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Junryeol Jeon

dblp:374/9004 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0003-2506-5962ORCID · 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
Human-AI interaction · 36% Accessibility and assistive technology · 31% Immersive interaction · 12%
Network and information security
1 paper
Authentication and access control · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Authentication and access control › user authentication
VR authentication
1.012026
Understanding Gaze-Based Identification in VR Through Preattentive Processing and Binocular Rivalry · CHI 2026
Accessibility and assistive technology
deaf and hard of hearing technology
0.812024
A Way for Deaf and Hard of Hearing People to Enjoy Music by Exploring and Customizing Cross-modal Music Concepts · CHI 2024
Immersive interaction
virtual reality interaction
0.312026
Understanding Gaze-Based Identification in VR Through Preattentive Processing and Binocular Rivalry · CHI 2026

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

user study · 2.0feasibility assessment · 2.0mixed-method study · 0.9large language model · 0.9prototype evaluation · 0.8focus group interview · 0.8
YearPublicationVenuePosition
2026 Understanding Gaze-Based Identification in VR Through Preattentive Processing and Binocular Rivalry
abstract
Stimulus-evoked gaze dynamics offer a secure and hands-free signal in virtual reality (VR), yet the underlying design space of effective visual stimuli remains poorly understood. This work examines how preattentive processing and binocular rivalry can inform stimulus design for gaze-based identification in VR. We conducted a two-part study: (1) a feasibility assessment of closed-set identification performance with 26 participants and 44,928 gaze samples collected by using a commercial headset (Meta Quest Pro), and (2) a usability study with 16 participants comparing the same interaction in a login context to PIN and out-of-band methods as a potential authentication technique. Our findings confirm the feasibility of personal identification, highlight usability advantages, and reveal participants’ desire for greater transparency to understand individual variations in login results. Together, these results offer conceptual insights into the perceptual mechanisms shaping stimulus-evoked gaze behavior, and outline design implications for future VR authentication workflows.
Junryeol Jeon, Yeo-Gyeong Noh, Jinyoung Yoo, Jin-Hyuk Hong
CHI1
2025 BIASsist: Empowering News Readers via Bias Identification, Explanation, and Neutralization
abstract
Biased news articles can distort readers' perceptions by presenting information in a way that favors or disfavors a particular point of view.Subtly embedded in the text, these biased news articles can shape our views daily without people even realizing it.To address this issue, we propose BIASsist, an LLM-based approach designed to mitigate bias in news articles.Based on existing research, we defned six types of bias and introduced three assistive components-identifcation, explanation, and neutralization-to provide a broader range of bias information and enhance readers' bias-awareness.We conducted a mixed-method study with 36 participants to evaluate the efectiveness of BIASsist.The results show participants' bias awareness signifcantly improved and their interest in identifying bias increased.Participants also tended to engage more actively in critically evaluating articles.Based on these fndings, we discuss its potential to improve media literacy and critical thinking in today's information overload era.
Yeo-Gyeong Noh, MinJu Han, Junryeol Jeon, Jin-Hyuk Hong
CHI3
2024 A Way for Deaf and Hard of Hearing People to Enjoy Music by Exploring and Customizing Cross-modal Music Concepts
abstract
Deaf and hard of hearing (DHH) people enjoy music and access it using a music-sensory substitution system that delivers sound together with the corresponding visual and tactile feedback. However, it is often challenging for them to comprehend the colorful visuals and strong vibrations that are designed to represent music. We confirmed that it is necessary to conceptualize cross-modal mapping before experiencing music sensory substitution through focus group interviews with 24 DHH people. To improve the music appreciation experience, a cross-modal music conceptualization system was implemented herein, which is a prototype that allows DHH people to explore the visuals and vibrations associated with music to perceive and appreciate. An evaluation with 28 DHH individuals demonstrated the capability of the system to improve subjective music appreciation experience via music-sensory substitution. Eventually, DHH people with negative attitudes toward music became positive in the exploration and customization process with our system.
Youjin Choi, Junryeol Jeon, ChungHa Lee, Yeo-Gyeong Noh, Jin-Hyuk Hong
CHI2