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June-Seop Yoon

dblp:292/5808 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
0000-0002-3292-5329ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
5 papers
Interaction techniques and input · 41% Games and playful interaction · 19% Immersive interaction · 18%

Topics — the 9 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
Games and playful interaction › game playing
competitive gaming
0.812024
Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload · CHI 2024
Interaction techniques and input › input device
mouse input
0.812024
Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload · CHI 2024
Immersive interaction › virtual reality locomotion › redirected walking
detection thresholds
0.512021
Walking Outside the Box: Estimation of Detection Thresholds for Non-Forward Steps · VR 2021
Immersive interaction › virtual reality locomotion
redirected walking
0.512021
Walking Outside the Box: Estimation of Detection Thresholds for Non-Forward Steps · VR 2021
Immersive interaction
virtual reality locomotion
0.512021
Walking Outside the Box: Estimation of Detection Thresholds for Non-Forward Steps · VR 2021
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

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

performance modeling · 0.9cognitive modeling · 0.9user study · 0.8dual-sensor mouse · 0.8survey · 0.6interviews · 0.6elo rating analysis · 0.6psychophysical experiment · 0.5
YearPublicationVenuePosition
2025 Modeling User Performance in Multi-Lane Moving-Target Acquisition
Joongseok Kim, June-Seop Yoon, Hee-Seung Moon, Sunjun Kim, Byungjoo Lee
CHI3
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.1
2024 Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload
abstract
Computer mice are widely used today as the primary input device in competitive video games. If a player exhibits more wrist rotation than other players when moving the mouse laterally, the player is said to have stronger wrist-aiming habits. Despite strong public interest, there has been no affordable technique to quantify the extent of a player’s wrist-aiming habits and no scientific investigation into how the habits affect player performance and workload. We present a reliable and affordable technique to quantify the extent of a player’s wrist-aiming habits using a mouse equipped with two optical sensors (i.e., a dual-sensor mouse). In two user studies, we demonstrate the reliability of the technique and examine the relationship between wrist-aiming habits and player performance or workload. In summary, player expertise and mouse sensitivity significantly impacted wrist-aiming habits; the extent of wrist-aiming showed a positive correlation with upper limb workload.
Donghyeon Kang, Namsub Kim, Daekaun Kang, June-Seop Yoon, Sunjun Kim, Byungjoo Lee
CHI4
2022 How AI-Based Training Affected the Performance of Professional Go Players
abstract
In this study, we analyzed how the performance of professional Go players has changed since the advent of AlphaGo, the first artificial intelligence (AI) application to defeat a human world Go champion. We interviewed and surveyed professional Go players and found that AI has been actively introduced into the Go training process since the advent of AlphaGo. The significant impact of AI-based training was confirmed in a subsequent analysis of 6,292 games in Korean Go tournaments and Elo rating data of 1,362 Go players worldwide. Overall, the tendency of players to make moves similar to those recommended by AI has sharply increased since 2017. The degree to which players’ expected win rates fluctuate during a game has also decreased significantly since 2017. We also found that AI-based training has provided more benefits to senior players and allowed them to achieve Elo ratings higher than those of junior players.
Jimoon Kang, June-Seop Yoon, Byungjoo Lee
CHI2
2021 Walking Outside the Box: Estimation of Detection Thresholds for Non-Forward Steps
abstract
Most virtual reality (VR) experiences are held in limited physical space; therefore, increasing the physical space's spatial efficiency is an essential task for the VR industry. Redirected walking maps a virtual path and a real path with unnoticeable distortion, enabling users to walk through a much bigger virtual space than physical space. To hide the distortion from the user, detection thresholds have been measured, entirely focusing on forward steps. However, it is not uncommon for the user to walk non-forward, that is, sideward and backward in VR. In addition to a forward step, adding options for a non-forward step can expand the VR locomotion in any direction. In this work, we measure the translation and curvature detection thresholds for non-forward steps. The results show similar translation detection thresholds with forward-step and wider detection thresholds for the curvature gain in both backward and sideward step experiments. Having sideward and backward steps in the redirected walking arsenal can add freedom to virtual world design and lead to efficient space usage.
Yong-Hun Cho, Dae-Hong Min, Jin-Suk Huh, Se-Hee Lee, June-Seop Yoon, In-Kwon Lee
VR5