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Jung-Hye Shin

dblp:364/0181 · DBLP profile ↗
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3ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0002-3443-8647ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input › spatial interaction
3d interaction
0.412020
A Comparative Analysis of 3D User Interaction: How to Move Virtual Objects in Mixed Reality · VR 2020
Interaction techniques and input
hand-based interaction
0.412020
A Comparative Analysis of 3D User Interaction: How to Move Virtual Objects in Mixed Reality · VR 2020
Virtual and augmented reality
mixed reality
0.112020
A Comparative Analysis of 3D User Interaction: How to Move Virtual Objects in Mixed Reality · VR 2020
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation
0.112020
A Comparative Analysis of 3D User Interaction: How to Move Virtual Objects in Mixed Reality · VR 2020

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

interviews · 0.9gesture analysis · 0.9comparative analysis · 0.9
YearPublicationVenuePosition
2025 Breaking Barriers in Accessibility: Mobile AR Solutions for Home Assessments
abstract
This study evaluates augmented reality (AR) tools for spatial measurement in the Augmented Reality Home Assessment Tool, designed for consumer-grade mobile phones. The tool provides a reliable home assessment method based on residents’ functional limitations. A mixed-methods study with a convergent parallel design compared AR and traditional methods across speed, accuracy, ease of use, and user confidence. Learnability was tested through repeated measures with 32 participants in a within-subjects design. Results showed AR tools were faster, more accurate, easier to use, and boosted confidence, though a slight learning curve was noted. Qualitative methods, including think-aloud protocols, interviews, and observations, identified usability concerns related to information accessibility, user control, and cognitive aspects. Findings highlight the potential of phone-based AR for identifying residential barriers, supporting high-quality self-assessment for users familiar with mobile technology.
Jung-Hye Shin, Hande Deniz, Rachael Shields, Ross Tredinnick, Bilgehan Çagiltay, Bryce Sprecher, Jenny Lee, Beth Fields, Kevin Ponto
Int. J. Hum. Comput. Interact.1
2023 Utilizing AR as a Tool for Assessing Accessibility in the Home
abstract
Home modification interventions can remedy deficiencies in the home environments of the growing number of older adults that want to age in place. Unfortunately, performing an assessment of a home environment is a difficult process, often requiring numerous measurements from a skilled practitioner. To address these gaps in practice, we used an iterative co-design process to develop a first prototype of a novel augmented reality home assessment tool (ARHAT) that can be utilized more rapidly by both individuals in and outside of health care, as well as performed either on or off-site. The aim of this work is to create a tool for major stakeholders involved in supporting housing design and aging in place, thereby reaching and making a difference in the lives of more older adults.
Kevin Ponto, Ross Tredinnick, Rachael Shields, Beth Fields, Jung-Hye Shin
VRST5
2020 A Comparative Analysis of 3D User Interaction: How to Move Virtual Objects in Mixed Reality
abstract
Using one’s hands can be a natural and intuitive method for interacting with 3D objects in a mixed reality environment. This study explores three hand-interaction techniques, including the gaze and pinch, touch and grab, and worlds-in-miniature interaction for selecting and moving virtual furniture in the 3D scene. Overall, a comparative analysis reveals that the worlds-in-miniature provided the best usability and task performance than other studied techniques. We also conducted in-depth interviews and analyzed participants’ hand gestures in order to identify desired attributes for 3D hand interaction design. Findings from interviews suggest that, when it comes to enjoyment and discoverability, users prefer directly manipulating the virtual furniture to interacting with objects remotely or using in-direct interactions such as gaze. Another insight this study provides is the critical roles of the virtual object’s visual appearance in designing natural hand interaction. Gesture analysis reveals that shapes of furniture, as well as its perceived features such as weight, largely determined the participant’s instinctive form of hand interaction (i.e., lift, grab, push). Based on these findings, we present design suggestions that can aid 3D interaction designers to develop a natural and intuitive hand interaction for mixed reality.
Hyo Jeong Kang, Jung-Hye Shin, Kevin Ponto
VR2