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Seong-Whan Kim

dblp:61/1921 · DBLP profile ↗
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13ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5Artificial intelligence and machine learning · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2Software engineering, systems software and programming languages · 1

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
Immersive interaction · 50% Health and well-being technologies · 50%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies
driving safety
0.212013
Effects of an in-car augmented reality system on improving safety of younger and older drivers · ISMAR 2013
Requirements engineering and software design › model-driven engineering
code generation from design
0.112010
EDGE: an easy design tool of game event for rapid game development · SIGGRAPH ASIA (Sketches) 2010
Virtual and augmented reality › augmented reality › automotive augmented reality
in-car augmented reality
0.012013
Effects of an in-car augmented reality system on improving safety of younger and older drivers · ISMAR 2013

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

user study · 0.3driving simulator · 0.3visual design tool · 0.1code generation · 0.1
YearPublicationVenuePosition
2019 Virtually Zero Delay Interaction Between Online Game Players Using Kalman Filter-Based Dead Reckoning with Density and Distance Gain Control Adaptation
abstract
Online 3D games require fast and efficient user interaction support over the network environments, and the networking support is usually implemented by the use of a network game engine. The network game engine should minimize the network delay and mitigate the network traffic congestion. To minimize the network traffic between game users, a client-based prediction (dead reckoning (DR) algorithm) is used. Each game entity uses the algorithm to estimate its own movement as well as the others’. In case the estimation error exceeds the threshold, the entity sends an UPDATE packet which includes velocity, position and the like to other entities. As the estimation accuracy is increased, each entity can minimize the transmission of the UPDATE packet. In this paper, a Kalman filter-based approach is proposed in order to improve the prediction accuracy and an adaptive Kalman gain control in order to minimize the number of UPDATE packets to distant devices. The BZFlag game was used in the experiment in order to verify the proposed approach and the results have shown that it is possible to increase prediction accuracy and reduce the network traffic by 12%.
Seong-Whan Kim
Int. J. Softw. Eng. Knowl. Eng.2
2016 LaserShoot: a natural shooting interface for FPS gaming using laser recognizable display
Jae Youn Shim, Seong-Whan Kim
Multim. Tools Appl.2
2016 ESOTAG: E-book evolution using collaborative social tagging by readers
Hwan-Soo Yoo, Seong-Whan Kim
Multim. Tools Appl.2
2014 Design of circular dot pattern code (CDPC) for maximum information capacity and robustness on geometric distortion/noise
Jae Youn Shim, Seong-Whan Kim
Multim. Tools Appl.2
2013 Effects of an in-car augmented reality system on improving safety of younger and older drivers
abstract
We designed and tested the effects of an in-car augmented reality system (ARS) on younger and older drivers, with and without a secondary distraction task. When potential danger is detected, the ARS alerts the driver by progressively indicating the time to collision to the lead vehicle as well as merging vehicles from side lanes by an AR display that overlaps with the lead or merging vehicles. We tested the ARS with younger (18–30) and older (65–75) drivers in a high-fidelity driving simulator. Results showed that the ARS could significantly reduce collisions caused by hazard events such as sudden slowing of the lead vehicle or merging of vehicles from sides lanes. Consistent with previous results, older drivers, despite age-related decline in cognitive and motor abilities, could leverage their driving experience to avoid forward collisions with the lead vehicle as much as younger drivers. However, older drivers were poorer in avoiding collisions caused by sudden merging events than younger drivers. The ARS was found to be most useful in helping older adults to avoid collision caused by sudden hazard events, especially with the presence of a distraction task. The ARS was also more effective for older than younger drivers to encourage a safe driving distance with the lead vehicle. Interestingly, there seemed to be differential effects of the ARS on the general driving behavior of younger and older drivers. While older drivers in general became more careful and safer in how they drive with the ARS, younger drivers seemed to rely on the ARS to alert them to potential hazard events without adopting safer driving behavior.
Wai-Tat Fu, John Gasper, Seong-Whan Kim
ISMAR3
2011 Comparison of Scalable ACC and MC-CDMA for Practical Video Fingerprinting Scheme
Liu Feng, Seong-Whan Kim
ICIC (2)2
2010 EDGE: an easy design tool of game event for rapid game development
abstract
We propose EDGE (An Easy Design Tool of Game Event for Rapid Game Development), with it game designers can make game events and effects without detailed programming skill. In the typical game design phase, the programming of game events is time consuming, non-productive, and burden to programmers; moreover, it is very difficult task for non-programmers. In this paper, we propose EDGE based game design process which clearly guarantees independence of game planning/design phase from the game programming phase. In the game design phase, game designer make events/effects without programming details. After verification of design process by EDGE preview, we can proceed to the game implementation phase, where we can use EDGE generated game source codes. We design and implement EDGE on OpenGL platform, applied EDGE on the development of two major genres of game contents, and the experimental results show that we can increase the productivity and the design maintenance.
Hwan-Soo Yoo, Seong-Whan Kim, Ok-Hue Cho
SIGGRAPH ASIA (Sketches)2
2006 Kalman Filter Based Dead Reckoning Algorithm for Minimizing Network Traffic Between Mobile Nodes in Wireless GRID
Seong-Whan Kim, Ki-Hong Ko
EUC1
2006 Scalable Fingerprinting Scheme Using Statistically Secure Anti-collusion Code for Large Scale Contents Distribution
Jae-Min Seol, Seong-Whan Kim
EUC2
2006 Kalman Filter Based Dead Reckoning Algorithm for Minimizing Network Traffic Between Mobile Game Users in Wireless GRID
Seong-Whan Kim, Ki-Hong Ko
PRICAI1
2006 Efficient Optimization of Inpainting Scheme and Line Scratch Detection for Old Film Restoration
Seong-Whan Kim, Ki-Hong Ko
PRICAI1
2005 A Scalable Fingerprinting Scheme for Tracing Traitors/Colluders in Large Scale Contents Distribution Environments
abstract
Fingerprinting schemes use digital watermarks to determine originators of unauthorized/pirated copies. Multiple users may collude and collectively escape identification by creating an average or median of their individually watermarked copies. We present a scalable codebook generation scheme to increase the number of fingerprinted users. We extended the ACC (anti-collusion code) scheme using a Gaussian distributed random variable for medium attack robustness. We experimented with our scheme using human visual system based watermarking scheme, and the simulation results with standard test images show good collusion detection performance over average and median collusion attacks.
Jae-Min Seol, Seong-Whan Kim
ISDA2
2000 Perceptually tuned robust watermarking scheme for digital images
Shan Suthaharan, Seong-Whan Kim, Heung-Kyu Lee, Sivapragasam Sathananthan
Pattern Recognit. Lett.2