in supporting adaptive playback. The proposed task segmentation method provides a foundation for dynamically adjusting VR playback according to user proficiency and progress, with potential for extension into automatic timeline segmentation systems for diverse VR recordings.
Selin Choi, Dooyoung Kim 0001, Taewook Ha, Seonji Kim, Woontack Woo
IEEE Trans. Vis. Comput. Graph.3
2026 Int3DNet: Scene-Motion Cross Attention Network for 3D Intention Prediction in Mixed Reality
abstract
We propose Int3DNet, a scene-aware network that predicts 3D intention areas directly from scene geometry and head-hand motion cues, enabling robust human intention prediction without explicit object-level perception. In Mixed Reality (MR), intention prediction is critical as it enables the system to anticipate user actions and respond proactively, reducing interaction delays and ensuring seamless user experiences. Our method employs a cross attention fusion of sparse motion cues and scene point clouds, offering a novel approach that directly interprets the user's spatial intention within the scene. We evaluated Int3DNet on MoGaze and CIRCLE datasets, which are public datasets for full-body human-scene interactions, showing consistent performance across time horizons of up to 1500 ms and outperforming the baselines, even in diverse and unseen scenes. Moreover, we demonstrate the usability of proposed method through a demonstration of efficient visual question answering (VQA) based on intention areas. Int3DNet provides reliable 3D intention areas derived from head-hand motion and scene geometry, thus enabling seamless interaction between humans and MR systems through proactive processing of intention areas.
Taewook Ha, Woojin Cho 0002, Dooyoung Kim 0001, Woontack Woo
IEEE Trans. Vis. Comput. Graph.1
2025 Holistic quantified-self for context-aware wearable augmented reality
Eunhwa Song, Taewook Ha, Hyunjin Lee 0005, Woontack Woo
Int. J. Hum. Comput. Stud.2
2024 Dense Hand-Object (HO) GraspNet with Full Grasping Taxonomy and Dynamics
Woojin Cho 0002, Minjae Yi, Taeyun Woo, Taewook Ha, Hyokeun Lee, Je-Hwan Ryu, Woontack Woo, Tae-Kyun Kim 0001
ECCV (82)7
2024 Crowd Data-driven Artwork Placement in Virtual Exhibitions for Visitor Density Distribution Planning
abstract
We propose a novel crowd data-driven optimization approach for artwork placement in virtual exhibitions. With the emerging concept of Metaverse, a multitude of users can engage with content contemporaneously in virtual exhibitions. Yet, few studies have suggested a method to resolve crowd density concentration in multiuser Mixed Reality (MR) and Virtual Reality (VR) environments. In this study, our approach leverages crowd data engaged with artworks to predict optimal placement of artworks to distribute crowd density in virtual exhibitions, prior to exhibition planning. To investigate the requirement and validity of our approach, we conducted focus group interviews and an artwork relocation experiment as preliminary studies. In the generation of solution scenes for optimal placement, our optimizer adaptively scrutinizes placeable areas with considerations of crowd density distribution, scene rationality, and artwork similarity. Through a performance comparison analysis between optimization results, we confirmed that the optimizer successfully fulfilled the intended objectives with respect to the design considerations, resolving practical scenarios in exhibition planning.
Jinseok Hong, Taewook Ha, Hyerim Park, Hayun Kim, Woontack Woo
ISMAR2