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Jinseok Hong

dblp:277/8046 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2026
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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.

Human-computer interaction and pervasive computing
3 papers
Human-AI interaction · 40% Immersive interaction · 39% Collaborative and social computing · 15%
Artificial intelligence
2 papers
Knowledge representation and reasoning · 44% Language models and text generation · 44% Optimization for machine learning · 12%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction › conversational interaction
question asking
1.012026
What Are You Really Asking For? A Comparative 5W1H Analysis of Learner Questioning in CPR Training with IVAs in Screen-based and Augmented Reality Environments · CHI 2026
Human-AI interaction
virtual agents
1.012026
What Are You Really Asking For? A Comparative 5W1H Analysis of Learner Questioning in CPR Training with IVAs in Screen-based and Augmented Reality Environments · CHI 2026
Natural language and speech › Language models and text generation
large language model evaluation
0.912025
LLM Meets Scene Graph: Can Large Language Models Understand and Generate Scene Graphs? A Benchmark and Empirical Study · ACL (1) 2025
Collaborative and social computing
multi-user virtual environments
0.812024
Crowd Data-driven Artwork Placement in Virtual Exhibitions for Visitor Density Distribution Planning · ISMAR 2024
Immersive interaction
augmented reality
0.312026
What Are You Really Asking For? A Comparative 5W1H Analysis of Learner Questioning in CPR Training with IVAs in Screen-based and Augmented Reality Environments · CHI 2026
Learning and educational technologies › medical training
CPR training
0.312026
What Are You Really Asking For? A Comparative 5W1H Analysis of Learner Questioning in CPR Training with IVAs in Screen-based and Augmented Reality Environments · CHI 2026

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

depth perception study · 1.7cognitive compensation · 1.7crowd data-driven optimization · 1.5user study · 1.05w1h framework · 1.0benchmark evaluation · 0.9focus group interviews · 0.8focus group interview · 0.8
YearPublicationVenuePosition
2026 What Are You Really Asking For? A Comparative 5W1H Analysis of Learner Questioning in CPR Training with IVAs in Screen-based and Augmented Reality Environments
abstract
Question-asking is one of the key indicators of cognitive engagement. However, understanding how the distinct psychological affordances of presentation media shape learners' spoken inquiries with embodied Intelligent Virtual Agents (IVAs) remains limited. To systematically examine this process, we propose a 5W1H-based framework for analyzing learner questions. Using this framework, we conducted a user study comparing an Augmented Reality-based IVA (AR-IVA) deployed in the physical environment with a screen-based IVA (Video-IVA) during cardiopulmonary resuscitation (CPR) instruction. Results showed that the AR-IVA elicited higher spatial and social presence and promoted more frequent and longer questions focused on clarification and understanding. In contrast, the Video-IVA encouraged questions regarding procedural refinement. Presence acted as a selective filter, shaping the timing and topic of questions rather than as a universal mediator. These effects were significantly moderated by learners' motivational and strategic characteristics toward learning. Based on these findings, we propose design implications for IVA-supported learning systems.
Hyerim Park, Jinseok Hong, Heejeong Ko, Woontack Woo
CHI2
2025 LLM Meets Scene Graph: Can Large Language Models Understand and Generate Scene Graphs? A Benchmark and Empirical Study
abstract
The remarkable reasoning and generalization capabilities of Large Language Models (LLMs) have paved the way for their expanding applications in embodied AI, robotics, and other real-world tasks. To effectively support these applications, grounding in spatial and temporal understanding in multimodal environments is essential. To this end, recent works have leveraged scene graphs, a structured representation that encodes entities, attributes, and their relationships in a scene. However, a comprehensive evaluation of LLMs’ ability to utilize scene graphs remains limited. In this work, we introduce Text-Scene Graph (TSG) Bench, a benchmark designed to systematically assess LLMs’ ability to (1) understand scene graphs and (2) generate them from textual narratives. With TSG Bench we evaluate 11 LLMs and reveal that, while models perform well on scene graph understanding, they struggle with scene graph generation, particularly for complex narratives. Our analysis indicates that these models fail to effectively decompose discrete scenes from a complex narrative, leading to a bottleneck when generating scene graphs. These findings underscore the need for improved methodologies in scene graph generation and provide valuable insights for future research. The demonstration of our benchmark is available at https://tsg-bench.netlify.app. Additionally, our code and evaluation data are publicly available at https://github.com/docworlds/tsg-bench.
Dongil Yang, Minjin Kim, Sunghwan Kim 0005, Beong-woo Kwak, Minjun Park, Jinseok Hong, Woontack Woo, Jinyoung Yeo
ACL (1)6
2025 Viewpoint-Tolerant Depth Perception for Shared Extended Space Experience on Wall-Sized Display
abstract
We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D-perception-enabled display systems have primarily focused on single-user scenarios-adapting rendering based on head and eye tracking-the use of wall-sized displays to extend spatial experiences and support perceptually coherent multi-user interactions remains underexplored. We investigated the effects of virtual depths (dv) and absolute viewing distance (da) on human cognitive compensation factors (perceived distance difference, viewing angle threshold, and perceived presence) to construct the wall display-based eXtended Reality (XR) space. Results show that participants experienced a compelling depth perception even from off-center angles of 23°-37°, and largely increasing virtual depth worsens depth perception and presence factors, highlighting the importance of balancing extended depth of virtual space and viewing distance from the wall-sized display. Drawing on these findings, wall-sized displays in venues such as museums, galleries, and classrooms can evolve beyond 2D information sharing to offer immersive, spatially extended group experiences without individualized tracking or wearables.
Dooyoung Kim 0001, Jinseok Hong, Heejeong Ko, Woontack Woo
IEEE Trans. Vis. Comput. Graph.2
2024 Crowd Data-driven Artwork Placement in Virtual Exhibitions for Visitor Density Distribution Planning
abstract
We propose a novel crowd data-driven optimization approach for artwork placement in virtual exhibitions. With the emerging concept of Metaverse, a multitude of users can engage with content contemporaneously in virtual exhibitions. Yet, few studies have suggested a method to resolve crowd density concentration in multiuser Mixed Reality (MR) and Virtual Reality (VR) environments. In this study, our approach leverages crowd data engaged with artworks to predict optimal placement of artworks to distribute crowd density in virtual exhibitions, prior to exhibition planning. To investigate the requirement and validity of our approach, we conducted focus group interviews and an artwork relocation experiment as preliminary studies. In the generation of solution scenes for optimal placement, our optimizer adaptively scrutinizes placeable areas with considerations of crowd density distribution, scene rationality, and artwork similarity. Through a performance comparison analysis between optimization results, we confirmed that the optimizer successfully fulfilled the intended objectives with respect to the design considerations, resolving practical scenarios in exhibition planning.
Jinseok Hong, Taewook Ha, Hyerim Park, Hayun Kim, Woontack Woo
ISMAR1
2022 Flexible Delivery Routing for Elastic Logistics: A Model and an Algorithm
abstract
In this study, we present a flexible delivery routing problem faced by logistics service providers in which some customers may receive their packages indirectly. Customers are supposed to get their packages directly from a delivery service provider or be delivered to indirectly using a nearby station drop and a subsequent separate last-mile delivery service provider that finally delivers their goods. We address the problem of determining whether deliveries to customers should be fulfilled directly or indirectly in this situation. We present the mathematical programming model and propose a near-optimal heuristic approach based on a memetic algorithm. In addition, we evaluate the numerical performance of the proposed algorithm and perform various parametric analyses to gain managerial insights from the model.
Minyoung Lee 0002, Jinseok Hong, Taesu Cheong, Hongchul Lee
IEEE Trans. Intell. Transp. Syst.2