Demo Data from EDBT 2026 / reviewers in the wild / expert
SoonUk Kwon
dblp:392/3775 · also Soon-Uk Kwon
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2026
0000-0002-4143-8143ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 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
4 papers |
Immersive interaction · 45% Interaction techniques and input · 37% Collaborative and social computing · 12% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 56% Geometric modeling and processing · 44% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
mixed reality interaction |
1.0 | 1 | 2026 | Draped Surfaces: A Contour-Adaptive Interface Overlaid on the Physical Environment for Mixed Reality Workspaces · CHI 2026 |
Interaction techniques and input › non-visual interaction
eyes-free interaction |
0.8 | 1 | 2024 | Validating Eyes-free Affordance of On-Finger Hand Proximate User Interfaces in In-situ Scenarios · ISMAR 2024 |
Virtual and augmented reality › locomotion
redirected walking |
0.6 | 1 | 2022 | Dynamic optimal space partitioning for redirected walking in multi-user environment · ACM Trans. Graph. 2022 |
Geometric modeling and processing › computational geometry
space partitioning |
0.6 | 1 | 2022 | Dynamic optimal space partitioning for redirected walking in multi-user environment · ACM Trans. Graph. 2022 |
Collaborative and social computing
multi-user virtual environments |
0.6 | 1 | 2022 | Dynamic optimal space partitioning for redirected walking in multi-user environment · ACM Trans. Graph. 2022 |
Immersive interaction › virtual reality locomotion
redirected walking |
0.6 | 1 | 2022 | Infinite Virtual Space Exploration Using Space Tiling and Perceivable Reset at Fixed Positions · ISMAR 2022 |
Immersive interaction
virtual reality locomotion |
0.6 | 1 | 2022 | Infinite Virtual Space Exploration Using Space Tiling and Perceivable Reset at Fixed Positions · ISMAR 2022 |
Interaction techniques and input › gesture input
mid-air interaction |
0.2 | 1 | 2024 | Validating Eyes-free Affordance of On-Finger Hand Proximate User Interfaces in In-situ Scenarios · ISMAR 2024 |
Virtual and augmented reality › immersive experience
presence and immersion |
0.2 | 1 | 2022 | Infinite Virtual Space Exploration Using Space Tiling and Perceivable Reset at Fixed Positions · ISMAR 2022 |
Methods — techniques the papers use, named apart from their topics
substitutional reality · 1.1space tiling · 1.1movement prediction · 1.1deep reinforcement learning · 1.1controlled study · 1.0comparative user study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Draped Surfaces: A Contour-Adaptive Interface Overlaid on the Physical Environment for Mixed Reality WorkspacesabstractConventional Mixed Reality (MR) workspaces are frequently organized in cockpit-like layouts, where multiple floating windows surround the user. While this configuration facilitates access to digital content, it often induces occlusion, reducing understanding of the physical environment and limiting access to real-world objects. To overcome this challenge, we present the Contour-Adaptive Mixed Environment Overlays (CAMEO), a contour-adaptive MR interface that drapes virtual windows onto physical surfaces. This design integrates digital content with nearby items, thereby improving users’ visual access to background objects and supporting interaction with them. We evaluate CAMEO in two controlled studies. The first demonstrates that draping reduces hand-movement detours relative to flat mid-air surfaces, enabling more direct interaction with nearby items. The second shows that controlled window deformation does not significantly impair text legibility when compared to flat surfaces. Together, these findings contribute a novel design paradigm for MR workspaces that balances immersion, readability, and environmental understanding. SoonUk Kwon, Barrett Ens, Pourang Irani |
CHI | 1 |
| 2024 | Validating Eyes-free Affordance of On-Finger Hand Proximate User Interfaces in In-situ ScenariosabstractWe explore the value of Hand Proximate User Interfaces (HPUIs) for in-situ interactive head-mounted systems, i.e. systems designed to support a user’s primary activity. HPUIs are unencumbered, single-handed, and have tactile and proprioceptive affordances. This allows novice and expert users to rely on the visual cues available in the UI, but to then gradually interact eyes-free such that they minimize interrupting the user’s core task. Prior work on HPUI falls short of validating this premise. We address this gap with comparative analysis in the context of a compound task, where one hand is involved in a primary task and the second interacts with a secondary but supporting task (e.g. selecting items from a menu). We compare HPUI with mid-air direct interactions, a common form of interacting with head-mounted displays. The results show that HPUI performs similarly to mid-air but with better eyes-free affordances and user preferences. Shariff A. M. Faleel, SoonUk Kwon, David Ahlström, Pourang Irani |
ISMAR | 2 |
| 2022 | Infinite Virtual Space Exploration Using Space Tiling and Perceivable Reset at Fixed PositionsabstractA simultaneous walking experience in virtual and real spaces can provide a high sense of presence. However, users may face challenges when walking within a large virtual space while walking in a small and complex real space. Several methods such as Redirected Walking (RDW) and Substitutional Reality (SR) have been proposed as different approaches to this problem. However, the users must “reset” their movement direction at unpredictable moments to avoid collision in a small and complex real space when using subtle RDW that does not maintain the correspondence between virtual and real space. Contrarily, exploration through the SR has a limitation in that the VR scene is restricted to a controlled area. In this paper, we propose Reset at Fixed Positions (RFP), a method that combines RDW with the advantage of the SR and matches walkable real space with walkable virtual space. To utilize RFP, we defined Guaranteed Space Block (GSB), a unit space that constitutes a walkable virtual space. This space is obtained through the point reflection of the GSB utilizing the reset position within the GSB. RFPs can be implemented by two methods: Generating Virtual Space Using RFP (G-RFP) and Implementing Given Virtual Space Using RFP (I-RFP). G-RFP can create an infinitely large virtual space for exploration. On the other hand, I-RFP can conFigure a given virtual environment to make users walk. We observed that G-RFP provides higher presence, immersion and a higher mean distance traveled between resets compared to the existing RDW method in a complex real space through a user study. In addition, exploration through I-RFP provided a higher immersion, a comparable presence, and a similar number of resets. SoonUk Kwon, Sang-Bin Jeon, June-Young Hwang, Yong-Hun Cho, Jinhyung Park, In-Kwon Lee |
ISMAR | 1 |
| 2022 | Dynamic optimal space partitioning for redirected walking in multi-user environmentabstractIn multi-user Redirected Walking (RDW), the space subdivision method divides a shared physical space into sub-spaces and allocates a sub-space to each user. While this approach has the advantage of precluding any collisions between users, the conventional space subdivision method suffers from frequent boundary resets due to the reduction of available space per user. To address this challenge, in this study, we propose a space subdivision method called Optimal Space Partitioning (OSP) that dynamically divides the shared physical space in real-time. By exploiting spatial information of the physical and virtual environment, OSP predicts the movement of users and divides the shared physical space into optimal sub-spaces separated with shutters. Our OSP framework is trained using deep reinforcement learning to allocate optimal sub-space to each user and provide optimal steering. Our experiments demonstrate that OSP provides higher sense of immersion to users by minimizing the total number of reset counts, while preserving the advantage of the existing space subdivision strategy: ensuring better safety to users by completely eliminating the possibility of any collisions between users beforehand. Our project is available at https://github.com/AppleParfait/OSP-Archive. Sang-Bin Jeon, SoonUk Kwon, June-Young Hwang, Yong-Hun Cho, Jinhyung Park, In-Kwon Lee |
ACM Trans. Graph. | 2 |