Demo Data from SIGIR 2026 / reviewers in the wild / expert
Taeil Jin
dblp:165/9764
· DBLP profile ↗
7ranked-venue papers
3as first author
3since 2021 · last 2025
0009-0006-6975-9930ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2
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
2 papers |
User interface design and tools · 29% Human-AI interaction · 29% Haptics and multimodal interaction · 17% | |
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 85% Virtual and augmented reality · 15% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
User interface design and tools
design tools |
0.4 | 1 | 2019 | SmartManikin: Virtual Humans with Agency for Design Tools · CHI 2019 |
Human-AI interaction › virtual agents
virtual human |
0.4 | 1 | 2019 | SmartManikin: Virtual Humans with Agency for Design Tools · CHI 2019 |
Immersive interaction › telepresence
social telepresence |
0.2 | 1 | 2015 | Avatar-Mediated Contact Interaction between Remote Users for Social Telepresence · ISMAR 2015 |
Haptics and multimodal interaction › affective haptics
social touch |
0.2 | 1 | 2015 | Avatar-Mediated Contact Interaction between Remote Users for Social Telepresence · ISMAR 2015 |
Virtual and augmented reality
avatar |
0.1 | 1 | 2015 | Avatar-Mediated Contact Interaction between Remote Users for Social Telepresence · ISMAR 2015 |
Methods — techniques the papers use, named apart from their topics
regression model · 0.8forward and inverse kinematics · 0.8inverse kinematics · 0.4classifier · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | InterFaceRays: Interaction-Oriented Furniture Surface Representation for Human Pose RetargetingabstractAbstract Motion retargeting is a well‐established technique in computer animation that adapts source motion to fit characters with different sizes, morphologies, or environments. Recent deep learning methods have shown promising results in retargeting character motion. However, retargeting human‐object interactions to new environments, especially when furniture shapes differ significantly, remains a challenging problem. In this work, we propose a novel retargeting framework to address this challenge by combining motion generative models with optimization‐based pose adaptation. Our framework operates in two stages: first, a key pose generator generates the pose of key joints that preserves the interaction state relative to the new furniture; second, final whole‐body pose is determined by accommodating the key joints' poses through optimization. A crucial step in our framework is generating key poses that maintain the interaction state of the source motion. To achieve this, we introduce the Interaction Intensity Weight (IIW) and structural rays, called InterFaceRays, which together capture the interaction intensity between body parts and furniture surfaces. The IIW generator, a trained MoE‐based decoder from the conditional variational autoencoder (cVAE) model, infers IIWs for the target furniture based on the source motion's interaction state. Extensive experiments demonstrate that our framework effectively retargets continuous character motion across diverse furniture configurations, with the IIW generator significantly enhancing key pose consistency. This hybrid approach offers a robust solution for motion retargeting across dissimilar furniture environments. Taeil Jin, Yewon Lee 0001, Sung-Hee Lee |
Comput. Graph. Forum | 1 |
| 2023 | MOVIN: Real-time Motion Capture using a Single LiDARabstractAbstract Recent advancements in technology have brought forth new forms of interactive applications, such as the social metaverse, where end users interact with each other through their virtual avatars. In such applications, precise full‐body tracking is essential for an immersive experience and a sense of embodiment with the virtual avatar. However, current motion capture systems are not easily accessible to end users due to their high cost, the requirement for special skills to operate them, or the discomfort associated with wearable devices. In this paper, we present MOVIN, the data‐driven generative method for real‐time motion capture with global tracking, using a single LiDAR sensor. Our autoregressive conditional variational autoencoder (CVAE) model learns the distribution of pose variations conditioned on the given 3D point cloud from LiDAR. As a central factor for high‐accuracy motion capture, we propose a novel feature encoder to learn the correlation between the historical 3D point cloud data and global, local pose features, resulting in effective learning of the pose prior. Global pose features include root translation, rotation, and foot contacts, while local features comprise joint positions and rotations. Subsequently, a pose generator takes into account the sampled latent variable along with the features from the previous frame to generate a plausible current pose. Our framework accurately predicts the performer's 3D global information and local joint details while effectively considering temporally coherent movements across frames. We demonstrate the effectiveness of our architecture through quantitative and qualitative evaluations, comparing it against state‐of‐the‐art methods. Additionally, we implement a real‐time application to showcase our method in real‐world scenarios. MOVIN dataset is available at https://movin3d.github.io/movin_pg2023/https://movin3d.github.io/movin_pg2023/">https://movin3d.github.io/movin_pg2023/ . Deok-Kyeong Jang, Dongseok Yang, Deok-Yun Jang, Byeoli Choi, Taeil Jin, Sung-Hee Lee |
Comput. Graph. Forum | 5 |
| 2023 | DAFNet: Generating Diverse Actions for Furniture Interaction by Learning Conditional Pose DistributionabstractAbstract We present DAFNet, a novel data‐driven framework capable of generating various actions for indoor environment interactions. By taking desired root and upper‐body poses as control inputs, DAFNet generates whole‐body poses suitable for furniture of various shapes and combinations. To enable the generation of diverse actions, we introduce an action predictor that automatically infers the probabilities of individual action types based on the control input and environment. The action predictor is learned in an unsupervised manner by training Gaussian Mixture Variational Autoencoder (GMVAE). Additionally, we propose a two‐part normalizing flow‐based pose generator that sequentially generates upper and lower body poses. This two‐part model improves motion quality and the accuracy of satisfying conditions over a single model generating the whole body. Our experiments show that DAFNet can create continuous character motion for indoor scene scenarios, and both qualitative and quantitative evaluations demonstrate the effectiveness of our framework. We propose DAFNet, a novel data‐driven framework that can generate various actions for indoor environment interactions. Given the desired root and upper‐body pose as control inputs, DAFNet generates whole‐body poses for a character appropriate for furniture of various shapes and combinations. image Taeil Jin, Sung-Hee Lee |
Comput. Graph. Forum | 1 |
| 2019 | SmartManikin: Virtual Humans with Agency for Design ToolsabstractWhen designing comfort and usability in products, designers need to evaluate aspects ranging from anthropometrics to use scenarios. Therefore, virtual and poseable mannequins are employed as a reference in early-stage tools and for evaluation in the later stages. However, tools to intuitively interact with virtual humans are lacking. In this paper, we introduceSmartManikin, a mannequin with agency that responds to high-level commands and to real-time design changes. We first captured human poses with respect to desk configurations, identified key features of the pose and trained regression functions to estimate the optimal features at a given desk setup. The SmartManikin's pose is generated by the predicted features as well as by using forward and inverse kinematics. We present our design, implementation, and an evaluation with expert designers. The results revealed that SmartManikin enhances the design experience by providing feedback concerning comfort and health in real time. Bokyung Lee, Taeil Jin, Sung-Hee Lee, Daniel Saakes |
CHI | 2 |
| 2018 | Aura Mesh: Motion Retargeting to Preserve the Spatial Relationships between Skinned CharactersabstractAbstract Applying motion‐capture data to multi‐person interaction between virtual characters is challenging because one needs to preserve the interaction semantics while also satisfying the general requirements of motion retargeting, such as preventing penetration and preserving naturalness. An efficient means of representing interaction semantics is by defining the spatial relationships between the body parts of characters. However, existing methods consider only the character skeleton and thus are not suitable for capturing skin‐level spatial relationships. This paper proposes a novel method for retargeting interaction motions with respect to character skins. Specifically, we introduce the aura mesh, which is a volumetric mesh that surrounds a character's skin. The spatial relationships between two characters are computed from the overlap of the skin mesh of one character and the aura mesh of the other, and then the interaction motion retargeting is achieved by preserving the spatial relationships as much as possible while satisfying other constraints. We show the effectiveness of our method through a number of experiments. Taeil Jin, Meekyoung Kim, Sung-Hee Lee |
Comput. Graph. Forum | 1 |
| 2016 | Hand Contact between Remote Users through Virtual AvatarsabstractWe present an avatar animation technique for a telepresence system that allows for the hand contact, especially handshaking, between remote users. The key idea is that, while the avatar follows the remote user's motion normally, it modifies the motion to create and maintain hand contact with the local user when the two users try to engage hand contact. To this end, we develop the support vector machine (SVM)-based classifiers to recognize the users' intention for contact interaction, and online motion generation method to create realistic image sequence of an avatar to realize the continuous contact with the user. A user study has been conducted to verify the effect of our method on the social telepresence. Jihye Oh, Yeonjoon Kim, Taeil Jin, Sukwon Lee, Sung-Hee Lee |
CASA | 4 |
| 2015 | Avatar-Mediated Contact Interaction between Remote Users for Social TelepresenceabstractSocial touch such as a handshake increases the sense of coexistence and closeness between remote users in a social telepresence environment, but creating such coordinated contact movements with a distant person is extremely difficult if given only visual feedback, without haptic feedback. This paper presents a method to enable hand-contact interaction between remote users in an avatar-mediated telepresence environment. The key approach is, while the avatar directly follows its owner's motion in normal conditions, it adjusts the pose to maintain contact with the other user when the two users attempt to make contact interaction. To this end, we develop classifiers to recognize the users' intention for the contact interaction. The contact classifier identifies whether the users try to initiate contact when they are not in contact, and the separation classifier identifies whether the two in contact attempt to break contact. The classifiers are trained based on a set of geometric distance features. During the contact phase, inverse kinematics is solved to determine the pose of the avatar's arm so as to initiate and maintain natural contact with the other user's hand. Our system is unique in that two remote users can perform real time hand contact interaction in a social telepresence environment. Jihye Oh, Yeonjoon Kim, Taeil Jin, Sukwon Lee, Sung-Hee Lee |
ISMAR | 3 |