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Jeongju Park

dblp:378/1485 · DBLP profile ↗
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6ranked-venue papers
0as first author
6since 2021 · last 2026
0009-0009-3092-8102ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 6 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
6 papers
Haptics and multimodal interaction · 53% Immersive interaction · 30% Wearable and physiological sensing · 12%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
thermal feedback
1.622025
EarPressure VR: Ear Canal Pressure Feedback for Enhancing Environmental Presence in Virtual Reality · UIST 2025
Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality · UIST 2024
Haptics and multimodal interaction › electrical stimulation
electrical muscle stimulation
0.912025
TelePulse: Enhancing the Teleoperation Experience through Biomechanical Simulation-Based Electrical Muscle Stimulation in Virtual Reality · CHI 2025
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
Haptics and multimodal interaction › haptic feedback
pressure feedback
0.812024
Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality · UIST 2024
Immersive interaction
virtual reality
0.522025
EarPressure VR: Ear Canal Pressure Feedback for Enhancing Environmental Presence in Virtual Reality · UIST 2025
Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality · UIST 2024
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
Human-robot interaction › teleoperation
virtual reality teleoperation
0.312025
TelePulse: Enhancing the Teleoperation Experience through Biomechanical Simulation-Based Electrical Muscle Stimulation in Virtual Reality · CHI 2025

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

user study · 2.6inertia tensor similarity · 1.0gain manipulation · 0.9electrical muscle stimulation · 0.9biomechanical simulation · 0.9peltier elements · 0.8
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
CHI4
2025 TelePulse: Enhancing the Teleoperation Experience through Biomechanical Simulation-Based Electrical Muscle Stimulation in Virtual Reality
abstract
CHI ’25, Yokohama, Japan
Seokhyun Hwang, Seongjun Kang, Jeongseok Oh, Jeongju Park, Semoo Shin, Yiyue Luo, Joseph DelPreto, Sangbeom Lee, Kyoobin Lee, Wojciech Matusik, Daniela Rus, Seungjun Kim 0001
CHI4
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
ISMAR6
2025 EarPressure VR: Ear Canal Pressure Feedback for Enhancing Environmental Presence in Virtual Reality
Seongjun Kang, Gwangbin Kim, Bocheon Gim, Jeongju Park, Semoo Shin, Seungjun Kim 0001
UIST4
2025 AttraCar: Multisensory In-Car VR with Thermal, Airflow, and Motion Feedback through Built-In Vehicle Systems
Dohyeon Yeo, Gwangbin Kim, Minwoo Oh, Jeongju Park, Bocheon Gim, Seongjun Kang, Ahmed Elsharkawy 0001, Seungjun Kim 0001
UIST4
2024 Flip-Pelt: Motor-Driven Peltier Elements for Rapid Thermal Stimulation and Congruent Pressure Feedback in Virtual Reality
abstract
This study introduces "Flip-Pelt," a motor-driven peltier device designed to provide rapid thermal stimulation and congruent pressure feedback in virtual reality (VR) environments. Our system incorporates eight motor-driven peltier elements, allowing for the flipping of preheated or cooled elements to the opposite side. In evaluating the Flip-Pelt device, we assess user ability to distinguish between heat/cold sources by their patterns and stiffness, and its impact on enhancing haptic experiences in VR content that involves contact with various thermal sources. Our findings demonstrate that rapid thermal stimulation and congruent pressure feedback provided by Flip-Pelt enhance the recognition accuracy of thermal patterns and the stiffness of virtual objects. These features also improve haptic experiences in VR scenarios through their temporal congruency between tactile and thermal stimuli. Additionally, we discuss the scalability of the Flip-Pelt system to other body parts by proposing design prototypes.
Seongjun Kang, Gwangbin Kim, Seokhyun Hwang, Jeongju Park, Ahmed Elsharkawy 0001, Seungjun Kim 0001
UIST4