Hae-Won Byun
Research Subjects
Research Interests
Hae-Won Byun has a total of 13 co-authors. Here are the top co-authors by number of shared publications:
- Qimeng Zhang
Interdisciplinary Program in Visual Information Processing, Korea University, Seoul 02841, Korea
2 shared publications Chang-Hun Kim
Department of Computer Science and Engineering, Korea University, Seoul, South Korea
1 shared publication- Chang-Hun Kim
Department of Computer Science and Engineering, Korea University, Seoul, Korea
1 shared publication Ho-Yeon Yu
1 shared publicationHyo-Jin Lee
1 shared publicationHyung-Hee Park
1 shared publication
Latest Publications
- Open Access
- 31 December 2024
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 25 (12) , 3811-3820
Image-to-Stereo Audio Generation from Multiple Audio-Source Objects
- 31 December 2024
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 25 (12) , 3811-3820
Open AccessImage-to-Stereo Audio Generation from Multiple Audio-Source Objects
- Open Access
- 31 December 2023
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 24 (12) , 3167-3178
Human Programmers versus ChatGPT 3.5 & 4.0: A Comparison of Coding in Korean
- 31 December 2023
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 24 (12) , 3167-3178
Open AccessHuman Programmers versus ChatGPT 3.5 & 4.0: A Comparison of Coding in Korean
- Open Access
- 30 June 2023
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 24 (6) , 1361-1371
SNS Context-based Emoji Recommendation Using Hierarchical KoBERT
- 30 June 2023
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 24 (6) , 1361-1371
Open AccessSNS Context-based Emoji Recommendation Using Hierarchical KoBERT
- 9 August 2022
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 39 (20) , 3969-3983
Multi-Finger-Based Arbitrary Region-of-Interest Selection in Virtual Reality
We present a new 3D user interface for selecting an arbitrarily shaped region of interest (ROI) in virtual reality. The interface’s primary objective is the selection of a surface geometry’s boundaries having various shapes (e.g., arch- or concave-shaped boundaries) for 3D model editing or annotation. Compared with previous convex ROI shape selection, we explore a more challenging arbitrarily shaped selection. We address this issue by generating a flexible selection space based on a user’s multiple finger position mapping into the shaped ROI on a 3D surface geometry and providing visual feedback to assist the user in progressively refining the selection shape. We employ a leap motion controller for free-hand finger position input and gesture-based navigation to construct a flexible and natural user interface. To demonstrate the efficiency of our method, we evaluate the system usability by conducting a user study and compare the results with those of the state-of-the-art manual-input ROI selection technique.
- 9 August 2022
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 39 (20) , 3969-3983
Multi-Finger-Based Arbitrary Region-of-Interest Selection in Virtual Reality
We present a new 3D user interface for selecting an arbitrarily shaped region of interest (ROI) in virtual reality. The interface’s primary objective is the selection of a surface geometry’s boundaries having various shapes (e.g., arch- or concave-shaped boundaries) for 3D model editing or annotation. Compared with previous convex ROI shape selection, we explore a more challenging arbitrarily shaped selection. We address this issue by generating a flexible selection space based on a user’s multiple finger position mapping into the shaped ROI on a 3D surface geometry and providing visual feedback to assist the user in progressively refining the selection shape. We employ a leap motion controller for free-hand finger position input and gesture-based navigation to construct a flexible and natural user interface. To demonstrate the efficiency of our method, we evaluate the system usability by conducting a user study and compare the results with those of the state-of-the-art manual-input ROI selection technique.
- Open Access
- 31 December 2021
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 22 (12) , 2111-2119
Automatic Garbage Classification System based on YOLOv4 and Rasberry Pi
- 31 December 2021
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 22 (12) , 2111-2119
Open AccessAutomatic Garbage Classification System based on YOLOv4 and Rasberry Pi
- Open Access
Low-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.
Open AccessLow-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.
- Open Access
- 1 March 2019
- Published by Korea Computer Graphics Society in Journal of the Korea Computer Graphics Society
- Vol. 25 (1) , 1-11
Wet cloth animation with vertex based adhesion force model
사단법인 한국컴퓨터그래픽스학회의 논문지로서 그래픽스 분야와 그에 연관된 연구영역의 새로운 발견과 최첨단 연구결과를 발표하는 토론의 장입니다. 학회를 대표하는 학술지인 논문지는 1995년에 논문지 발간을 시작으로 2000년부터 3월, 6월, 9월, 12월 총 4회 발간되었고, 2015년부터는 KCGS 학술대회 특별호를 7월에 발간하면서 총 5회 발간되고 있습니다.
- 1 March 2019
- Published by Korea Computer Graphics Society in Journal of the Korea Computer Graphics Society
- Vol. 25 (1) , 1-11
Open AccessWet cloth animation with vertex based adhesion force model
사단법인 한국컴퓨터그래픽스학회의 논문지로서 그래픽스 분야와 그에 연관된 연구영역의 새로운 발견과 최첨단 연구결과를 발표하는 토론의 장입니다. 학회를 대표하는 학술지인 논문지는 1995년에 논문지 발간을 시작으로 2000년부터 3월, 6월, 9월, 12월 총 4회 발간되었고, 2015년부터는 KCGS 학술대회 특별호를 7월에 발간하면서 총 5회 발간되고 있습니다.
- 1 January 2011
- Published by Springer Nature
- p. 357-359
Interaction for Interactive Popup Book
- 1 January 2011
- Published by Springer Nature
- p. 352-356
Emotion Based Gesture Animation for Mobile Phone
- 1 January 2011
- Published by Springer Nature
- p. 352-356
Emotion Based Gesture Animation for Mobile Phone