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Chungkuk Yoo

dblp:54/9841 · DBLP profile ↗
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17ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0001-9921-8285ORCID · corroborated

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

Computer networks · 12 · 2 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-author

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
16 papers
Ubiquitous computing and smart environments · 39% Interaction techniques and input · 26% Games and playful interaction · 16%
Artificial intelligence
1 paper
Learning paradigms · 50% Deep learning architectures and training · 50%
Computer architecture, parallel and distributed computing, and storage systems
3 papers
Energy-efficient computing · 67% Storage systems · 33%
Computer networks
2 papers
Wireless sensing and localization · 85% Internet of things and sensor networks · 15%

Topics — the 19 heaviest of 25, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments
mobile sensing
0.932020
Scalable Power Impact Prediction of Mobile Sensing Applications at Pre-Installation Time · IEEE Trans. Mob. Comput. 2020
Demo: User Support for Power Management of Continuous Sensing Applications · SenSys 2015
PowerForecaster: Predicting Smartphone Power Impact of Continuous Sensing Applications at Pre-installation Time · SenSys 2015
Machine learning › Deep learning architectures and training
convolutional neural network
0.412020
SNOW: Subscribing to Knowledge via Channel Pooling for Transfer & Lifelong Learning of Convolutional Neural Networks · ICLR 2020
Machine learning › Learning paradigms
lifelong learning
0.412020
SNOW: Subscribing to Knowledge via Channel Pooling for Transfer & Lifelong Learning of Convolutional Neural Networks · ICLR 2020
Games and playful interaction
exergames
0.432012
Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Transforming solitary exercises into social exergames · CSCW 2012
Games and playful interaction › exergames
social exergames
0.432012
Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Transforming solitary exercises into social exergames · CSCW 2012
Interaction techniques and input
touch interaction
0.412019
Telekinetic Thumb Summons Out-of-reach Touch Interface Beneath Your Thumbtip · MobiSys 2019
Energy-efficient computing
power management
0.332020
Scalable Power Impact Prediction of Mobile Sensing Applications at Pre-Installation Time · IEEE Trans. Mob. Comput. 2020
Demo: User Support for Power Management of Continuous Sensing Applications · SenSys 2015
PowerForecaster: Predicting Smartphone Power Impact of Continuous Sensing Applications at Pre-installation Time · SenSys 2015
Interaction techniques and input › input sensing › tracking › hand tracking
fingertip tracking
0.212016
SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone · CHI 2016
Interaction techniques and input › input sensing
gesture recognition
0.222011
E-Gesture: a collaborative architecture for energy-efficient gesture recognition with hand-worn sensor and mobile devices · SenSys 2011
Demo: e-gesture - a collaborative architecture for energy-efficient gesture recognition with hand-worn sensor and mobile devices · MobiSys 2011
Interaction techniques and input › sensor-based interaction
near-surface interaction
0.212016
SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone · CHI 2016
Interaction techniques and input
touch and gesture input
0.212016
SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone · CHI 2016
Health and well-being technologies › mobile health
mobile health intervention
0.212014
TalkBetter: family-driven mobile intervention care for children with language delay · CSCW 2014
Health and well-being technologies › physical activity
exercise monitoring
0.222012
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices · MobiSys 2012
Storage systems
mobile applications
0.112020
Scalable Power Impact Prediction of Mobile Sensing Applications at Pre-Installation Time · IEEE Trans. Mob. Comput. 2020
Collaborative and social computing › family communication
parent-child communication
0.112014
TalkBetter: family-driven mobile intervention care for children with language delay · CSCW 2014
Collaborative and social computing
social computing
0.112014
TalkBetter: family-driven mobile intervention care for children with language delay · CSCW 2014
Internet of things and sensor networks › wireless sensor network
sensor fusion
0.012013
SocioPhone: everyday face-to-face interaction monitoring platform using multi-phone sensor fusion · MobiSys 2013
Health and well-being technologies › physical activity
exercise
0.012012
Transforming solitary exercises into social exergames · CSCW 2012
Wearable and physiological sensing
energy-efficient sensing
0.012011
E-Gesture: a collaborative architecture for energy-efficient gesture recognition with hand-worn sensor and mobile devices · SenSys 2011

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

trace collection · 0.9power emulation · 0.9visible-light aoa sensing · 0.9constrained optimization · 0.6power estimation · 0.4power emulator · 0.4mobility-aware battery information · 0.4activity tracing · 0.4knowledge subscription · 0.4channel pooling · 0.4reflection symmetry · 0.2computer vision · 0.2multi-phone sensor fusion · 0.2
YearPublicationVenuePosition
2020 SNOW: Subscribing to Knowledge via Channel Pooling for Transfer & Lifelong Learning of Convolutional Neural Networks
Chungkuk Yoo, Bumsoo Kang, Minsik Cho
ICLR1
2020 Scalable Power Impact Prediction of Mobile Sensing Applications at Pre-Installation Time
abstract
Today's smartphone application (hereinafter `app') markets do not provide information on power consumption of apps, which is essential for users. Continuous sensing apps make this problem more severe because significant power is consumed without the users' awareness. We propose PowerForecaster to break through such an exhaustive cycle. It provides users with personalized estimation of sensing apps' power cost at pre-installation time. It is challenging to provide such estimation in advance because the actual power cost of a sensing app varies depending on user behavior such as physical activities and phone use patterns. To address this, we develop a novel power emulator as a core component of PowerForecaster. It achieves accurate, personalized power estimation by reproducing users' behaviors and emulating the target app's power use. We optimize the system to make the power emulation fast and its trace collection energy efficient. We further address the problem of dealing with large-scale emulation requests from worldwide deployment. We develop a novel selective emulation approach to minimize the server-side resource cost. We performed extensive experiments and the experimental results show that PowerForecaster achieves the power estimation accuracy of 93.4 percent and saves on 60 percent of the emulator instance usage.
Chulhong Min, Youngki Lee 0001, Chungkuk Yoo, Inseok Hwang 0001, Younghyun Ju, Junehwa Song
IEEE Trans. Mob. Comput.3
2019 Telekinetic Thumb Summons Out-of-reach Touch Interface Beneath Your Thumbtip
abstract
As personal interactive devices become more ingrained into our daily lives, it becomes more important to understand how seamless interaction with those devices can be fostered. A typical mechanism to interface with a personal device is via a touch screen, in which users use their fingertip or stylus to scroll, type, select, or otherwise control device usage. Touch-based techniques, however, can become restrictive or inconvenient under a variety of scenarios. For example, personal devices such as phones or tablets are continuously increasing in size, making one-handed interaction difficult because one cannot easily hold the phone and touch the screen (with the thumb) at the same time with one hand. Therefore, in this demo, we present a new technique to interact with personal devices in which the screen and touch screen interactions can adapt to a user's grip or current touch constraints.
Inseok Hwang 0001, Eric Rozner, Chungkuk Yoo
MobiSys3
2017 Card-stunt as a Service: Empowering a Massively Packed Crowd for Instant Collective Expressiveness
abstract
Imagine a densely packed crowd that gathers to convey a common message, such as people in a candlelight vigil or a protest. We envision an innovation through mobile computing technologies to empower such a crowd by enabling them simply to hold their phones up and create a massive collective visualization on top of them. We propose Card-stunt as a Service (CaaS). CaaS is a service enabling a densely packed crowd to instantly visualize symbols using their mobile devices and a server-side service. The key challenge toward realizing an instant collective visualization is how to achieve instant, infrastructure-free, decimeter-level localization of individuals in a massively packed crowd, while maintaining low latency. CaaS addresses the challenges by mobile visible-light angle-of-arrival (AoA) sensing and scalable constrained optimization. It reconstructs relative locations of all individuals and dispatches individualized timed pixels to each one so that they can do their part in the overall visualization. We evaluate CaaS with extensive experiments under diverse reality settings as well as under synthetic workloads scaling up to tens of thousands of people. We deploy CaaS to 49 participants so that they successfully perform a collective visualization cheering up MobiSys.
Chungkuk Yoo, Inseok Hwang 0001, Myung-Chul Kim, Daeyoung Won, Yu Gu 0001, Junehwa Song
MobiSys1
2017 Demo: Card-stunt as a Service: Empowering a Massively Packed Crowd for Instant Collective Expressiveness
abstract
Consider a massive crowd who gathered together to convey their common voice to public, e.g., supporters of a team sitting together in a stadium, people doing a candlelight vigil in a public square, and so on. Imagine that they hold up their smartphone displays which collectively compose a huge public screen; the crowd's messages are now shown big on the top of them. We present CaaS [3], a mobile service to realize such an instant, massive, collective visualization with commodity smartphones and cloud services. In this demo, we demonstrate the collective localization feature of CaaS so that the audience can watch a given pattern or symbol collectively displayed on top of arbitrarily positioned phones (See the video demo, https://goo.gl/GfsORc).
Chungkuk Yoo, Inseok Hwang 0001, Myung-Chul Kim, Daeyoung Won, Yu Gu 0001, Junehwa Song
MobiSys1
2016 SymmetriSense: Enabling Near-Surface Interactivity on Glossy Surfaces using a Single Commodity Smartphone
abstract
Driven to create intuitive computing interfaces throughout our everyday space, various state-of-the-art technologies have been proposed for near-surface localization of a user's finger input such as hover or touch. However, these works require specialized hardware not commonly available, limiting the adoption of such technologies. We present SymmetriSense, a technology enabling near-surface 3-dimensional fingertip localization above arbitrary glossy surfaces using a single commodity camera device such as a smartphone. SymmetriSense addresses the localization challenges in using a single regular camera by a novel technique utilizing the principle of reflection symmetry and the fingertip's natural reflection casted upon surfaces like mirrors, granite countertops, or televisions. SymmetriSense achieves typical accuracies at sub-centimeter levels in our localization tests with dozens of volunteers and remains accurate under various environmental conditions. We hope SymmetriSense provides a technical foundation on which various everyday near-surface interactivity can be designed.
Chungkuk Yoo, Inseok Hwang 0001, Eric Rozner, Yu Gu 0001, Robert F. Dickerson
CHI1
2015 Sandra helps you learn: the more you walk, the more battery your phone drains
abstract
Emerging continuous sensing apps introduce new major factors governing phones' overall battery consumption behaviors: (1) added nontrivial persistent battery drain, and more importantly (2) different battery drain rate depending on the user's different mobility condition. In this paper, we address the new battery impacting factors significant enough to outdate users' existing battery model in real life. We explore an initial approach to help users understand the cause and effect between their physical activity and phones' battery life. To this end, we present Sandra, a novel mobility-aware smartphone battery information advisor, and study its potential to help users redevelop their battery model. We perform an extensive explorative study and deployment for 30 days with 24 users. Our findings reveal what they essentially learned, and in which situations they found Sandra very helpful. We share the lessons learned to help in the design of future mobility-aware battery advisors.
Chulhong Min, Chungkuk Yoo, Inseok Hwang 0001, Youngki Lee 0001, Seungchul Lee, Pillsoon Park, Changhun Lee, Seungpyo Choi, Junehwa Song
UbiComp2
2015 PowerForecaster: Predicting Smartphone Power Impact of Continuous Sensing Applications at Pre-installation Time
abstract
Today's smartphone application (hereinafter 'app') markets miss a key piece of information, power consumption of apps. This causes a severe problem for continuous sensing apps as they consume significant power without users' awareness. Users have no choice but to repeatedly install one app after another and experience their power use. To break such an exhaustive cycle, we propose PowerForecaster, a system that provides users with power use of sensing apps at pre-installation time. Such advanced power estimation is extremely challenging since the power cost of a sensing app largely varies with users' physical activities and phone use patterns. We observe that the time for active sensing and processing of an app can vary up to three times with 27 people's sensor traces collected over three weeks. PowerForecaster adopts a novel power emulator that emulates the power use of a sensing app while reproducing users' physical activities and phone use patterns, achieving accurate, personalized power estimation. Our experiments with three commercial apps and two research prototypes show that PowerForecaster achieves 93.4% accuracy under 20 use cases. Also, we optimize the system to accelerate emulation speed and reduce overheads, and show the effectiveness of such optimization techniques.
Chulhong Min, Youngki Lee 0001, Chungkuk Yoo, Sangwon Choi, Pillsoon Park, Inseok Hwang 0001, Younghyun Ju, Seungpyo Choi, Junehwa Song
SenSys3
2015 Demo: User Support for Power Management of Continuous Sensing Applications
abstract
Recently, a number of continuous sensing applications have been actively proposed in research communities and commercially released in the market. However, due to their unique power characteristics, user behavior-dependent battery drain, they bring new challenges for users' power management on these applications. In this demonstration, we present a comprehensive approach to support users' power management for continuous sensing applications. First, at pre-installation time, we provide an instant, personalized power estimation of a continuous sensing application. Without exhaustive trial and error, users can decide judiciously to install a certain application or not. Second, at runtime, we provide mobility-aware battery information. With this information, users can better estimate the phone's remaining battery life based on their imminent mobility conditions and take necessary actions in advance such as carrying an additional battery or minimizing the use of applications.
Chulhong Min, Chungkuk Yoo, Sangwon Choi, Pillsoon Park, Seungchul Lee, Changhun Lee, Seungpyo Choi, Youngki Lee 0001, Inseok Hwang 0001, Younghyun Ju, Junehwa Song
SenSys2
2014 TalkBetter: family-driven mobile intervention care for children with language delay
abstract
Language delay is a developmental problem of children who do not acquire language as expected for their chronological ages. Without timely intervention, language delay can act as a lifelong risk factor. Speech-language pathologists highlight that effective parent participation in everyday parent-child conversation is important to treat children's language delay. For effective roles, however, parents need to alter their own lifelong-established conversation habits, requiring extensive period of conscious effort and staying alert. In this paper, we present new opportunities for mobile and social computing to reinforce everyday parent-child conversation with therapeutic implications for children with language delays. Specifically, we propose TalkBetter, a mobile in-situ intervention service to help parents in daily parent-child conversation through real-time meta-linguistic analysis of ongoing conversations. Through extensive field studies with speech-language pathologists and parents, we report the multilateral motivations and implications of TalkBetter. We present our development of TalkBetter prototype and report its performance evaluation.
Inseok Hwang 0001, Chungkuk Yoo, Chanyou Hwang, Dongsun Yim, Youngki Lee 0001, Chulhong Min, John Kim 0001, Junehwa Song
CSCW2
2013 SocioPhone: everyday face-to-face interaction monitoring platform using multi-phone sensor fusion
abstract
In this paper, we propose SocioPhone, a novel initiative to build a mobile platform for face-to-face interaction monitoring. Face-to-face interaction, especially conversation, is a fundamental part of everyday life. Interaction-aware applications aimed at facilitating group conversations have been proposed, but have not proliferated yet. Useful contexts to capture and support face-to-face interactions need to be explored more deeply. More important, recognizing delicate conversational contexts with commodity mobile devices requires solving a number of technical challenges. As a first step to address such challenges, we identify useful meta-linguistic contexts of conversation, such as turn-takings, prosodic features, a dominant participant, and pace. These serve as cornerstones for building a variety of interaction-aware applications. SocioPhone abstracts such useful meta-linguistic contexts as a set of intuitive APIs. Its runtime efficiently monitors registered contexts during in-progress conversations and notifies applications on-the-fly. Importantly, we have noticed that online turn monitoring is the basic building block for extracting diverse meta-linguistic contexts, and have devised a novel volume-topography-based method. We show the usefulness of SocioPhone with several interesting applications: SocioTherapist, SocioDigest, and Tug-of-War. Also, we show that our turn-monitoring technique is highly accurate and energy-efficient under diverse real-life situations.
Youngki Lee 0001, Chulhong Min, Chanyou Hwang, Jaeung Lee 0001, Inseok Hwang 0001, Younghyun Ju, Chungkuk Yoo, Miri Moon, Uichin Lee, Junehwa Song
MobiSys7
2013 SocioPhone: everyday face-to-face interaction monitoring platform using multi-phone sensor fusion
abstract
No abstract available.
Youngki Lee 0001, Chulhong Min, Chanyou Hwang, Jaeung Lee 0001, Inseok Hwang 0001, Younghyun Ju, Chungkuk Yoo, Miri Moon, Uichin Lee, Junehwa Song
MobiSys7
2012 Transforming solitary exercises into social exergames
abstract
This paper discusses an approach for transforming solitary exercises into social exergames. We frame our discussion by highlighting the relation between the original exercises and game interactions, and by analyzing an example exergame which is successfully transformed from its original solitary exercise. We present a user study of the exergame that evaluates the need for holistic transformation strategies from solitary exercises into social exergames.
Taiwoo Park, Chungkuk Yoo, Sungwon Peter Choe, Byunglim Park, Junehwa Song
CSCW2
2012 ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
abstract
We envision that diverse social exercising games, or exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social exergames with heterogeneous exercise devices via extensive human subject studies.
Taiwoo Park, Inseok Hwang 0001, Uichin Lee, Sunghoon Ivan Lee, Chungkuk Yoo, Youngki Lee 0001, Hyukjae Jang, Sungwon Peter Choe, Souneil Park, Junehwa Song
MobiSys5
2012 Demo: ExerLink - enabling pervasive social exergames with heterogeneous exercise devices
abstract
We demonstrate a pervasive social exergame platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. Also, we show the potential of using multiple exercise devices as game controllers and incorporating multiple heterogeneous controllers into a game. Specifically, we consider a class of exercise equipment used for repetitive, individual, and aerobic (RIA) exercises such as treadmill running, stationary cycling, hula hooping, and jump roping.
Taiwoo Park, Inseok Hwang 0001, Uichin Lee, Sunghoon Ivan Lee, Chungkuk Yoo, Youngki Lee 0001, Hyukjae Jang, Sungwon Peter Choe, Souneil Park, Junehwa Song
MobiSys5
2011 Demo: e-gesture - a collaborative architecture for energy-efficient gesture recognition with hand-worn sensor and mobile devices
abstract
We demonstrate E-Gesture, a collaborative architecture for energy-efficient gesture recognition on a hand-worn sensor device and an off-the-shelf smartphone that greatly reduces energy consumption while achieving high accuracy recognition under dynamic mobile situations. E-gesture employs a novel gesture segmentation and classification architecture carefully crafted by studying sporadic occurrence patterns of gestures in continuous sensor data streams and analyzing energy consumption characteristics in both sensor and smartphone.
Taiwoo Park, Inseok Hwang 0001, Chungkuk Yoo, Lama Nachman, Junehwa Song
MobiSys4
2011 E-Gesture: a collaborative architecture for energy-efficient gesture recognition with hand-worn sensor and mobile devices
abstract
Gesture is a promising mobile User Interface modality that enables eyes-free interaction without stopping or impeding movement. In this paper, we present the design, implementation, and evaluation of E-Gesture, an energy-efficient gesture recognition system using a hand-worn sensor device and a smartphone. E-gesture employs a novel gesture recognition architecture carefully crafted by studying sporadic occurrence patterns of gestures in continuous sensor data streams and analyzing the energy consumption characteristics of both sensors and smartphones. We developed a closed-loop collaborative segmentation architecture, that can (1) be implemented in resource-scarce sensor devices, (2) adaptively turn off power-hungry motion sensors without compromising recognition accuracy, and (3) reduce false segmentations generated from dynamic changes of body movement. We also developed a mobile gesture classification architecture for smartphones that enables HMM-based classification models to better fit multiple mobility situations.
Taiwoo Park, Inseok Hwang 0001, Chungkuk Yoo, Lama Nachman, Junehwa Song
SenSys4