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Heejeong Ko

dblp:344/2856 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0001-6898-4104ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous 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
2 papers
Human-AI interaction · 58% Immersive interaction · 34% Learning and educational technologies · 9%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 6, 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
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 · 1.7user study · 1.05w1h framework · 1.0
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
CHI3
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.3