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Juwon Um

dblp:333/9187 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0000-0001-9246-7764ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 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
2 papers
Immersive interaction · 34% Haptics and multimodal interaction · 29% Wearable and physiological sensing · 29%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality › mobile virtual reality
in-car virtual reality
0.912025
Defying Gravity: Towards Gravitoinertial Retargeting of Acceleration for Virtual Vertical Motion in In-Car VR · ISMAR 2025
Usability and user experience research › quality of experience
motion sickness and presence
0.312025
Defying Gravity: Towards Gravitoinertial Retargeting of Acceleration for Virtual Vertical Motion in In-Car VR · ISMAR 2025

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

user study · 1.9inertia tensor similarity · 1.0gain manipulation · 0.9
YearPublicationVenuePosition
2026 When Fingers Become Tools: Rendering Virtual Tool Inertia with a Finger-Mounted Extending Rod
abstract
We present the Finger-Mounted Extending Rod, a wearable device that transforms fingers into virtual tools by modulating fingertip mass distribution. We employ linear actuators on fingers that extend or retract metal rods according to their poses, generating rotational inertia while redirecting the hand to natural grip postures. Through three user studies, we evaluate (1) finger pose embodiment under visual redirection and tool matching via inertia tensor similarity, (2) perception of tool length and rotational inertia, and (3) VR tool interaction experience. Results show that 10 of 15 finger poses maintained embodiment, exhibiting inertia tensor similarities of 0.936–0.991 with their matched tools and yielding perceived inertia amplifications of 4.19–10.45×; moreover, aligning inertia tensors to virtual tools enhanced immersion, realism, and enjoyment compared to misaligned or no-device conditions across six VR scenarios. We conclude by discussing how the system renders virtual tools through the fingers and enhances their perception with inertia modulation.
Seongjun Kang, Gwangbin Kim, Bocheon Gim, Jeongju Park, Juwon Um, Semoo Shin, Seungjun Kim 0001
CHI5
2025 Defying Gravity: Towards Gravitoinertial Retargeting of Acceleration for Virtual Vertical Motion in In-Car VR
abstract
In-car VR applications typically synchronize virtual motion with real vehicle movement to minimize visual-vestibular mismatch. However, this approach limits virtual movement to directions in which the vehicle can physically move, typically restricting the experience to horizontal motion. This study introduces a method to expand the range of virtual motion by simulating vertical movement, leveraging vehicle acceleration to induce a vertical pitch illusion via manipulation of gravitoinertial perception. We conducted a two-phase study evaluating (1) optimal vertical gain values for maximizing perceptual realism in a controlled environment and (2) user experience factors such as motion sickness and presence in an on-road VR flight simulation under realistic driving conditions. Our findings show that users tend to prefer vertical gains that exceed theoretically valid mappings, and highlight the importance of aligning virtual motion with perceived inertial cues to enhance the realism and coherence of vertical motion in in-car VR applications.
Bocheon Gim, Seongjun Kang, Dohyeon Yeo, Gwangbin Kim, Juwon Um, Jeongju Park, Seungjun Kim 0001
ISMAR5
2022 Haptic Interaction Module for VR Fishing Leisure Activity
abstract
This paper presents a tiny haptic interaction module which generates high resistive torque for VR fishing leisure activity. The presented haptic interaction module was developed by magnetic rheological fluids and optimizing its structure. The measured haptic torque was varied from 0.3 N·cm to 2.4 N·cm as the applied voltage increased from 0 V to 5 V. The performance of the proposed actuator was qualitatively evaluated by constructing virtual fishing environment where a user can feel not only the weight of a target object but also its motion.
Yong Hae Heo, Juwon Um, Gyubin An, Sang-Youn Kim
VRST3