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Duk-Jo Kong

dblp:376/7601 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0001-8674-8981ORCID · reported

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

Human-computer interaction and ubiquitous computing · 2 · 2 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
Learning and educational technologies · 77% Human-AI interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
self-regulated learning
1.012026
GPTalk: LLM-based virtual companions for metacognitive growth in self-regulated e-learning · Int. J. Hum. Comput. Stud. 2026
Human-AI interaction
large language model interaction
0.312026
GPTalk: LLM-based virtual companions for metacognitive growth in self-regulated e-learning · Int. J. Hum. Comput. Stud. 2026

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

large language model · 1.0
YearPublicationVenuePosition
2026 GPTalk: LLM-based virtual companions for metacognitive growth in self-regulated e-learning
abstract
Although students need to self-monitor and manage their learning process for effective metacognition, it can be particularly challenging in solitary e-learning environments that rely on pre-recorded videos. Unlike interactive e-learning or physical classrooms, typical e-learning environments prevent students from interacting with their teachers and peers, thereby hindering metacognitive support. To address this challenge, we introduce GPTalk, a system designed to support students’ learning experiences by facilitating interactions with LLM-based virtual companions. Through interviews with students and teachers, we identified design recommendations and implemented them in GPTalk. A user study involving 32 high-school students demonstrated that, compared to a baseline system, GPTalk fostered richer metacognitive engagement and self-regulated learning processes during video-based study (e.g., more monitoring questions and in-situ reflections), while short-term content understanding accuracy remained comparable across conditions. Overall, our findings suggest that students’ interactions with a virtual teacher and peer can support key aspects of their metacognition and self-regulated e-learning processes.
In-Taek Jung, ChungHa Lee, In-Chang Baek, Dongik Oh, Youjin Choi, Kyung-Joong Kim 0001, Duk-Jo Kong, Jin-Hyuk Hong
Int. J. Hum. Comput. Stud.7
2025 Beyond the Screen With DanceSculpt: A 3D Dancer Reconstruction and Tracking System for Learning Dance
abstract
Dance learning through online videos has gained popularity, but it presents challenges in providing comprehensive information and personalized feedback. This paper introduces DanceSculpt, a system that utilizes 3D human reconstruction and tracking technology to enhance the dance learning experience. DanceSculpt consists of a dancer viewer that reconstructs dancers in video into 3D avatars and a dance feedback tool that analyzes and compares the user’s performance with that of the reference dancer. We conducted a comparative study to investigate the effectiveness of DanceSculpt against conventional video-based learning. Participants’ dance performances were evaluated using a motion comparison algorithm that measured the temporal and spatial deviation between the users’ and reference dancers’ movements in terms of pose, trajectory, formation, and timing accuracy. Additionally, user experience was assessed through questionnaires and interviews, focusing on aspects such as effectiveness, usefulness, and satisfaction with the system. The results showed that participants using DanceSculpt achieved significant improvements in dance performance compared to those using conventional methods. Furthermore, the participants rated DanceSculpt highly in terms of effectiveness (avg. 4.27) and usefulness (avg. 4.17) for learning dance. The DanceSculpt system demonstrates the potential of leveraging 3D human reconstruction and tracking technology to provide a more informative and interactive dance learning experience. By offering detailed visual information, multiple viewpoints, and quantitative performance feedback, DanceSculpt addresses the limitations of traditional video-based learning and supports learners in effectively analyzing and improving their dance skills.
Sanghyub Lee, Woojin Kang, Jin-Hyuk Hong, Duk-Jo Kong
Int. J. Hum. Comput. Interact.4