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Kyujung Kim

dblp:65/117 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1

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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
0.112010
Virtual reality · SIGGRAPH ASIA (Computer Animation Festival) 2010
Immersive interaction › virtual reality experience › immersion
immersive experience
0.012010
Virtual reality · SIGGRAPH ASIA (Computer Animation Festival) 2010
YearPublicationVenuePosition
2025 Correlations Between Biomechanical Variables and Subjective Measures of Satisfaction While Using a Passive Upper-Limb Exoskeleton for Overhead Tasks in the Field
abstract
This article proposes a novel evaluation approach on wearing passive upper-limb exoskeletons for overhead tasks in real-world automotive manufacturing lines. We determined that wearing exoskeletons reduced the biomechanical efforts of workers measured by joint kinematics and electromyography as well as the estimated shoulder joint reaction forces and torques derived from simulation. These quantitatively measured variables were statistically associated with subjective measures collected through satisfaction questionnaires. We specifically found that participants increased the shoulder flexion and abduction angles as well as the shoulder range of motion while wearing exoskeletons. Participants also reduced muscle activities, joint torques for shoulder flexion, and reaction forces exerted on the shoulder joints while wearing exoskeletons. Interestingly, our analysis also found that the increased shoulder movement while wearing the device was negatively associated with the satisfaction level. This indicates that although the assistance provided by the device allows users to perform a wider range of arm lifting movements, the deviation from their original movement with the device may lead to decreases in satisfaction levels. This integrative approach using biomechanics and ergonomics suggests that we can potentially predict the subjective scale of satisfaction based on biomechanical variables and preliminarily evaluate the usability and comfort while wearing exoskeletons in real-world settings.
Moon Ki Jung, Kyujung Kim, Hyunseop Lim, JuYoung Yoon, Dong Jin Hyun
IEEE Trans. Hum. Mach. Syst.3
2010 Virtual reality
abstract
People dream of a world that they can be connected to network whenever, wherever without restrictions caused by the difference of devices. If a lens makes it possible, what would happen? They could not distinguish real life from virtual one. But it is not so far. Even today, we are online through various devices. The day is getting closer day by day. Can you tell me whether what you see is real or not?
Bk Kim, Kyujung Kim
SIGGRAPH ASIA (Computer Animation Festival)2
2006 An Application-Independent Multimedia Adaptation Framework for the Mobile Web
Sungmi Chon, Younghwan Lim, Kyujung Kim
ICCSA (2)3