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KAIST's Pioneering VR Precision Technology & Choreography Tool Receive Spotlights at CHI 2025
Accurate pointing in virtual spaces is essential for seamless interaction. If pointing is not precise, selecting the desired object becomes challenging, breaking user immersion and reducing overall experience quality. KAIST researchers have developed a technology that offers a vivid, lifelike experience in virtual space, alongside a new tool that assists choreographers throughout the creative process. KAIST (President Kwang-Hyung Lee) announced on May 13th that a research team led by Professor Sang Ho Yoon of the Graduate School of Culture Technology, in collaboration with Professor Yang Zhang of the University of California, Los Angeles (UCLA), has developed the ‘T2IRay’ technology and the ‘ChoreoCraft’ platform, which enables choreographers to work more freely and creatively in virtual reality. These technologies received two Honorable Mention awards, recognizing the top 5% of papers, at CHI 2025*, the best international conference in the field of human-computer interaction, hosted by the Association for Computing Machinery (ACM) from April 25 to May 1. < (From left) PhD candidates Jina Kim and Kyungeun Jung along with Master's candidate, Hyunyoung Han and Professor Sang Ho Yoon of KAIST Graduate School of Culture Technology and Professor Yang Zhang (top) of UCLA > T2IRay: Enabling Virtual Input with Precision T2IRay introduces a novel input method that allows for precise object pointing in virtual environments by expanding traditional thumb-to-index gestures. This approach overcomes previous limitations, such as interruptions or reduced accuracy due to changes in hand position or orientation. The technology uses a local coordinate system based on finger relationships, ensuring continuous input even as hand positions shift. It accurately captures subtle thumb movements within this coordinate system, integrating natural head movements to allow fluid, intuitive control across a wide range. < Figure 1. T2IRay framework utilizing the delicate movements of the thumb and index fingers for AR/VR pointing > Professor Sang Ho Yoon explained, “T2IRay can significantly enhance the user experience in AR/VR by enabling smooth, stable control even when the user’s hands are in motion.” This study, led by first author Jina Kim, was supported by the Excellent New Researcher Support Project of the National Research Foundation of Korea under the Ministry of Science and ICT, as well as the University ICT Research Center (ITRC) Support Project of the Institute of Information and Communications Technology Planning and Evaluation (IITP). ▴ Paper title: T2IRay: Design of Thumb-to-Index Based Indirect Pointing for Continuous and Robust AR/VR Input▴ Paper link: https://doi.org/10.1145/3706598.3713442 ▴ T2IRay demo video: https://youtu.be/ElJlcJbkJPY ChoreoCraft: Creativity Support through VR for Choreographers In addition, Professor Yoon’s team developed ‘ChoreoCraft,’ a virtual reality tool designed to support choreographers by addressing the unique challenges they face, such as memorizing complex movements, overcoming creative blocks, and managing subjective feedback. ChoreoCraft reduces reliance on memory by allowing choreographers to save and refine movements directly within a VR space, using a motion-capture avatar for real-time interaction. It also enhances creativity by suggesting movements that naturally fit with prior choreography and musical elements. Furthermore, the system provides quantitative feedback by analyzing kinematic factors like motion stability and engagement, helping choreographers make data-driven creative decisions. < Figure 2. ChoreoCraft's approaches to encourage creative process > Professor Yoon noted, “ChoreoCraft is a tool designed to address the core challenges faced by choreographers, enhancing both creativity and efficiency. In user tests with professional choreographers, it received high marks for its ability to spark creative ideas and provide valuable quantitative feedback.” This research was conducted in collaboration with doctoral candidate Kyungeun Jung and master’s candidate Hyunyoung Han, alongside the Electronics and Telecommunications Research Institute (ETRI) and One Million Co., Ltd. (CEO Hye-rang Kim), with support from the Cultural and Arts Immersive Service Development Project by the Ministry of Culture, Sports and Tourism. ▴ Paper title: ChoreoCraft: In-situ Crafting of Choreography in Virtual Reality through Creativity Support Tools▴ Paper link: https://doi.org/10.1145/3706598.3714220 ▴ ChoreoCraft demo video: https://youtu.be/Ms1fwiSBjjw *CHI (Conference on Human Factors in Computing Systems): The premier international conference on human-computer interaction, organized by the ACM, was held this year from April 25 to May 1, 2025.
2025.05.13
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KAIST Professor Uichin Lee Receives Distinguished Paper Award from ACM
< Photo. Professor Uichin Lee (left) receiving the award > KAIST (President Kwang Hyung Lee) announced on the 25th of October that Professor Uichin Lee’s research team from the School of Computing received the Distinguished Paper Award at the International Joint Conference on Pervasive and Ubiquitous Computing and International Symposium on Wearable Computing (Ubicomp / ISWC) hosted by the Association for Computing Machinery (ACM) in Melbourne, Australia on October 8. The ACM Ubiquitous Computing Conference is the most prestigious international conference where leading universities and global companies from around the world present the latest research results on ubiquitous computing and wearable technologies in the field of human-computer interaction (HCI). The main conference program is composed of invited papers published in the Proceedings of the ACM (PACM) on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT), which covers the latest research in the field of ubiquitous and wearable computing. The Distinguished Paper Award Selection Committee selected eight papers among 205 papers published in Vol. 7 of the ACM Proceedings (PACM IMWUT) that made outstanding and exemplary contributions to the research community. The committee consists of 16 prominent experts who are current and former members of the journal's editorial board which made the selection after a rigorous review of all papers for a period that stretched over a month. < Figure 1. BeActive mobile app to promote physical activity to form active lifestyle habits > The research that won the Distinguished Paper Award was conducted by Dr. Junyoung Park, a graduate of the KAIST Graduate School of Data Science, as the 1st author, and was titled “Understanding Disengagement in Just-in-Time Mobile Health Interventions” Professor Uichin Lee’s research team explored user engagement of ‘Just-in-Time Mobile Health Interventions’ that actively provide interventions in opportune situations by utilizing sensor data collected from health management apps, based on the premise that these apps are aptly in use to ensure effectiveness. < Figure 2. Traditional user-requested digital behavior change intervention (DBCI) delivery (Pull) vs. Automatic transmission (Push) for Just-in-Time (JIT) mobile DBCI using smartphone sensing technologies > The research team conducted a systematic analysis of user disengagement or the decline in user engagement in digital behavior change interventions. They developed the BeActive system, an app that promotes physical activities designed to help forming active lifestyle habits, and systematically analyzed the effects of users’ self-control ability and boredom-proneness on compliance with behavioral interventions over time. The results of an 8-week field trial revealed that even if just-in-time interventions are provided according to the user’s situation, it is impossible to avoid a decline in participation. However, for users with high self-control and low boredom tendency, the compliance with just-in-time interventions delivered through the app was significantly higher than that of users in other groups. In particular, users with high boredom proneness easily got tired of the repeated push interventions, and their compliance with the app decreased more quickly than in other groups. < Figure 3. Just-in-time Mobile Health Intervention: a demonstrative case of the BeActive system: When a user is identified to be sitting for more than 50 mins, an automatic push notification is sent to recommend a short active break to complete for reward points. > Professor Uichin Lee explained, “As the first study on user engagement in digital therapeutics and wellness services utilizing mobile just-in-time health interventions, this research provides a foundation for exploring ways to empower user engagement.” He further added, “By leveraging large language models (LLMs) and comprehensive context-aware technologies, it will be possible to develop user-centered AI technologies that can significantly boost engagement." < Figure 4. A conceptual illustration of user engagement in digital health apps. Engagement in digital health apps consists of (1) engagement in using digital health apps and (2) engagement in behavioral interventions provided by digital health apps, i.e., compliance with behavioral interventions. Repeated adherences to behavioral interventions recommended by digital health apps can help achieve the distal health goals. > This study was conducted with the support of the 2021 Biomedical Technology Development Program and the 2022 Basic Research and Development Program of the National Research Foundation of Korea funded by the Ministry of Science and ICT. < Figure 5. A conceptual illustration of user disengagement and engagement of digital behavior change intervention (DBCI) apps. In general, user engagement of digital health intervention apps consists of two components: engagement in digital health apps and engagement in behavioral interventions recommended by such apps (known as behavioral compliance or intervention adherence). The distinctive stages of user can be divided into adoption, abandonment, and attrition. > < Figure 6. Trends of changes in frequency of app usage and adherence to behavioral intervention over 8 weeks, ● SC: Self-Control Ability (High-SC: user group with high self-control, Low-SC: user group with low self-control) ● BD: Boredom-Proneness (High-BD: user group with high boredom-proneness, Low-BD: user group with low boredom-proneness). The app usage frequencies were declined over time, but the adherence rates of those participants with High-SC and Low-BD were significantly higher than other groups. >
2024.10.25
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