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Hee-Seung Moon

dblp:165/5334 · DBLP profile ↗
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8ranked-venue papers
4as first author
8since 2021 · last 2026
0000-0003-0882-2335ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 8 · 4 first-author · 8 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.

Human-computer interaction and pervasive computing
8 papers
Interaction techniques and input · 34% Human-AI interaction · 19% User interface design and tools · 16%
Artificial intelligence
3 papers
Optimization for machine learning · 43% Motion planning and robot control · 32% Question answering and dialogue systems · 25%

Topics — the 16 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction
user simulation
1.222023
Amortized Inference with User Simulations · CHI 2023
Speeding up Inference with User Simulators throughPolicy Modulation · CHI 2022
User interface design and tools
adaptive user interfaces
1.012026
Efficient Human-in-the-Loop Optimization via Priors Learned from User Models · CHI 2026
Personal fabrication and tangible interfaces › tangible interaction
grasp interaction
1.012026
Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue Integration · CHI 2026
Human-AI interaction › human-in-the-loop
human-in-the-loop optimization
1.012026
Efficient Human-in-the-Loop Optimization via Priors Learned from User Models · CHI 2026
Interaction techniques and input › selection techniques
object selection
1.012026
Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue Integration · CHI 2026
Usability and user experience research
human performance modeling
0.912025
Modeling User Performance in Multi-Lane Moving-Target Acquisition · CHI 2025
Interaction techniques and input › selection techniques
moving target acquisition
0.912025
Modeling User Performance in Multi-Lane Moving-Target Acquisition · CHI 2025
Interaction techniques and input
pointing and selection
0.912025
Modeling User Performance in Multi-Lane Moving-Target Acquisition · CHI 2025
Immersive interaction › 3d user interface
3d pointing
0.812024
Real-time 3D Target Inference via Biomechanical Simulation · CHI 2024
Haptics and multimodal interaction › haptic feedback
haptic guidance
0.512021
Optimal Action-based or User Prediction-based Haptic Guidance: Can You Do Even Better? · CHI 2021
Machine learning › Optimization for machine learning › model-based optimization
bayesian optimization
0.312026
Efficient Human-in-the-Loop Optimization via Priors Learned from User Models · CHI 2026
Human-robot interaction
teleoperation
0.312026
Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue Integration · CHI 2026
Games and playful interaction › game genre
first-person shooter games
0.312025
Modeling visually-guided aim-and-shoot behavior in first-person shooters · Int. J. Hum. Comput. Stud. 2025
Natural language and speech › Question answering and dialogue systems › task-oriented dialogue
user simulation
0.212022
Speeding up Inference with User Simulators throughPolicy Modulation · CHI 2022
Human-robot interaction
physical human-robot interaction
0.112021
Optimal Action-based or User Prediction-based Haptic Guidance: Can You Do Even Better? · CHI 2021
Human-robot interaction › assistive robotics
robot assistance
0.112021
Optimal Action-based or User Prediction-based Haptic Guidance: Can You Do Even Better? · CHI 2021

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

synthetic user models · 2.0reinforcement learning · 2.0neural acquisition function · 2.0bayesian optimization · 2.0machine learning · 1.5inference model · 1.5biomechanical simulation · 1.5probabilistic cue integration · 1.0performance modeling · 0.9cognitive modeling · 0.9policy adaptation · 0.6network modulation · 0.6deep reinforcement learning · 0.6
YearPublicationVenuePosition
2026 Efficient Human-in-the-Loop Optimization via Priors Learned from User Models
abstract
Human-in-the-loop optimization identifies optimal interface designs by iteratively observing user performance. However, it often requires numerous iterations due to the lack of prior information. While recent approaches have accelerated this process by leveraging previous optimization data, collecting user data remains costly and often impractical. We present a conceptual framework, Human-in-the-Loop Optimization with Model-Informed Priors (HOMI), which augments human-in-the-loop optimization with a training phase where the optimizer learns adaptation strategies from diverse, synthetic user data generated with predictive models before deployment. To realize HOMI, we introduce Neural Acquisition Function+ (NAF+), a Bayesian optimization method featuring a neural acquisition function trained with reinforcement learning. NAF+ learns optimization strategies from large-scale synthetic data, improving efficiency in real-time optimization with users. We evaluate HOMI and NAF+ with mid-air keyboard optimization, a representative VR input task. Our work presents a new approach for more efficient interface adaptation by bridging in situ and in silico optimization processes.
Yi-Chi Liao 0001, João Marcelo Evangelista Belo, Hee-Seung Moon, Jürgen Steimle, Anna Maria Feit
CHI3
2026 Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue Integration
abstract
Publisher Copyright: © 2026 Copyright held by the owner/author(s).
Xuejing Luo, Hee-Seung Moon, Christian Holz 0001, Antti Oulasvirta
CHI2
2025 Modeling User Performance in Multi-Lane Moving-Target Acquisition
Joongseok Kim, June-Seop Yoon, Hee-Seung Moon, Sunjun Kim, Byungjoo Lee
CHI4
2025 Modeling visually-guided aim-and-shoot behavior in first-person shooters
June-Seop Yoon, Hee-Seung Moon, Ben Boudaoud, Josef B. Spjut, Iuri Frosio, Byungjoo Lee, Joohwan Kim
Int. J. Hum. Comput. Stud.2
2024 Real-time 3D Target Inference via Biomechanical Simulation
abstract
Selecting a target in a 3D environment is often challenging, especially with small/distant targets or when sensor noise is high. To facilitate selection, target-inference methods must be accurate, fast, and account for noise and motor variability. However, traditional data-free approaches fall short in accuracy since they ignore variability. While data-driven solutions achieve higher accuracy, they rely on extensive human datasets so prove costly, time-consuming, and transfer poorly. In this paper, we propose a novel approach that leverages biomechanical simulation to produce synthetic motion data, capturing a variety of movement-related factors, such as limb configurations and motor noise. Then, an inference model is trained with only the simulated data. Our simulation-based approach improves transfer and lowers cost; variety-rich data can be produced in large quantities for different scenarios. We empirically demonstrate that our method matches the accuracy of human-data-driven approaches using data from seven users. When deployed, the method accurately infers intended targets in challenging 3D pointing conditions within 5–10 milliseconds, reducing users’ target-selection error by 71% and completion time by 35%.
Hee-Seung Moon, Yi-Chi Liao 0001, Byungjoo Lee, Antti Oulasvirta
CHI1
2023 Amortized Inference with User Simulations
abstract
There have been significant advances in simulation models predicting human behavior across various interactive tasks. One issue remains, however: identifying the parameter values that best describe an individual user. These parameters often express personal cognitive and physiological characteristics, and inferring their exact values has significant effects on individual-level predictions. Still, the high complexity of simulation models usually causes parameter inference to consume prohibitively large amounts of time, as much as days per user. We investigated amortized inference for its potential to reduce inference time dramatically, to mere tens of milliseconds. Its principle is to pre-train a neural proxy model for probabilistic inference, using synthetic data simulated from a range of parameter combinations. From examining the efficiency and prediction performance of amortized inference in three challenging cases that involve real-world data (menu search, point-and-click, and touchscreen typing), the paper demonstrates that an amortized-inference approach permits analyzing large-scale datasets by means of simulation models. It also addresses emerging opportunities and challenges in applying amortized inference in HCI.
Hee-Seung Moon, Antti Oulasvirta, Byungjoo Lee
CHI1
2022 Speeding up Inference with User Simulators throughPolicy Modulation
abstract
The simulation of user behavior with deep reinforcement learning agents has shown some recent success. However, the inverse problem, that is, inferring the free parameters of the simulator from observed user behaviors, remains challenging to solve. This is because the optimization of the new action policy of the simulated agent, which is required whenever the model parameters change, is computationally impractical. In this study, we introduce a network modulation technique that can obtain a generalized policy that immediately adapts to the given model parameters. Further, we demonstrate that the proposed technique improves the efficiency of user simulator-based inference by eliminating the need to obtain an action policy for novel model parameters. We validated our approach using the latest user simulator for point-and-click behavior. Consequently, we succeeded in inferring the user’s cognitive parameters and intrinsic reward settings with less than 1/1000 computational power to those of existing methods.
Hee-Seung Moon, Seungwon Do, Wonjae Kim, Jiwon Seo 0001, Minsuk Chang, Byungjoo Lee
CHI1
2021 Optimal Action-based or User Prediction-based Haptic Guidance: Can You Do Even Better?
abstract
The recently advanced robotics technology enables robots to assist users in their daily lives. Haptic guidance (HG) improves users’ task performance through physical interaction between robots and users. It can be classified into optimal action-based HG (OAHG), which assists users with an optimal action, and user prediction-based HG (UPHG), which assists users with their next predicted action. This study aims to understand the difference between OAHG and UPHG and propose a combined HG (CombHG) that achieves optimal performance by complementing each HG type, which has important implications for HG design. We propose implementation methods for each HG type using deep learning-based approaches. A user study (n=20) in a haptic task environment indicated that UPHG induces better subjective evaluations, such as naturalness and comfort, than OAHG. In addition, the CombHG that we proposed further decreases the disagreement between the user intention and HG, without reducing the objective and subjective scores.
Hee-Seung Moon, Jiwon Seo 0001
CHI1