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Yun-Gyung Cheong

dblp:73/5670 · DBLP profile ↗
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28ranked-venue papers
9as first author
5since 2021 · last 2025
0000-0001-6329-8439ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 6 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 17 · 4 first-authorArtificial intelligence and machine learning · 7 · 3 first-author · 4 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Security and privacy · 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.

Artificial intelligence
4 papers
Language models and text generation · 46% Knowledge representation and reasoning · 28% Information extraction and text analysis · 26%
Theoretical computer science
1 paper
Automated reasoning and model checking · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 50% Multimedia systems and quality of experience · 50%

Topics — the 6 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning
commonsense reasoning
0.812024
A Conflict-Embedded Narrative Generation Using Commonsense Reasoning · IJCAI 2024
Natural language and speech › Information extraction and text analysis
emotion recognition
0.812024
Integrating Plutchik's Theory with Mixture of Experts for Enhancing Emotion Classification · EMNLP 2024
Natural language and speech › Language models and text generation › text generation
story generation
0.812024
A Conflict-Embedded Narrative Generation Using Commonsense Reasoning · IJCAI 2024
Natural language and speech › Language models and text generation
controllable text generation
0.612022
Genre-Controllable Story Generation via Supervised Contrastive Learning · WWW 2022
Virtual and augmented reality
interactive storytelling
0.112018
A Demonstration of an Intelligent Storytelling System · ACM Multimedia 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
narrative planning
0.012006
A Computational Model of Narrative Generation for Suspense · AAAI 2006

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

plutchik's wheel of emotions · 0.8mixture of experts · 0.8commonsense reasoning · 0.8database as communication channel · 0.7AI planning · 0.7supervised contrastive learning · 0.6pre-trained language model · 0.6
YearPublicationVenuePosition
2025 CharMoral: A Character Morality Dataset for Morally Dynamic Character Analysis in Long-Form Narratives
abstract
This paper introduces CharMoral, a dataset designed to analyze the moral evolution of characters in long-form narratives. CharMoral, built from 1,337 movie synopses, includes annotations for character actions, context, and morality labels. To automatically construct CharMoral, we propose a four-stage framework, utilizing Large Language Models, to automatically classify actions as moral or immoral based on context. Human evaluations and various experiments confirm the framework’s effectiveness in moral reasoning tasks in multiple genres. Our code and the CharMoral dataset are publicly available at https://github.com/BaeSuyoung/CharMoral.
Suyoung Bae, Gunhee Cho, Yun-Gyung Cheong
COLING3
2024 Dataset Generation for Korean Urban Parks Analysis with Large Language Models
abstract
Understanding how urban parks are utilized and perceived by the public is crucial for effective urban planning and management. This study introduces a novel dataset derived from Instagram, using 42,187 images tagged with #Seoul and #Park hashtags from 2017 to 2023. These images were filtered using InternLM-XComposer2, a Multimodal Large Language Model (MLLM), to confirm they depicted park scenes. GPT-4 then annotated the filtered images, resulting in 29,866 valid image annotations of physical elements, human activities, animals, and emotions. The dataset is publicly available at https://huggingface.co/datasets/RedBall/seoul-urban-park-analysis-by-llm.
Honggu Kim, Hyeyoung Choi, Yun-Gyung Cheong
CIKM4
2024 Integrating Plutchik's Theory with Mixture of Experts for Enhancing Emotion Classification
abstract
Emotion significantly influences human behavior and decision-making processes.We propose a labeling methodology grounded in Plutchik's Wheel of Emotions theory for emotion classification.Furthermore, we employ a Mixture of Experts (MoE) architecture to evaluate the efficacy of this labeling approach, by identifying the specific emotions that each expert learns to classify.Experimental results reveal that our methodology improves the performance of emotion classification.
Dongjun Lim, Yun-Gyung Cheong
EMNLP2
2024 A Conflict-Embedded Narrative Generation Using Commonsense Reasoning
Youngrok Song, Gunhee Cho, Youngjune Kim, Byung-Chull Bae, Yun-Gyung Cheong
IJCAI6
2022 Genre-Controllable Story Generation via Supervised Contrastive Learning
abstract
While controllable text generation has received attention due to the recent advances in large-scale pre-trained language models, there is a lack of research that focuses on story-specific controllability. To address this, we present Story Control via Supervised Contrastive learning model (SCSC), to create a story conditioned on genre. For this, we design a supervised contrastive objective combined with log-likelihood objective, to capture the intrinsic differences among the stories in different genres. The results of our automated evaluation and user study demonstrate that the proposed method is effective in genre-controlled story generation.
Jin-Uk Cho, Min-Su Jeong, JinYeong Bak, Yun-Gyung Cheong
WWW4
2020 Predicting Quality and Popularity of a Movie From Plot Summary and Character Description Using Contextualized Word Embeddings
abstract
Narrative is an essential factor that makes games more enjoyable. However, predicting the story quality has been challenging for decades. In this paper, we propose to use contextual word embedding models such as BERT and ELMo, for predicting a story's success in terms of quality and popularity by using the story text only. Since deep learning models generally require extensive data, we conducted experiments to test the efficacy of our proposed model by leveraging the movie plot summaries. We present the results of the evaluations and conclude with discussions.
You-Jin Kim, Yun-Gyung Cheong
CoG3
2020 An Intelligent Storytelling System for Narrative Conflict Generation and Resolution
abstract
Conflict is essential for the development of complex plots or more in-depth character design. Therefore, many literary works have employed a conflict-centered narrative structure. However, it is challenging to incorporate conflicts in a planning-based story generation because a planning algorithm constructs a plan that avoids conflicts, which can occur when one action negates the precondition of the other character's action. To address this issue, this paper presents an intelligent storytelling system that can automatically generate conflicts and their resolutions using the interleaved causal relationships between different characters in the story. We describe an example to show that the proposed algorithm can successfully generate a story that contains inter-personal conflicts and is presented in the Virtual Environment. We conclude with a discussion and future study.
Youngrok Song, Taewoo Yoo, Byung-Chull Bae, Yun-Gyung Cheong
CoG5
2019 Emotion-Based Story Event Clustering
Hye-Yeon Yu, Seohui Park, Yun-Gyung Cheong, Moon-Hyun Kim, Byung-Chull Bae
ICIDS3
2018 A Demonstration of an Intelligent Storytelling System
abstract
Automated story generation has received much attention in the last few decades, as storytelling enhances the user experience in the game, education, and training domains. In this paper, we demonstrate an intelligent story generation system which plans a story using an AI planner. It then displays the story as a 3D animation using the Unity Game engine. The central idea underlying our system lies in the use of a database as a communication channel among sub-modules. The demonstration showcases the complete pipeline process of story generation and visualization where the story changes as the user interacts with the system.
Yun-Gyung Cheong, Woo-Hyun Park, Hye-Yeon Yu
ACM Multimedia1
2017 A database-centric architecture for interactive storytelling
abstract
In this study, we propose a system design for interactive narrative generation which uses database for information exchange among system sub-modules. We present database schema design and a simple example to show how our approach works. We conclude with our future work.
Yun-Gyung Cheong, Kinam Park, Woo-Hyun Park, Byung-Chull Bae
FDG1
2016 Towards Procedural Game Story Creation via Designing Story Cubes
Byung-Chull Bae, Gapyuel Seo, Yun-Gyung Cheong
ICIDS3
2015 Bird Attack: Interactive Story with Variable Focalization
Irmelin Henriette C. Prehn, Byung-Chull Bae, Yun-Gyung Cheong
ICIDS3
2015 Visualizing Privacy Risks of Mobile Applications through a Privacy Meter
Jina Kang, Hyoungshick Kim, Yun-Gyung Cheong, Jun-Ho Huh
ISPEC3
2015 Detecting Predatory Behavior in Game Chats
abstract
While games are a popular social media for children, there is a real risk that these children are exposed to potential sexual assault. A number of studies have already addressed this issue, however, the data used in previous research did not properly represent the real chats found in multiplayer online games. To address this issue, we obtained real chat data from MovieStarPlanet, a massively multiplayer online game for children. The research described in this paper aimed to detect predatory behaviors in the chats using machine learning methods. In order to achieve a high accuracy on this task, extensive preprocessing was necessary. We describe three different strategies for data selection and preprocessing, and extensively compare the performance of different learning algorithms on the different data sets and features.
Yun-Gyung Cheong, Alaina K. Jensen, Elin Rut Gudnadottir, Byung-Chull Bae, Julian Togelius
IEEE Trans. Comput. Intell. AI Games1
2015 Suspenser: A Story Generation System for Suspense
abstract
Interactive storytelling has been receiving a growing attention from AI and game communities and a number of computational approaches have shown promises in generating stories for games. However, there has been little research on stories evoking specific cognitive and affective responses. The goal of the work we describe here is to develop a system that produces a narrative designed specifically to arouse suspense from its reader. Our approach attempts to create stories that manipulate the reader's suspense level by elaborating on the story structure that can influence the reader's narrative comprehension at a specific point in her reading. Adapting theories developed by cognitive psychologists, our approach uses a plan-based model of narrative comprehension to determine the final content of the story in order to manipulate the reader's suspense. In this paper, we describe our system implementation and empirical evaluations to test the efficacy of this system.
Yun-Gyung Cheong, Robert Michael Young
IEEE Trans. Comput. Intell. AI Games1
2014 A prototype using territories and an affordance tree for social simulation gameplay
Tilman Geishauser, Yun-Gyung Cheong, Mark J. Nelson
FDG2
2014 Comparison of Narrative Comprehension between Players and Spectators in a Story-Driven Game
Miki Nørgaard Anthony, Byung-Chull Bae, Yun-Gyung Cheong
ICIDS3
2014 A Storytelling Game with Metaphor
Andreas Magnus Reckweg Kuni, Byung-Chull Bae, Yun-Gyung Cheong
ICIDS3
2014 Telling Stories via the Gameplay Reflecting a Player Character's Inner States
Achim Wache, Byung-Chull Bae, Yun-Gyung Cheong, Daniel Vella
ICIDS3
2013 Modeling Foreshadowing in Narrative Comprehension for Sentimental Readers
Byung-Chull Bae, Yun-Gyung Cheong, Daniel Vella
ICIDS2
2013 Player Perspectives to Unexplained Agency-Related Incoherence
Miika Pirtola, Yun-Gyung Cheong, Mark J. Nelson
ICIDS2
2012 Modelling Global Pattern Formations for Collaborative Learning Environments
abstract
We present our research towards the design of a computational framework capable of modelling the formation and evolution of global patterns (i.e. group structures) in a population of social individuals. The framework is intended to be used in collaborative environments, e.g. social serious games and computer simulations of artificial societies. The theoretical basis of our research, together with current state of the art and future work, are briefly introduced.
Corrado Grappiolo, Yun-Gyung Cheong, Rilla Khaled, Georgios N. Yannakakis
ICALT2
2011 An ontology-based reasoning approach towards energy-aware smart homes
abstract
We present an ontology-based reasoning approach for saving energy in a smart home setting where a mobile phone can serve as a generic sensor which can collect the inhabitant's contextual data. The paper details an ontology that describes the smart home domain and a prototype to test the system. Finally, we conclude with lessons learned from our work in developing an energy-aware smart home prototype and suggestions for future work.
Yun-Gyung Cheong, Yeo-Jin Kim, Seung Yeol Yoo, Hosub Lee 0001, Sunjae Lee, Seung Chul Chae, Hyun-Jin Choi
CCNC1
2011 Toward a computational model of focalization in narrative
abstract
Focalization, perspective-taking in stories, restricts narrative information to the eye of a character, allowing the audience limited perception for a particular effect. This paper briefly describes the work in narrative theories on focalization and our computational model of focalization in narrative generation using an Artificial Intelligence planning-based approach. Keys to the story generation with focalization are the use of distinctive knowledge (i.e., distinctive plan libraries) and the concept of focalizing factors for each focal character in the story.
Byung-Chull Bae, Yun-Gyung Cheong, Robert Michael Young
FDG2
2011 A computational approach towards conflict resolution for serious games
abstract
Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive conflict outcomes. While serious games related to conflict exist at present, our work represents the first attempt to teach conflict resolution skills through a game in a manner informed by sociological and psychological theories of conflict and current best practice for conflict resolution. In this paper, we present a computational approach to conflict generation and resolution. We describe the five phases involved in our conflict modeling process: conflict situation creation, conflict detection, player modeling and conflict strategy prediction, conflict management, and conflict resolution, and discuss the three major elements of our player model: assertiveness, cooperativeness, and relationship. Finally, we overview a simple resource management game we have developed in which we have begun experimenting with our conflict model concepts.
Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos 0001, Carlos Martinho, Gordon Ingram, Ana Paiva 0001, Georgios N. Yannakakis
FDG1
2008 PRISM: A Framework for Authoring Interactive Narratives
Yun-Gyung Cheong, Yeo-Jin Kim, Wookhee Min, Eok-Soo Shim
ICIDS1
2008 Narrative Generation for Suspense: Modeling and Evaluation
Yun-Gyung Cheong, Robert Michael Young
ICIDS1
2006 A Computational Model of Narrative Generation for Suspense
Yun-Gyung Cheong
AAAI1