Taejun Kim

dblp:76/9011 · DBLP profile ↗
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12ranked-venue papers
6as first author
10since 2021 · last 2026
0000-0001-6327-9502ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 5 first-author · 10 since 2021Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
YearPublicationVenuePosition
2026 HiFiGaze: Improving Eye Tracking Accuracy Using Screen Content Knowledge
abstract
We present a new and accurate approach for gaze estimation on consumer computing devices. We take advantage of continued strides in the quality of user-facing cameras found in e.g., smartphones, laptops, and desktops — 4K or greater in high-end devices — such that it is now possible to capture the 2D reflection of a device’s screen in the user’s eyes. This alone is insufficient for accurate gaze tracking due to the near-infinite variety of screen content. Crucially, however, the device knows what is being displayed on its own screen — in this work, we show this information allows for robust segmentation of the reflection, the location and size of which encodes the user’s screen-relative gaze target. We explore several strategies to leverage this useful signal, quantifying performance in a user study. Our best performing model reduces mean tracking error by ~18% compared to a baseline appearance-based model. A supplemental study reveals an additional 10-20% improvement if the gaze-tracking camera is located at the bottom of the device.
Taejun Kim, Vimal Mollyn, Riku Arakawa, Chris Harrison 0001
CHI1
2025 Over the Mouse: Navigating across the GUI with Finger-Lifting Operation Mouse
Youngin Kim 0001, Yohan Yun, Taejun Kim, Geehyuk Lee
CHI3
2025 TwinSpin: A Virtual Ball in a VR Controller Enabling In-Hand 3DoF Rotation
Changsung Lim, Taejun Kim, Geehyuk Lee
UIST2
2025 Typing Haptically: Towards Enabling Non-auditory Smartphone Text Entry with Haptic Feedback for Blind and Low Vision Users
Jisu Yim, Donghyeon Ko, Taejun Kim, Jonggi Hong, Geehyuk Lee
UIST4
2024 QuadStretcher: A Forearm-Worn Skin Stretch Display for Bare-Hand Interaction in AR/VR
abstract
The paradigm of bare-hand interaction has become increasingly prevalent in Augmented Reality (AR) and Virtual Reality (VR) environments, propelled by advancements in hand tracking technology. However, a significant challenge arises in delivering haptic feedback to users’ hands, due to the necessity for the hands to remain bare. In response to this challenge, recent research has proposed an indirect solution of providing haptic feedback to the forearm. In this work, we present QuadStretcher, a skin stretch display featuring four independently controlled stretching units surrounding the forearm. While achieving rich haptic expression, our device also eliminates the need for a grounding base on the forearm by using a pair of counteracting tactors, thereby reducing bulkiness. To assess the effectiveness of QuadStretcher in facilitating immersive bare-hand experiences, we conducted a comparative user evaluation (n = 20) with a baseline solution, Squeezer. The results confirmed that QuadStretcher outperformed Squeezer in terms of expressing force direction and heightening the sense of realism, particularly in 3-DoF VR interactions such as pulling a rubber band, hooking a fishing rod, and swinging a tennis racket. We further discuss the design insights gained from qualitative user interviews, presenting key takeaways for future forearm-haptic systems aimed at advancing AR/VR bare-hand experiences.
Taejun Kim, Youngbo Aram Shim, Youngin Kim 0001, Sunbum Kim, Jaeyeon Lee 0002, Geehyuk Lee
CHI1
2024 Palmrest+: Expanding Laptop Input Space with Shear Force on Palm-Resting Area
abstract
The palmrest area of laptops has the potential as an additional input space, considering its consistent palm contact during keyboard interaction. We propose Palmrest+, leveraging shear force exerted on the palmrest area. We suggest two input techniques: Palmrest Shortcut, for instant shortcut execution, and Palmrest Joystick, for continuous value input. These allow seamless and subtle input amidst keyboard typing. Evaluation of Palmrest Shortcut against conventional keyboard shortcuts revealed faster performance for applying shear force in unimanual and bimanual-manner with a significant reduction in gaze shifting. Additionally, the assessment of Palmrest Joystick against the laptop touchpad demonstrated comparable performance in selecting one- and two- dimensional targets with low-precision pointing, i.e., for short distances and large target sizes. The maximal hand displacement significantly decreased for both Palmrest Shortcut and Palmrest Joystick compared to conventional methods. These findings verify the feasibility and effectiveness of leveraging the palmrest area as an additional input space on laptops, offering promising enhanced typing-related user interaction experiences.
Jisu Yim, Seoyeon Bae, Taejun Kim, Sunbum Kim, Geehyuk Lee
UIST3
2024 WristMenu with Tactons: An Eyes- and Ears-Free Menu with Tactons Describing Menu Items in the Wrist Rotation Space
abstract
We propose a new interface concept; Proprioceptive Menu with Tactons, an eyes- and ears-free menu in a proprioceptive space that uses a set of Tactons to describe its menu items. While previous proprioceptive menus utilized vibrotactile feedback only to express the boundary between menu items, we spot an unexplored possibility that distinct vibrotactile stimuli, Tactons, can be used to describe the status of each menu item. As an instance of this concept, we present WristMenu with Tactons, an eyes- and ears-free menu using a one-dimensional proprioceptive space of the axial wrist rotation. Users can grasp an overview of each menu item’s status through Tactons delivered on their wrist skin and eventually decide to select the desired item. Our evaluation study showed that users could find a target item among five candidates and recognize its status in 5 seconds on average at the accuracies of 93% and 86% in seated and walking conditions, respectively. Through our evaluation, we could confirm the feasibility of the proposed concept.
Eunhye Youn, Taejun Kim, Geehyuk Lee
Int. J. Hum. Comput. Interact.2
2023 STAR: Smartphone-analogous Typing in Augmented Reality
abstract
While text entry is an essential and frequent task in Augmented Reality (AR) applications, devising an efficient and easy-to-use text entry method for AR remains an open challenge. This research presents STAR, a smartphone-analogous AR text entry technique that leverages a user’s familiarity with smartphone two-thumb typing. With STAR, a user performs thumb typing on a virtual QWERTY keyboard that is overlain on the skin of their hands. During an evaluation study of STAR, participants achieved a mean typing speed of 21.9 WPM (i.e., 56% of their smartphone typing speed), and a mean error rate of 0.3% after 30 minutes of practice. We further analyze the major factors implicated in the performance gap between STAR and smartphone typing, and discuss ways this gap could be narrowed.
Taejun Kim, Amy Karlson, Aakar Gupta, Tovi Grossman, Jason Wu 0001, Parastoo Abtahi, Christopher Collins 0001, Michael Glueck, Hemant Bhaskar Surale
UIST1
2022 Lattice Menu: A Low-Error Gaze-Based Marking Menu Utilizing Target-Assisted Gaze Gestures on a Lattice of Visual Anchors
abstract
We present Lattice Menu, a gaze-based marking menu utilizing a lattice of visual anchors that helps perform accurate gaze pointing for menu item selection. Users who know the location of the desired item can leverage target-assisted gaze gestures for multilevel item selection by looking at visual anchors over the gaze trajectories. Our evaluation showed that Lattice Menu exhibits a considerably low error rate (~1%) and a quick menu selection time (1.3-1.6 s) for expert usage across various menu structures (4 × 4 × 4 and 6 × 6 × 6) and sizes (8, 10 and 12°). In comparison with a traditional gaze-based marking menu that does not utilize visual targets, Lattice Menu showed remarkably (~5 times) fewer menu selection errors for expert usage. In a post-interview, all 12 subjects preferred Lattice Menu, and most subjects (8 out of 12) commented that the provisioning of visual targets facilitated more stable menu selections with reduced eye fatigue.
Taejun Kim, Auejin Ham, Sunggeun Ahn, Geehyuk Lee
CHI1
2021 Heterogeneous Stroke: Using Unique Vibration Cues to Improve the Wrist-Worn Spatiotemporal Tactile Display
abstract
Beyond a simple notification of incoming calls or messages, more complex information such as alphabets and digits can be delivered through spatiotemporal tactile patterns (STPs) on a wrist-worn tactile display (WTD) with multiple tactors. However, owing to the limited skin area and spatial acuity of the wrist, frequent confusions occur between closely located tactors, resulting in a low recognition accuracy. Furthermore, the accuracies reported in previous studies have mostly been measured for a specific posture and could further decrease with free arm postures in real life. Herein, we present Heterogeneous Stroke, a design concept for improving the recognition accuracy of STPs on a WTD. By assigning unique vibrotactile stimuli to each tactor, the confusion between tactors can be reduced. Through our implementation of Heterogeneous Stroke, the alphanumeric characters could be delivered with high accuracy (93.8% for 26 alphabets and 92.4% for 10 digits) across different arm postures.
Taejun Kim, Youngbo Aram Shim, Geehyuk Lee
CHI1
2018 Sample-Level CNN Architectures for Music Auto-Tagging Using Raw Waveforms
abstract
Recent work has shown that the end-to-end approach using convolutional neural network (CNN) is effective in various types of machine learning tasks. For audio signals, the approach takes raw waveforms as input using an 1-D convolution layer. In this paper, we improve the 1-D CNN architecture for music auto-tagging by adopting building blocks from state-of-the-art image classification models, ResNets and SENets, and adding multi-level feature aggregation to it. We compare different combinations of the modules in building CNN architectures. The results show that they achieve significant improvements over previous state-of-the-art models on the MagnaTagATune dataset and comparable results on Million Song Dataset. Furthermore, we analyze and visualize our model to show how the 1-D CNN operates.
Taejun Kim, Jongpil Lee, Juhan Nam
ICASSP1
2010 JTAG Security System Based on Credentials
Keunyoung Park, Sang Guun Yoo, Taejun Kim
J. Electron. Test.3