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Daeho Lee 0002

dblp:19/6088-2 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0007-9149-5676ORCID · verified

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 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
3 papers
Haptics and multimodal interaction · 34% Human-AI interaction · 29% Interaction techniques and input · 17%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 77% Audio and music processing · 23%
Artificial intelligence
1 paper
Video understanding and tracking · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic feedback
1.012026
HumanoidTurk: Expanding VR Haptics with Humanoids for Driving Simulations · CHI 2026
Visual content generation and editing › video generation
music video generation
0.912025
MVPrompt: Building Music-Visual Prompts for AI Artists to Craft Music Video Mise-en-scène · CHI 2025
Interaction techniques and input
gesture input
0.512021
Styling Words: A Simple and Natural Way to Increase Variability in Training Data Collection for Gesture Recognition · CHI 2021
Immersive interaction › virtual reality
driving simulation
0.312026
HumanoidTurk: Expanding VR Haptics with Humanoids for Driving Simulations · CHI 2026
Computer vision › Video understanding and tracking
gesture recognition
0.112021
Styling Words: A Simple and Natural Way to Increase Variability in Training Data Collection for Gesture Recognition · CHI 2021

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

video-based gesture recognition · 1.0user study · 1.0pilot study · 1.0interviews · 1.0deep learning · 1.0
YearPublicationVenuePosition
2026 HumanoidTurk: Expanding VR Haptics with Humanoids for Driving Simulations
abstract
We explore how humanoid robots can be repurposed as haptic media, extending beyond their conventional role as social, assistive, collaborative agents. To illustrate this approach, we implemented HumanoidTurk, taking a first step toward a humanoid-based haptic system that translates in-game g-force signals into synchronized motion feedback in VR driving. A pilot study involving six participants compared two synthesis methods, leading us to adopt a filter-based approach for smoother and more realistic feedback. A subsequent study with sixteen participants evaluated four conditions: no-feedback, controller, humanoid+controller, and human+controller. Results showed that humanoid feedback enhanced immersion, realism, and enjoyment, while introducing moderate costs in terms of comfort and simulation sickness. Interviews further highlighted the robot’s consistency and predictability in contrast to the adaptability of human feedback. From these findings, we identify fidelity, adaptability, and versatility as emerging themes, positioning humanoids as a distinct haptic modality for immersive VR.
Daeho Lee 0002, Ryo Suzuki 0001, Jin-Hyuk Hong
CHI1
2025 MVPrompt: Building Music-Visual Prompts for AI Artists to Craft Music Video Mise-en-scène
ChungHa Lee, Daeho Lee 0002, Jin-Hyuk Hong
CHI2
2021 Styling Words: A Simple and Natural Way to Increase Variability in Training Data Collection for Gesture Recognition
abstract
Due to advances in deep learning, gestures have become a more common tool for human-computer interaction. When implementing a large amount of training data, deep learning models show remarkable performance in gesture recognition. Since it is expensive and time consuming to collect gesture data from people, we are often confronted with a practicality issue when managing the quantity and quality of training data. It is a well-known fact that increasing training data variability can help to improve the generalization performance of machine learning models. Thus, we directly intervene in the collection of gesture data to increase human gesture variability by adding some words (called styling words) into the data collection instructions, e.g., giving the instruction "perform gesture #1 faster" as opposed to "perform gesture #1." Through an in-depth analysis of gesture features and video-based gesture recognition, we have confirmed the advantageous use of styling words in gesture training data collection.
Woojin Kang, In-Taek Jung, Daeho Lee 0002, Jin-Hyuk Hong
CHI3