Rachel Kim
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Rachel Kim has a total of 12 co-authors. Here are the top co-authors by number of shared publications:
- Sang Ho Yoon
Graduate School of Culture Technology, KAIST, Daejeon, Republic of Korea
6 shared publications - DongKyu Kwak
Graduate School of Culture Technology, KAIST, Daejeon, Republic of Korea
2 shared publications - Eunho Kim
KAIST Graduate School of Culture Technology, Daejeon, South Korea
2 shared publications - Kyungjin Seo
Graduate School of Culture Technology, KAIST, Daejeon, Republic of Korea
2 shared publications - Yitian Shao
Harbin Institute of Technology
2 shared publications - Youjin Sung
Graduate School of Culture Technology, KAIST, Daejeon, Republic of Korea
2 shared publications
Latest Publications
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Snap-Yo-Mind: Arousal-Triggered Capture of Emotionally Salient Moments
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessSnap-Yo-Mind: Arousal-Triggered Capture of Emotionally Salient Moments
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-14
DOBI: Dynamic Opportunistic Body Input via Spare Joint Recruitment for Hands-Free XR
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Open AccessDOBI: Dynamic Opportunistic Body Input via Spare Joint Recruitment for Hands-Free XR
- 1 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Haptics
- Vol. 19 (3) , 1-12
VibGrasp: Spatiotemporal Vibration Based Multimodal Haptic Rendering with a Lightweight Exo-Glove for 3D Shape Perception
Haptic feedback has been employed to enhance shape perception during grasp interactions, improving immersion and task performance in extended reality (XR). Although wearable devices offer precise multi-phalangeal haptic feedback, their bulkiness and complexity often hinder practicality. In addition, fingertip-based tactile feedback often limits users' ability to perceive a continuous and sequential sensation across the finger surfaces during power grasp. We present a haptic shape rendering method that synchronizes spatiotemporal vibrotactile feedback across multiple phalanges with 1-DOF kinesthetic feedback. Using the funneling illusion and duration-modulated vibration patterns, our approach delivers sequential, continuous sensations along the finger to render various shapes. We also develop a lightweight exoskeleton glove with two dorsal-mounted vibration actuators designed to transmit feedback to the ventral surfaces without obstructing motion. Two perception studies demonstrated consistent shape associations and clear preferences for specific patterns. A VR user-experience study further showed that our method achieved higher ratings for realism, satisfaction, and harmony than prior approaches. These findings offer insights into improving immersive and efficient haptic shape rendering in XR.
- 1 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Haptics
- Vol. 19 (3) , 1-12
VibGrasp: Spatiotemporal Vibration Based Multimodal Haptic Rendering with a Lightweight Exo-Glove for 3D Shape Perception
Haptic feedback has been employed to enhance shape perception during grasp interactions, improving immersion and task performance in extended reality (XR). Although wearable devices offer precise multi-phalangeal haptic feedback, their bulkiness and complexity often hinder practicality. In addition, fingertip-based tactile feedback often limits users' ability to perceive a continuous and sequential sensation across the finger surfaces during power grasp. We present a haptic shape rendering method that synchronizes spatiotemporal vibrotactile feedback across multiple phalanges with 1-DOF kinesthetic feedback. Using the funneling illusion and duration-modulated vibration patterns, our approach delivers sequential, continuous sensations along the finger to render various shapes. We also develop a lightweight exoskeleton glove with two dorsal-mounted vibration actuators designed to transmit feedback to the ventral surfaces without obstructing motion. Two perception studies demonstrated consistent shape associations and clear preferences for specific patterns. A VR user-experience study further showed that our method achieved higher ratings for realism, satisfaction, and harmony than prior approaches. These findings offer insights into improving immersive and efficient haptic shape rendering in XR.
- Open Access
- 2 December 2025
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Vol. 9 (4) , 1-24
Moving-Press: Pressure-based Moving Phantom Sensation for Immersive VR Hand Interaction
We propose a haptic interface, Moving-Press, enabling a pressure-based moving phantom sensation on the user's hand. The moving phantom sensation refers to an illusory perception of a continuous tactile stimulus traversing between two discrete stimulation points. While this phenomenon has been studied in the context of vibrotactile feedback, it remains underexplored in the domain of pressure feedback. As integrating phantom sensation offers a promising approach to simplifying typically bulky pressure devices, employing this phenomenon enables more compact pressure rendering systems. Therefore, we investigated whether pressure movement could be induced using two fixed-positioned actuators by leveraging pressure-based phantom sensation. Our initial perception study validated the occurrence of pressure-based phantom sensations on the hand. Then, we examined how varying the indentation depth of each actuator influences the perceived location, and how the phantom sensation intensity differs from a single pressure stimulus. Finally, we proposed a rack-and-pinion-driven wearable haptic device and conducted a user study to identify an appropriate haptic rendering profile for producing natural pressure movement. The results demonstrated that temporal modulation of indentation depth using the proposed device successfully evokes pressure-based moving phantom sensation.
- 2 December 2025
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Vol. 9 (4) , 1-24
Open AccessMoving-Press: Pressure-based Moving Phantom Sensation for Immersive VR Hand Interaction
We propose a haptic interface, Moving-Press, enabling a pressure-based moving phantom sensation on the user's hand. The moving phantom sensation refers to an illusory perception of a continuous tactile stimulus traversing between two discrete stimulation points. While this phenomenon has been studied in the context of vibrotactile feedback, it remains underexplored in the domain of pressure feedback. As integrating phantom sensation offers a promising approach to simplifying typically bulky pressure devices, employing this phenomenon enables more compact pressure rendering systems. Therefore, we investigated whether pressure movement could be induced using two fixed-positioned actuators by leveraging pressure-based phantom sensation. Our initial perception study validated the occurrence of pressure-based phantom sensations on the hand. Then, we examined how varying the indentation depth of each actuator influences the perceived location, and how the phantom sensation intensity differs from a single pressure stimulus. Finally, we proposed a rack-and-pinion-driven wearable haptic device and conducted a user study to identify an appropriate haptic rendering profile for producing natural pressure movement. The results demonstrated that temporal modulation of indentation depth using the proposed device successfully evokes pressure-based moving phantom sensation.
- Open Access
- 27 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-3
TactTail: Expanding Multimodal, Nonverbal Communication Between Human and Dog
- 27 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessTactTail: Expanding Multimodal, Nonverbal Communication Between Human and Dog
- Open Access
- 27 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Pressure Movement Sensation with Rack and Pinion Based Wearable Interface
- 27 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessPressure Movement Sensation with Rack and Pinion Based Wearable Interface
- Open Access
- 19 December 2023
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Vol. 7 (4) , 1-28
HapticPilot
The emergence of vibrotactile feedback in hand wearables enables immersive virtual reality (VR) experience with whole-hand haptic rendering. However, existing haptic rendering neglects inconsistent sensations caused by hand postures. In our study, we observed that changing hand postures alters the distribution of vibrotactile signals which might degrade one's haptic perception. To address the issues, we present HapticPilot which allows an in-situ haptic experience design for hand wearables in VR. We developed an in-situ authoring system supporting instant haptic design. In the authoring tool, we applied our posture-adaptive haptic rendering algorithm with a novel haptic design abstraction called phantom grid. The algorithm adapts phantom grid to the target posture and incorporates 1D & 2D phantom sensation with a unique actuator arrangement to provide a whole-hand experience. With this method, HapticPilot provides a consistent haptic experience across various hand postures is available. Through measuring perceptual haptic performance and collecting qualitative feedback, we validated the usability of the system. In the end, we demonstrated our system with prospective VR scenarios showing how it enables an intuitive, empowering, and responsive haptic authoring framework.
- 19 December 2023
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Vol. 7 (4) , 1-28
Open AccessHapticPilot
The emergence of vibrotactile feedback in hand wearables enables immersive virtual reality (VR) experience with whole-hand haptic rendering. However, existing haptic rendering neglects inconsistent sensations caused by hand postures. In our study, we observed that changing hand postures alters the distribution of vibrotactile signals which might degrade one's haptic perception. To address the issues, we present HapticPilot which allows an in-situ haptic experience design for hand wearables in VR. We developed an in-situ authoring system supporting instant haptic design. In the authoring tool, we applied our posture-adaptive haptic rendering algorithm with a novel haptic design abstraction called phantom grid. The algorithm adapts phantom grid to the target posture and incorporates 1D & 2D phantom sensation with a unique actuator arrangement to provide a whole-hand experience. With this method, HapticPilot provides a consistent haptic experience across various hand postures is available. Through measuring perceptual haptic performance and collecting qualitative feedback, we validated the usability of the system. In the end, we demonstrated our system with prospective VR scenarios showing how it enables an intuitive, empowering, and responsive haptic authoring framework.
- Open Access
- 29 November 2022
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Exploring Vibration Intensity Map Of Hand Postures For Haptic Rendering In XR
In this study, we explore the effect of hand posture on haptic experience within the hand. With the wide acceptability of using the hand as an input in the XR, it is important to find out the positive and negative effects of hand postures on the haptic experience. We measured the vibration intensity of the hand using an accelerometer on various hand postures. Our results showed that distinctive hand postures alter the vibrotactile actuator’s tactile feedback across the hand.
- 29 November 2022
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessExploring Vibration Intensity Map Of Hand Postures For Haptic Rendering In XR
In this study, we explore the effect of hand posture on haptic experience within the hand. With the wide acceptability of using the hand as an input in the XR, it is important to find out the positive and negative effects of hand postures on the haptic experience. We measured the vibration intensity of the hand using an accelerometer on various hand postures. Our results showed that distinctive hand postures alter the vibrotactile actuator’s tactile feedback across the hand.