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Semoo Shin

dblp:402/9019 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0001-0092-1948ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 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
Haptics and multimodal interaction · 60% Wearable and physiological sensing · 22% Immersive interaction · 12%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › electrical stimulation
electrical muscle stimulation
0.912025
TelePulse: Enhancing the Teleoperation Experience through Biomechanical Simulation-Based Electrical Muscle Stimulation in Virtual Reality · CHI 2025
Haptics and multimodal interaction
thermal feedback
0.912025
EarPressure VR: Ear Canal Pressure Feedback for Enhancing Environmental Presence in Virtual Reality · UIST 2025
Immersive interaction
virtual reality
0.312025
EarPressure VR: Ear Canal Pressure Feedback for Enhancing Environmental Presence in Virtual Reality · UIST 2025
Human-robot interaction › teleoperation
virtual reality teleoperation
0.312025
TelePulse: Enhancing the Teleoperation Experience through Biomechanical Simulation-Based Electrical Muscle Stimulation in Virtual Reality · CHI 2025

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

user study · 1.0inertia tensor similarity · 1.0electrical muscle stimulation · 0.9biomechanical simulation · 0.9
YearPublicationVenuePosition
2026 When Fingers Become Tools: Rendering Virtual Tool Inertia with a Finger-Mounted Extending Rod
abstract
We present the Finger-Mounted Extending Rod, a wearable device that transforms fingers into virtual tools by modulating fingertip mass distribution. We employ linear actuators on fingers that extend or retract metal rods according to their poses, generating rotational inertia while redirecting the hand to natural grip postures. Through three user studies, we evaluate (1) finger pose embodiment under visual redirection and tool matching via inertia tensor similarity, (2) perception of tool length and rotational inertia, and (3) VR tool interaction experience. Results show that 10 of 15 finger poses maintained embodiment, exhibiting inertia tensor similarities of 0.936–0.991 with their matched tools and yielding perceived inertia amplifications of 4.19–10.45×; moreover, aligning inertia tensors to virtual tools enhanced immersion, realism, and enjoyment compared to misaligned or no-device conditions across six VR scenarios. We conclude by discussing how the system renders virtual tools through the fingers and enhances their perception with inertia modulation.
Seongjun Kang, Gwangbin Kim, Bocheon Gim, Jeongju Park, Juwon Um, Semoo Shin, Seungjun Kim 0001
CHI6
2025 TelePulse: Enhancing the Teleoperation Experience through Biomechanical Simulation-Based Electrical Muscle Stimulation in Virtual Reality
abstract
CHI ’25, Yokohama, Japan
Seokhyun Hwang, Seongjun Kang, Jeongseok Oh, Jeongju Park, Semoo Shin, Yiyue Luo, Joseph DelPreto, Sangbeom Lee, Kyoobin Lee, Wojciech Matusik, Daniela Rus, Seungjun Kim 0001
CHI5
2025 EarPressure VR: Ear Canal Pressure Feedback for Enhancing Environmental Presence in Virtual Reality
Seongjun Kang, Gwangbin Kim, Bocheon Gim, Jeongju Park, Semoo Shin, Seungjun Kim 0001
UIST5