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Sin-Hwa Kang

dblp:52/6702 · DBLP profile ↗
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22ranked-venue papers
14as first author
0since 2021 · last 2019
0000-0003-2619-5021ORCID · reported

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

Human-computer interaction and ubiquitous computing · 17 · 10 first-authorArtificial intelligence and machine learning · 9 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 9 · 5 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
5 papers
Immersive interaction · 37% Collaborative and social computing · 30% Human-robot interaction · 18%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.412019
Advancing Ethical Decision Making in Virtual Reality · VR 2019
Collaborative and social computing › social interaction
virtual human interaction
0.312018
Influences on the Elicitation of Interpersonal Space with Virtual Humans · VR 2018
Human-robot interaction
motor adaptation
0.312017
Motor adaptation in response to scaling and diminished feedback in virtual reality · VR 2017
Human-AI interaction › human decision-making
moral decision-making
0.112019
Advancing Ethical Decision Making in Virtual Reality · VR 2019
Immersive interaction
virtual reality locomotion
0.112018
Influences on the Elicitation of Interpersonal Space with Virtual Humans · VR 2018
Immersive interaction
virtual reality
0.112017
Motor adaptation in response to scaling and diminished feedback in virtual reality · VR 2017
Immersive interaction › avatar
avatar realism
0.112008
Social copresence in anonymous social interactions using a mobile video telephone · CHI 2008
Collaborative and social computing
social presence
0.112008
Social copresence in anonymous social interactions using a mobile video telephone · CHI 2008
Immersive interaction › head-mounted display
head-mounted projection display
0.112016
Head mounted projection for enhanced gaze in social interactions · VR 2016
Interaction techniques and input
mobile interaction
0.012008
Social copresence in anonymous social interactions using a mobile video telephone · CHI 2008

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

within-subject experiment · 0.8trolley dilemma · 0.8user study · 0.6retroreflective projection · 0.2head tracking · 0.2within-subjects experiment · 0.1
YearPublicationVenuePosition
2019 Multimodal Analysis and Estimation of Intimate Self-Disclosure
abstract
Self-disclosure to others has a proven benefit for one’s mental health. It is shown that disclosure to computers can be similarly beneficial for emotional and psychological well-being. In this paper, we analyzed verbal and nonverbal behavior associated with self-disclosure in two datasets containing structured human-human and human-agent interviews from more than 200 participants. Correlation analysis of verbal and nonverbal behavior revealed that linguistic features such as affective and cognitive content in verbal behavior, and nonverbal behavior such as head gestures are associated with intimate self-disclosure. A multimodal deep neural network was developed to automatically estimate the level of intimate self-disclosure from verbal and nonverbal behavior. Between modalities, verbal behavior was the best modality for estimating self-disclosure within-corpora achieving r = 0.66. However, the cross-corpus evaluation demonstrated that nonverbal behavior can outperform language modality in cross-corpus evaluation. Such automatic models can be deployed in interactive virtual agents or social robots to evaluate rapport and guide their conversational strategy.
Mohammad Soleymani 0001, Kalin Stefanov, Sin-Hwa Kang, Jan Ondras, Jonathan Gratch
ICMI3
2019 Advancing Ethical Decision Making in Virtual Reality
abstract
Virtual reality (VR) has been widely utilized for training and education purposes because of pedagogical, safety, and economic benefits. The investigation of moral judgment is a particularly interesting VR application, related to training. For this study, we designed a within-subject experiment manipulating the role of study participants in a Trolley Dilemma scenario: either victim or driver. We conducted a pilot study with four participants and describe preliminary results and implications in this poster.
Sin-Hwa Kang, Jake Chanenson, Pranav Ghate, Peter Cowal, Madeleine Weaver, David M. Krum
VR1
2018 Socio-Cultural Effects of Virtual Counseling Interviewers as Mediated by Smartphone Video Conferencing
abstract
We explored how users perceive virtual characters that performed the role of a counseling interviewer, while presenting different levels of social class, as well as single or multi-tasking behavior. To investigate this subject, we designed a 2x2 experiment (tasking type and social class of the virtual counseling interviewer). In the experiment, participants experienced the counseling interview interactions over video conferencing on a smartphone. We measured user responses to and perceptions of the virtual human interviewer. The results demonstrate that the tasking types and social class of the virtual counselor affected user responses to and perceptions of the virtual counselor. The results offer insight into the design and development of effective, realistic, and believable virtual human counselors. Furthermore, the results also address current social questions about how smartphones might mediate social interactions, including human-agent interactions.
Sin-Hwa Kang, David M. Krum, Peter Khooshabeh, Thai Phan, Chien-Yen Chang
CASA1
2018 Influences on the Elicitation of Interpersonal Space with Virtual Humans
abstract
The emergence of low cost virtual and augmented reality systems has encouraged the development of immersive training applications for medical, military, and many other fields. Many of the training scenarios for these various fields may require the presentation of realistic interactions with virtual humans. It is thus vital to determine the critical factors of fidelity required in those interactions to elicit naturalistic behavior on the part of trainees. Negative training may occur if trainees are inadvertently influenced to react in ways that are unexpected and unnatural, hindering proper learning and transfer of skills and knowledge back into real world contexts. In this research, we examined whether haptic priming (presenting an illusion of virtual human touch at the beginning of the virtual experience) and different locomotion techniques (either joystick or physical walking) might affect proxemic behavior in human users. The results of our study suggest that locomotion techniques can alter proxemic behavior in significant ways. Haptic priming did not appear to impact proxemic behavior, but did increase rapport and other subjective social measures. The results suggest that designers and developers of immersive training systems should carefully consider the impact of even simple design and fidelity choices on trainee reactions in social interactions.
David M. Krum, Sin-Hwa Kang, Thai Phan
VR2
2017 A Dynamic Speech Breathing System for Virtual Characters
Ulysses Bernardet, Sin-Hwa Kang, Andrew W. Feng, Steve DiPaola, Ari Shapiro
IVA2
2017 Motor adaptation in response to scaling and diminished feedback in virtual reality
abstract
As interaction techniques involving scaling of motor space in virtual reality are becoming more prevalent, it is important to understand how individuals adapt to such scalings and how they re-adapt back to non-scaled norms. This preliminary work examines how individuals, performing a targeted ball throwing task, adapted to addition and removal of a translational scaling of the ball's forward flight. This was examined under various conditions: flight of the ball shown with no delay, hidden flight of the ball with no delay, and hidden flight with a 2 second delay. Hiding the ball's flight, as well as the delay, created disruptions in the ability of the participants to perform the task and adapt to new scaling conditions.
David M. Krum, Thai Phan, Sin-Hwa Kang
VR3
2017 Social influence of humor in virtual human counselor's self-disclosure
abstract
Abstract We explored the social influence of humor in a virtual human counselor's self‐disclosure while also varying the ethnicity of the virtual counselor. In a 2 × 3 experiment (humor and ethnicity of the virtual human counselor), participants experienced counseling interview interactions via Skype on a smartphone. We measured user responses to and perceptions of the virtual human counselor. The results demonstrate that humor positively affects user responses to and perceptions of a virtual counselor. The results further suggest that matching styles of humor with a virtual counselor's ethnicity influences user responses and perceptions. The results offer insight into the effective design and development of realistic and believable virtual human counselors. Furthermore, they illuminate the potential use of humor to enhance self‐disclosure in human–agent interactions.
Sin-Hwa Kang, David M. Krum, Peter Khooshabeh, Thai Phan, Chien-Yen Chang, Ori Amir, Rebecca Lin
Comput. Animat. Virtual Worlds1
2017 Motion recognition of self and others on realistic 3D avatars
abstract
Abstract Current 3D capture and modeling technology can rapidly generate highly photo‐realistic 3D avatars of human subjects. However, while the avatars look like their human counterparts, their movements often do not mimic their own due to existing challenges in accurate motion capture and retargeting. A better understanding of factors that influence the perception of biological motion would be valuable for creating virtual avatars that capture the essence of their human subjects. To investigate these issues, we captured 22 subjects walking in an open space. We then performed a study where participants were asked to identify their own motion in varying visual representations and scenarios. Similarly, participants were asked to identify the motion of familiar individuals. Unlike prior studies that used captured footage with simple “point‐light” displays, we rendered the motion on photo‐realistic 3D virtual avatars of the subject. We found that self‐recognition was significantly higher for virtual avatars than with point‐light representations. Users were more confident of their responses when identifying their motion presented on their virtual avatar. Recognition rates varied considerably between motion types for recognition of others, but not for self‐recognition. Overall, our results are consistent with previous studies that used recorded footage and offer key insights into the perception of motion rendered on virtual avatars.
Sahil Narang, Andrew Best, Andrew W. Feng, Sin-Hwa Kang, Dinesh Manocha, Ari Shapiro
Comput. Animat. Virtual Worlds4
2016 Smart Mobile Virtual Characters: Video Characters vs. Animated Characters
abstract
This study investigates presentation techniques for a chatbased virtual human that communicates engagingly with users via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with an animated 3D virtual character as opposed to a real human video character capable of displaying backchannel behaviors. The findings of our study demonstrate that people are socially attracted to a 3D animated character that does not display backchannel behaviors more than a real human video character that presents realistic backchannel behaviors. People engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that exhibits backchannel behaviors, compared to communicating with a real human video character that does not display backchannel behaviors.
Sin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro
HAI1
2016 Study comparing video-based characters and 3D-based characters on mobile devices for chat
abstract
This study explores presentation techniques for a chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with an animated virtual character as opposed to a real human video character capable of displaying realistic backchannel behaviors. An audio-only interface is compared additionally with the two types of characters. The findings of our study suggest that people are socially attracted to a 3D animated character that does not display backchannel behaviors more than a real human video character that presents realistic backchannel behaviors. People engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that exhibits realistic backchannel behaviors, compared to communicating with a real human video character that does not display backchannel behaviors.
Sin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro
MIG1
2016 Head mounted projection for enhanced gaze in social interactions
abstract
Projected displays can present life-sized imagery of a virtual human character that can be seen by multiple observers. However, typical projected displays can only render that virtual human from a single viewpoint, regardless of whether head tracking is employed. This results in the virtual human being rendered from an incorrect perspective for most individuals. This could cause perceptual miscues, such as the “Mona Lisa” effect, causing the virtual human to appear as if it is simultaneously gazing and pointing at all observers regardless of their location. This may be detrimental to training scenarios in which all trainees must accurately assess where the virtual human is looking or pointing. We discuss our investigations into the presentation of eye gaze using REFLCT, a previously introduced head mounted projective display. REFLCT uses head tracked, head mounted projectors and retroreflective screens to present personalized, perspective correct imagery to multiple users without the occlusion of a traditional head mounted display. We examined how head mounted projection for enhanced presentation of eye gaze might facilitate or otherwise affect social interactions during a multi-person guessing game of “Twenty Questions”.
David M. Krum, Sin-Hwa Kang, Thai Phan, Lauren Cairco, Mark T. Bolas
VR2
2015 The Effect of An Animated Virtual Character on Mobile Chat Interactions
abstract
This study explores presentation techniques for a 3D animated chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with no image or a static image of a virtual character as opposed to the animated visage of a virtual human capable of displaying appropriate nonverbal behavior. We further investigate users' responses to the animated character's gaze aversion which displayed the character's act of looking away from users and was presented as a listening behavior. The findings of our study demonstrate that people tend to engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that averts its gaze, compared to an animated virtual human that does not avert its gaze, a static image of a virtual character, or an audio-only interface.
Sin-Hwa Kang, Andrew W. Feng, Anton Leuski, Dan Casas, Ari Shapiro
HAI1
2015 "Hi, It's Me Again!": Virtual Coaches over Mobile Video
abstract
We believe that virtual humans presented over video chat services, such as Skype via smartphones, can be an effective way to deliver innovative applications where social interactions are important, such as counseling and coaching. We hypothesize that the context of a smartphone communication channel, i.e. how a virtual human is presented within a smartphone app, and indeed, the nature of that app, can profoundly affect how a real human perceives the virtual human. We have built an apparatus that allows virtual humans to initiate, receive, and interact over video calls using Skype or any similar service. With this platform, we are examining effective designs and social implications of virtual humans that interact over mobile video. The current study examines a relationship involving repeated counseling-style interactions with a virtual human, leveraging the virtual human's ability to call and interact with a real human on multiple occasions over a period of time. The results and implications of this preliminary study suggest that repeated interactions may improve perceived social characteristics of the virtual human.
Sin-Hwa Kang, David M. Krum, Thai Phan, Mark T. Bolas
HAI1
2015 A Platform for Building Mobile Virtual Humans
Andrew W. Feng, Anton Leuski, Stacy Marsella, Dan Casas, Sin-Hwa Kang, Ari Shapiro
IVA5
2015 Smart Mobile Virtual Humans: "Chat with Me!"
Sin-Hwa Kang, Andrew W. Feng, Anton Leuski, Dan Casas, Ari Shapiro
IVA1
2012 Understanding the Nonverbal Behavior of Socially Anxious People during Intimate Self-disclosure
Sin-Hwa Kang, Albert A. Rizzo, Jonathan Gratch
IVA1
2011 Modeling Nonverbal Behavior of a Virtual Counselor during Intimate Self-disclosure
Sin-Hwa Kang, Candace L. Sidner, Jonathan Gratch, Ron Artstein, Lixing Huang, Louis-Philippe Morency
IVA1
2011 It's in Their Eyes: A Study on Female and Male Virtual Humans' Gaze
Philipp Kulms, Nicole C. Krämer, Jonathan Gratch, Sin-Hwa Kang
IVA4
2010 Virtual humans elicit socially anxious interactants' verbal self-disclosure
abstract
Abstract We explored the relationship between interactants' social anxiety and the interactional fidelity of virtual humans. We specifically addressed whether the contingent non‐verbal feedback of virtual humans affects the association between interactants' social anxiety and their verbal self‐disclosure. This subject was investigated across three experimental conditions where participants interacted with real human videos and virtual humans in computer‐mediated interview interactions. The results demonstrated that socially anxious people revealed more information and greater intimate information about themselves when interacting with a virtual human when compared with real human video interaction, whereas less socially anxious people did not show this difference. We discuss the implication of this association between the interactional fidelity of virtual humans and social anxiety in a human interactant on the design of an embodied virtual agent for social skills' training and psychotherapy. Copyright © 2010 John Wiley & Sons, Ltd.
Sin-Hwa Kang, Jonathan Gratch
Comput. Animat. Virtual Worlds1
2009 Interactants' Most Intimate Self-disclosure in Interactions with Virtual Humans
Sin-Hwa Kang, Jonathan Gratch
IVA1
2008 Social copresence in anonymous social interactions using a mobile video telephone
abstract
In this paper, we describe research exploring the effect of behavioral and visual realism of avatars on users' social copresence in emotionally engaged conversations conducted via a simulated mobile video telephone. We offer an elaborated definition of Social Copresence to better measure users' engagement with conversational partners in social interactions that do not involve specific tasks or concrete outcomes. We investigate ways to secure mobile telephone users' anonymity while preserving their most important nonverbal affective behaviors. Experimental results with 180 participants using different combinations of static and dynamic, high and low iconic (both video and graphically animated) avatars show increased Social Copresence with dynamic high-iconic (similar to the human communicator) avatars incorporating correct facial expressions, even when these are presented on the small screen of mobile telephones in such a way that individual identities are masked. The results point to an economical combination of behavioral and iconic realism of avatars that produces maximum emotional engagement in anonymous social interactions using mobile video telephones.
Sin-Hwa Kang, James H. Watt, Sasi Kanth Ala
CHI1
2008 Agreeable People Like Agreeable Virtual Humans
Sin-Hwa Kang, Jonathan Gratch, Ning Wang 0012, James H. Watt
IVA1