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Donghyeon Kang

dblp:374/8374 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0002-2261-6925ORCID · 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
Interaction techniques and input · 43% Games and playful interaction · 30% Design research and methods · 17%
Software engineering, system software, and programming languages
1 paper
Operating systems · 100%

Topics — the 4 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input device
pointing devices
0.912025
Hardware-Embedded Pointing Transfer Function Capable of Canceling OS Gains · CHI 2025
Interaction techniques and input
transfer function
0.912025
Hardware-Embedded Pointing Transfer Function Capable of Canceling OS Gains · CHI 2025
Games and playful interaction › game playing
competitive gaming
0.812024
Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload · CHI 2024
Interaction techniques and input › input device
mouse input
0.812024
Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload · CHI 2024

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

hardware-embedded transfer function · 1.7stakeholder interviews · 1.0design-based research · 1.0user study · 0.8dual-sensor mouse · 0.8
YearPublicationVenuePosition
2026 "Do I Really Need This?": Illuminating Challenges in Integrating Computational Training Tools in Esports Coaching
abstract
The rise in popularity and value of esports motivates the creation of computational training tools (CTTs) for learning, assessment, and skill gain. While some tools exist commercially, much of the work in the research literature is rarely used outside of a lab, resulting in a lack of knowledge on the challenges involved in real-world integration. In this work, we develop a bespoke CTT for League of Legends—MySkills—based on prior work and deploy it at a professional training academy for three months. Based on two rounds of stakeholder interviews, we uncover insights into users’ perspectives on using CTTs in esports coaching and the challenges inherent in introducing a novel tool into an existing, real-world esports training context. From these results, we connect the domain of esports training technology to existing conversations on translational HCI, challenges in bridging research and practice, and present implications for future work.
Erica Kleinman, Hanbyeol Lee, Donghyeon Kang, Casper Harteveld, Byungjoo Lee
CHI6
2025 Hardware-Embedded Pointing Transfer Function Capable of Canceling OS Gains
Munjeong Kim, Donghyeon Kang, Sunjun Kim, Byungjoo Lee
CHI4
2024 Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload
abstract
Computer mice are widely used today as the primary input device in competitive video games. If a player exhibits more wrist rotation than other players when moving the mouse laterally, the player is said to have stronger wrist-aiming habits. Despite strong public interest, there has been no affordable technique to quantify the extent of a player’s wrist-aiming habits and no scientific investigation into how the habits affect player performance and workload. We present a reliable and affordable technique to quantify the extent of a player’s wrist-aiming habits using a mouse equipped with two optical sensors (i.e., a dual-sensor mouse). In two user studies, we demonstrate the reliability of the technique and examine the relationship between wrist-aiming habits and player performance or workload. In summary, player expertise and mouse sensitivity significantly impacted wrist-aiming habits; the extent of wrist-aiming showed a positive correlation with upper limb workload.
Donghyeon Kang, Namsub Kim, Daekaun Kang, June-Seop Yoon, Sunjun Kim, Byungjoo Lee
CHI1