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Si-Jung Kim

dblp:37/3410 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorComputer networks · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
Health and well-being technologies · 20% Games and playful interaction · 20% Interaction techniques and input · 20%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality text legibility
0.112007
Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications · VR 2007
Interaction techniques and input › post-WIMP interaction
embodied interaction
0.112007
An Embodied User Interface for Increasing Physical Activities in Game · CVPR 2007
Games and playful interaction
exergames
0.112007
An Embodied User Interface for Increasing Physical Activities in Game · CVPR 2007
Health and well-being technologies
physical activity promotion
0.112007
An Embodied User Interface for Increasing Physical Activities in Game · CVPR 2007
Usability and user experience research › user study
user performance study
0.112007
Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications · VR 2007
Virtual and augmented reality › augmented reality display
optical see-through display
0.012007
Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications · VR 2007

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

user study · 0.1experimental design · 0.1informal study · 0.1
YearPublicationVenuePosition
2015 Key exchange process of PIM-SM-based for Multiple Group Communication in P2P
Si-Jung Kim, Bong-Han Kim
Peer-to-Peer Netw. Appl.1
2007 An Embodied User Interface for Increasing Physical Activities in Game
abstract
The rate of obese has been increasing and obesity has emerged as a significant threat not only to the health but also in society. Obesity has adverse effects such as physical appearance, psychosocial consequences and metabolic disturbances. One of reasons causing these phenomena is most games have static and stationary user interfaces as input devices. These kinds of interfaces hold users at their computers and cause not only decreases of the strength of their health, but also blocks communications between family members. In this paper, we propose physical activity based interactive exercise called Punch Punch, which is played with virtual objects displaying on a large screen. The informal study revealed that the Punch Punch enhanced physical and social activities while playing games. The goal of this study is finding embodied user interfaces to increase physical and social activities.
Si-Jung Kim, Woodrow W. Winchester, Yun-Bum Choi, Juck-Sik Lee
CVPR1
2007 Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications
abstract
A challenge in presenting augmenting information in outdoor augmented reality (AR) settings lies in the broad range of uncontrollable environmental conditions that may be present, specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In this paper, we present a active AR testbed that samples the user's field of view, and collects outdoor illuminance values at the participant's position. The main contribution presented herein is a user-based study (conducted using the testbed) that examined the effects on user performance of four outdoor background textures, four text colors, three text drawing styles, and two text drawing style algorithms for a text identification task using an optical, see-through AR system. We report significant effects for all these variables, and discuss design guidelines and ideas for future work
Joseph L. Gabbard, J. Edward Swan II, Deborah Hix, Si-Jung Kim, Gregory M. Fitch
VR4
1998 Goal directed motion control of 3D human characters
abstract
This paper presents a goal-directed motion control system for animation of human walking. The proposed motion control system consists of coordination controller for balancing and timing of walking motion and joint servo controller for realistic limb movement as well as control user interface for interactive modification of goal-directed motion control parameters and motion constraint primitives. In the proposed motion control system, the goal-directed high-level control concept of motion control and realistic human motor control principle for low-level joint servo control plays a key role in providing a convenient character animation tool which replaces time-consuming keyframe animation by relatively easy task of specifying high-level control parameters.
Si-Jung Kim
SMC1