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Jiwon Yi

dblp:420/7752 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 82% Virtual and augmented reality · 18%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
motion synthesis
1.922026
Neural Motion Path: A Path-Based Authoring System for Pre-Rendered Character Animation · IEEE Trans. Vis. Comput. Graph. 2026
TouchWalker: Real-Time Avatar Locomotion from Touchscreen Finger Walking · ISMAR 2025
Computer animation and physical simulation
character animation
1.012026
Neural Motion Path: A Path-Based Authoring System for Pre-Rendered Character Animation · IEEE Trans. Vis. Comput. Graph. 2026
Computer animation and physical simulation
motion editing
1.012026
Neural Motion Path: A Path-Based Authoring System for Pre-Rendered Character Animation · IEEE Trans. Vis. Comput. Graph. 2026
Interaction techniques and input › gesture input
finger gesture input
0.312025
TouchWalker: Real-Time Avatar Locomotion from Touchscreen Finger Walking · ISMAR 2025
Interaction techniques and input
touch interaction
0.312025
TouchWalker: Real-Time Avatar Locomotion from Touchscreen Finger Walking · ISMAR 2025

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

foot-alignment loss · 1.7MoE-GRU · 1.7sparse expert model · 1.0rotationnet · 1.0deep learning · 1.0autoregressive model · 1.0
YearPublicationVenuePosition
2026 Neural Motion Path: A Path-Based Authoring System for Pre-Rendered Character Animation
abstract
Authoring high-quality character animation is essential in multimedia production, especially for pre-rendered formats such as films and TV series. These workflows are often iterative, requiring frequent adjustments and immediate visual feedback, and typically involve editing existing motion, such as mocap data. We present Neural Motion Path (NMP), a deep learning-based system designed to support this authoring process by enabling full-body motion editing through joint-level motion path manipulation. While joint rotations are essential for expressive human motion, explicitly specifying them imposes a significant burden on users; NMP addresses this challenge by enabling intuitive position-only motion path editing while implicitly inferring plausible rotation trajectories. To address the inherent tension between motion plausibility and precise constraint satisfaction, NMP explicitly decouples motion synthesis from constraint enforcement within an autoregressive framework. NMP generates realistic, context-aware motion without fine-tuning every path detail, making it accessible to novices while supporting the demands of detailed animation authoring. It combines a motion generator with a novel RotationNet for inferring joint rotation, and a constraint imposer that enforces end-effector constraints via an Explicit-Weight Sparse Expert Model (EW-SEM). The system supports terrain adaptation and authoring operations like Concatenate, Insert, and Mix. Implemented as a Blender add-on, NMP supports real-time playback and interactive workflows. A user study with novice users shows that NMP improves satisfaction, efficiency, and perceived motion quality compared to the conventional layered keyframing approach, highlighting its potential as an accessible and effective authoring tool.
Jiwon Yi, Yoonsang Lee 0001
IEEE Trans. Vis. Comput. Graph.1
2025 TouchWalker: Real-Time Avatar Locomotion from Touchscreen Finger Walking
abstract
We present TouchWalker, a real-time system for controlling fullbody avatar locomotion using finger-walking gestures on a touchscreen. The system comprises two main components: TouchWalker-MotionNet, a neural motion generator that synthesizes full-body avatar motion on a per-frame basis from temporally sparse twofinger input, and TouchWalker-UI, a compact touch interface that interprets user touch input to avatar-relative foot positions. Unlike prior systems that rely on symbolic gesture triggers or predefined motion sequences, TouchWalker uses its neural component to generate continuous, context-aware full-body motion on a per-frame basis-including airborne phases such as running, even without input during mid-air steps-enabling more expressive and immediate interaction. To ensure accurate alignment between finger contacts and avatar motion, it employs a MoE-GRU architecture with a dedicated foot-alignment loss. We evaluate TouchWalker in a user study comparing it to a virtual joystick baseline with predefined motion across diverse locomotion tasks. Results show that TouchWalker improves users' sense of embodiment, enjoyment, and immersion.
Geuntae Park, Jiwon Yi, Taehyun Rhee, Kwanguk (Kenny) Kim, Yoonsang Lee 0001
ISMAR2