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Kwanghoon Lee

dblp:123/5889 · also Kwang Hoon Lee, Kwang-Hoon Lee · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · conflict

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

Applied, interdisciplinary, general and emerging computing · 3Computer networks · 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
Virtual and augmented reality · 78% Computational photography and imaging · 18% Multimedia systems and quality of experience · 3%
Computer networks
1 paper
Cellular and mobile networks · 50% Physical-layer communications · 50%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
3d display
0.522017
Holographic and Light-Field Imaging as Future 3-D Displays · Proc. IEEE 2017
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013
Cellular and mobile networks › low-latency communication
ultra-reliable low-latency communication
0.412019
Ultrareliable and Low-Latency Communication Techniques for Tactile Internet Services · Proc. IEEE 2019
Virtual and augmented reality › near-eye display
holographic display
0.312017
Holographic and Light-Field Imaging as Future 3-D Displays · Proc. IEEE 2017
Virtual and augmented reality › 3d display
integral photography
0.312017
Holographic and Light-Field Imaging as Future 3-D Displays · Proc. IEEE 2017
Computational photography and imaging
light field imaging
0.312017
Holographic and Light-Field Imaging as Future 3-D Displays · Proc. IEEE 2017
Virtual and augmented reality › 3d display
viewing zone
0.122017
Holographic and Light-Field Imaging as Future 3-D Displays · Proc. IEEE 2017
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013
Virtual and augmented reality
immersive interaction
0.012013
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013
Multimedia systems and quality of experience
visual comfort
0.012013
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013

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

system-level simulation · 0.4ray tracing · 0.4point image array · 0.3coherent ray imaging · 0.3focusable depth · 0.2continuous parallax · 0.2
YearPublicationVenuePosition
2023 Digital-Domain Signal Compensation for High Data Rate Sub-THz Wireless Communications
abstract
The application of hyper-wideband is required by 6G sub-THz wireless communication, to enable it provide a peak data rate of up to hundreds of Gbps. However, simultaneously achieving a large bandwidth and high signal quality at the receiver remains a challenge owing to a various hardware non-idealities; hence, additional signal processing techniques are necessary to compensate for these issues. Although conventional analog circuits for the signal compensation cause extra power consumption and hardware implementation complexity, the digital-domain signal compensation technique at the receiver modem exploits both the low power consumption per computation and side-information provided by a sub-THz communication system. In this paper, we propose a digital-domain signal compensation method comprising a compensation filter and parameter estimation, achieving both hyper-wideband and high signal quality. Numerical evaluations were conducted with hyper-wideband and high signal quality scenarios, and the performance of the proposed method was further demonstrated with the spectrum variability of sub-THz systems.
Jonghyun Kim 0003, Kwanghoon Lee, Eui Whan Jin, Bongsung Seo, Kwang Soon Kim
ICC2
2019 Ultrareliable and Low-Latency Communication Techniques for Tactile Internet Services
abstract
This paper presents novel ultrareliable and low-latency communication (URLLC) techniques for URLLC services, such as Tactile Internet services. Among typical use cases of URLLC services are teleoperation, immersive virtual reality, cooperative automated driving, and so on. In such URLLC services, new kinds of traffic such as haptic information including kinesthetic information and tactile information need to be delivered in addition to high-quality video and audio traffic in traditional multimedia services. Furthermore, such a variety of traffic has various characteristics in terms of packet sizes and data rates with a variety of requirements of latency and reliability. Furthermore, some traffic may occur in a sporadic manner but requires reliable delivery of packets of medium to large sizes within a low latency, which is not supported by current state-of-the-art wireless communication systems and is very challenging for future wireless communication systems. Thus, to meet such a variety of tight traffic requirements in a wireless communication system, novel technologies from the physical layer to the network layer need to be devised. In this paper, some novel physical layer technologies such as waveform multiplexing, multiple-access scheme, channel code design, synchronization, and full-duplex transmission for spectrally efficient URLLC are introduced. In addition, a novel performance evaluation approach, which combines a ray-tracing tool and system-level simulation, is suggested for evaluating the performance of the proposed schemes. Simulation results show the feasibility of the proposed schemes providing realistic URLLC services in realistic geographical environments, which encourages further efforts to substantiate the proposed work.
Kwang Soon Kim, Dong Ku Kim, Chan-Byoung Chae, Sunghyun Choi 0001, Young-Chai Ko, Jonghyun Kim 0003, Yeon-Geun Lim, Minho Yang, Sundo Kim, Byung-Ju Lim, Kwanghoon Lee, Kyunglin Ryu
Proc. IEEE11
2017 Holographic and Light-Field Imaging as Future 3-D Displays
abstract
Light-field imaging and holographic imaging are currently the two mostly investigated 3-D imaging technologies because of their potentials to create the viewing environment conforming to a natural viewing condition. The basic optical geometries for image display in these imaging are not different from that of integral photography. The images in the two type of imaging are a set of different view images. These images are arranged as a 2-D point image array, and each point image is expanded with a certain angle to form a viewing zone. The differences between the two types of imaging are the number of point images in the array and the physical entities forming the images. Holographic imaging has many more point images than light-field imaging, and each image in the array consists of coherent right rays from different positions of an object. In light-field imaging, an array of pixels represents a direction view of the object. Despite these differences, they share the same goal of providing a continuous parallax to viewers and require display panels of almost the same characteristics. It is expected that in the future these two imaging techniques will be integrated into the same flat panel along with the plane image.
Jung-Young Son, Hyoung Lee, Beom-Ryeol Lee, Kwanghoon Lee
Proc. IEEE4
2013 Three-Dimensional Imaging for Creating Real-World-Like Environments
abstract
Three-dimensional imaging is still not in the full commercial stage, but its application is widening due to its capability of creating real-world-like environments. This capability is especially important in realizing reality communication and telepresence operations in medical and unreachable places. For these applications, technologies for interacting with objects in the 3-D image should also be developed. The widespread use of 3-D images is expected in near future, but before that, problems of minimizing physical stresses, especially eye fatigue, should be solved for 3-D imaging. Currently, expected solutions to the problems are electroholography and super multiview methods. These two methods work at different principles, but they both can provide the continuous parallax as in the real-world scenes/objects. Electroholography can also provide focusable depth information to the viewers, though its viewing zone angle is limited. For the super multiview, it is not apparent that it can provide the focusable depth information, but it can provide more comfortable viewing condition than the holography because of its wider viewing zone angle.
Jung-Young Son, Wook-Ho Son, Kwanghoon Lee, Bahram Javidi
Proc. IEEE4