Demo Data from SIGIR 2026 / reviewers in the wild / expert
Uison Ju
dblp:433/3356
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0001-0317-5901ORCID · 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 |
Haptics and multimodal interaction · 61% Immersive interaction · 30% Human-AI interaction · 9% | |
| Computer graphics and multimedia
2 papers |
Multimedia analysis and retrieval · 77% Geometric modeling and processing · 23% |
Topics — the 3 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia analysis and retrieval
video analysis |
1.0 | 1 | 2026 | Touch with Meaning: A Contextual Analysis of Social Touch · CHI 2026 |
Haptics and multimodal interaction › haptic feedback
kinesthetic feedback |
1.0 | 1 | 2026 | GenTouchVR: Generating a Touchable Virtual Reality Environment from a Single Image · IEEE Trans. Vis. Comput. Graph. 2026 |
Haptics and multimodal interaction › affective haptics
social touch |
1.0 | 1 | 2026 | Touch with Meaning: A Contextual Analysis of Social Touch · CHI 2026 |
Methods — techniques the papers use, named apart from their topics
large language model · 2.0haptic property optimization · 2.0computer vision pipeline · 2.0annotation · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Touch with Meaning: A Contextual Analysis of Social TouchabstractSocial touch is a rich channel of human communication, conveying emotion, intent, and meaning embedded in context. Yet most HCI studies treat touch in isolation, overlooking the layered subtleties that shape interpretation. We present a contextual analysis of 5,016 social touch events, grounded in a large collection of annotated scenes from films, dramas, and documentaries. Using a computer vision pipeline, we segmented touch events from video and annotated them across dimensions, including who is involved, how the gesture is performed, where on the body it occurs, and the cultural backdrop. Our analysis shows that identical gestures can convey distinct meanings depending on body location, relationship type, and context. Similar intentions—like comfort, encouragement, or dominance—may be expressed through different gestures or locations, shaped by relational dynamics, cultural norms, and public or private settings. These insights inform the design of socially aware touch technologies, including avatars, social agents, and mediated communication systems. Ayush Bhardwaj, Ashish Pratap, Abbas Khawaja, Yapeng Tian, Uison Ju, Dajin Lee, Seungmoon Choi, Jin Ryong Kim |
CHI | 5 |
| 2026 | GenTouchVR: Generating a Touchable Virtual Reality Environment from a Single ImageabstractCreating interactive VR content typically requires extensive modeling effort, making scalable production difficult. We present an automated computational pipeline that converts a single image into an interactive 3D scene with plausible kinesthetic feedback. Our approach leverages a Large Language Model (LLM) to detect objects in the image and infer haptic properties from visual and textual cues. These extracted results are then utilized to synthesize 3D models and optimize haptic properties for perceptual distinguishability, while combining them into a complete interactive environment. A user study shows that the generated VR scenes provide compelling visuo-haptic experiences, highlighting the potential of our method for scalable multisensory world generation. To our knowledge, this is the first system to automatically produce VR scenes with force feedback from a single image, pointing toward a practical direction for lowering the barriers to creating haptically enriched VR content. Jaejun Park, Soyeon Nam, Jeongwoo Kim 0001, Uison Ju, Seungmoon Choi |
IEEE Trans. Vis. Comput. Graph. | 4 |