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Geonsun Lee

Publications and source records attributed to Geonsun Lee.

7 recordsLinked to original sources

XR Blocks: Accelerating Human-centered AI + XR Innovation

We are on the cusp where Artificial Intelligence (AI) and Extended Reality (XR) are converging to unlock new paradigms of interactive computing. However, a significant gap exists between the ecosystems of these two fields: while AI research and development is accelerated by mature frameworks like JAX and benchmarks like LMArena, prototyping novel AI-driven XR interactions remains a high-friction process, often requiring practitioners to manually integrate disparate, low-level systems for perception, rendering, and interaction. To bridge this gap, we present XR Blocks, a cross-platform framework designed to accelerate human-centered AI + XR innovation. XR Blocks strives to provide a modular architecture with plug-and-play components for core abstraction in AI + XR: user, world, peers; interface, context, and agents. Crucially, it is designed with the mission of "reducing frictions from idea to reality", thus accelerating rapid prototyping of AI + XR apps. Built upon accessible technologies (WebXR, three.js, TensorFlow, Gemini), our toolkit lowers the barrier to entry for XR creators. We demonstrate its utility through a set of open-source templates, samples, and advanced demos, empowering the community to quickly move from concept to interactive XR prototype. Site: https://xrblocks.github.io

cs.HC

Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents

Proactive AR agents promise context-aware assistance, but their interactions often rely on explicit voice prompts or responses, which can be disruptive or socially awkward. We introduce Sensible Agent, a framework designed for unobtrusive interaction with these proactive agents. Sensible Agent dynamically adapts both "what" assistance to offer and, crucially, "how" to deliver it, based on real-time multimodal context sensing. Informed by an expert workshop (n=12) and a data annotation study (n=40), the framework leverages egocentric cameras, multimodal sensing, and Large Multimodal Models (LMMs) to infer context and suggest appropriate actions delivered via minimally intrusive interaction modes. We demonstrate our prototype on an XR headset through a user study (n=10) in both AR and VR scenarios. Results indicate that Sensible Agent significantly reduces perceived interaction effort compared to voice-prompted baseline, while maintaining high usability and achieving higher preference.

cs.HC

Zero-Shot Personalized Camera Motion Control for Image-to-Video Synthesis

Specifying nuanced and compelling camera motion remains a significant hurdle for non-expert creators using generative tools, creating an "expressive gap" where generic text prompts fail to capture cinematic vision. This barrier limits individual creativity and restricts the accessibility of cinematic production for small-scale industries and educational content creators. To address this, we present a zero-shot diffusion-based framework for personalized camera motion control, enabling the transfer of cinematic movements from a single reference video onto a user-provided static image without requiring 3D data, predefined trajectories, or complex graphical interfaces. Our technical contribution involves an inference-time optimization strategy using dual Low-Rank Adaptation (LoRA) networks, with an orthogonality regularizer that encourages separation between spatial appearance and temporal motion updates, alongside a homography-based refinement strategy that provides weak geometric guidance. We evaluate our approach using a new metric, CameraScore, and two distinct user studies. A 72-participant perceptual study demonstrates that our method significantly outperforms existing baselines in motion accuracy (90.45% preference) and scene preservation (70.31% preference). Furthermore, a 12-participant task-based interaction study confirms that our workflow significantly improves usability and creative control (p < 0.001) compared to standard text- or preset-based prompts. We hope this work lays a foundation for future advancements in camera motion transfer across diverse scenes.

cs.CV

Since U Been Gone: Augmenting Context-Aware Transcriptions for Re-engaging in Immersive VR Meetings

Maintaining engagement in immersive meetings is challenging, particularly when users must catch up on missed content after disruptions. While transcription interfaces can help, table-fixed panels have the potential to distract users from the group, diminishing social presence, while avatar-fixed captions fail to provide past context. We present EngageSync, a context-aware avatar-fixed transcription interface that adapts based on user engagement, offering live transcriptions and LLM-generated summaries to enhance catching up while preserving social presence. We implemented a live VR meeting setup for a 12-participant formative study and elicited design considerations. In two user studies with small (3 avatars) and mid-sized (7 avatars) groups, EngageSync significantly improved social presence (p < .05) and time spent gazing at others in the group instead of the interface over table-fixed panels. Also, it reduced re-engagement time and increased information recall (p < .05) over avatar-fixed interfaces, with stronger effects in mid-sized groups (p < .01).

cs.HC

"May I Speak?": Multi-modal Attention Guidance in Social VR Group Conversations

In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the difficulties posed by a confined field of view and the absence of detailed gesture tracking in VR, our proposed method aims to mitigate the challenges of noticing new speakers attempting to join the conversation. This approach tailors attention guidance, providing a nuanced experience for highly engaged participants while offering subtler cues for those less engaged, thereby enriching the overall meeting dynamics. Through group interview studies, we gathered insights to guide our design, resulting in a prototype that employs "light" as a diegetic guidance mechanism, complemented by spatial audio. The combination creates an intuitive and immersive meeting environment, effectively directing users' attention to new speakers. An evaluation study, comparing our method to state-of-the-art attention guidance approaches, demonstrated significantly faster response times (p < 0.001), heightened perceived conversation satisfaction (p < 0.001), and preference (p < 0.001) for our method. Our findings contribute to the understanding of design implications for VR social attention guidance, opening avenues for future research and development.

cs.HC

DocuBits: VR Document Decomposition for Procedural Task Completion

Reading monolithic instructional documents in VR is often challenging, especially when tasks are collaborative. Here we present DocuBits, a novel method for transforming monolithic documents into small, interactive instructional elements. Our approach allows users to:(i) create instructional elements (ii) position them within VR and (iii) use them to monitor and share progress in a multi-user VR learning environment. We describe our design methodology as well as two user studies evaluating how both individual users and pairs of users interact with DocuBits compared to monolithic documents while performing a chemistry lab task. Our analysis shows that, for both studies, DocuBits had substantially higher usability, while decreasing perceived workload (p < 0.001$. Our collaborative study showed that participants perceived higher social presence, collaborator awareness as well as immersion and presence (p < 0.001). We discuss our insights for using text-based instructions to support enhanced collaboration in VR environments.

cs.HC

VRDoc: Gaze-based Interactions for VR Reading Experience

Virtual reality (VR) offers the promise of an infinite office and remote collaboration, however, existing interactions in VR do not strongly support one of the most essential tasks for most knowledge workers, reading. This paper presents VRDoc, a set of gaze-based interaction methods designed to improve the reading experience in VR. We introduce three key components: Gaze Select-and-Snap for document selection, Gaze MagGlass for enhanced text legibility, and Gaze Scroll for ease of document traversal. We implemented each of these tools using a commodity VR headset with eye-tracking. In a series of user studies with 13 participants, we show that VRDoc makes VR reading both more efficient (p < 0.01 ) and less demanding (p < 0.01), and when given a choice, users preferred to use our tools over the current VR reading methods.

cs.HC