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Jinseok Hong

Publications and source records attributed to Jinseok Hong.

5 recordsLinked to original sources

Metacognitive Behavioral Tuning of Large Language Models for Multi-Hop Question Answering

Large Language Models (LLMs) often produce incorrect answers on multi-hop question answering even when the reasoning trace already contains a correct intermediate conclusion. We attribute this gap to weak self-regulation rather than insufficient reasoning capacity. Without explicit regulation, valid intermediate conclusions are overridden by continued exploration or left unrecognized as logically sufficient. We propose Metacognitive Behavioral Tuning (MBT), a post-training framework that injects a five-phase metacognitive structure into reasoning traces. The five phases are understanding and filtering, planning, execution and monitoring, self-correction, and verification. MBT has two formulations. MBT-S synthesizes new metacognitive traces from scratch, while MBT-R rewrites the student's own traces into a metacognitive form. Across HotpotQA, MuSiQue, and 2WikiMultiHopQA, MBT attains the highest Accuracy-Efficiency Score (AES) across model scales. MBT lifts task accuracy while keeping traces short and stable, with mean response length on MuSiQue an order of magnitude shorter than baseline methods and degeneration counts reduced by a similar margin. A matched-control study further confirms that the gain stems from the five-phase structural prior itself. To qualitatively assess the regulatory behavior of reasoning traces, we introduce two new metrics, the Reach-Redundancy Profile (RRP) and the length-aware Metacognitive Quality Index (MQI). RRP captures when the answer is reached and how much of the trace is redundant, and MQI quantifies how richly the five phases appear. Under both metrics, MBT achieves the earliest answer arrival, the lowest redundancy, and the richest phase-level behavior across model scales.

cs.AI

What Are You Really Asking For? A Comparative 5W1H Analysis of Learner Questioning in CPR Training with IVAs in Screen-based and Augmented Reality Environments

Question-asking is one of the key indicators of cognitive engagement. However, understanding how the distinct psychological affordances of presentation media shape learners' spoken inquiries with embodied Intelligent Virtual Agents (IVAs) remains limited. To systematically examine this process, we propose a 5W1H-based framework for analyzing learner questions. Using this framework, we conducted a user study comparing an Augmented Reality-based IVA (AR-IVA) deployed in the physical environment with a screen-based IVA (Video-IVA) during cardiopulmonary resuscitation (CPR) instruction. Results showed that the AR-IVA elicited higher spatial and social presence and promoted more frequent and longer questions focused on clarification and understanding. In contrast, the Video-IVA encouraged questions regarding procedural refinement. Presence acted as a selective filter, shaping the timing and topic of questions rather than as a universal mediator. These effects were significantly moderated by learners' motivational and strategic characteristics toward learning. Based on these findings, we propose design implications for IVA-supported learning systems.

cs.HC

Viewpoint-Tolerant Depth Perception for Shared Extended Space Experience on Wall-Sized Display

We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems have primarily focused on single-user scenarios-adapting rendering based on head and eye tracking the use of wall-sized displays to extend spatial experiences and support perceptually coherent multi-user interactions remains underexplored. We investigated the effects of virtual depths (dv) and absolute viewing distance (da) on human cognitive compensation factors (perceived distance difference, viewing angle threshold, and perceived presence) to construct the wall display-based eXtended Reality (XR) space. Results show that participants experienced a compelling depth perception even from off-center angles of 23 to 37 degrees, and largely increasing virtual depth worsens depth perception and presence factors, highlighting the importance of balancing extended depth of virtual space and viewing distance from the wall-sized display. Drawing on these findings, wall-sized displays in venues such as museums, galleries, and classrooms can evolve beyond 2D information sharing to offer immersive, spatially extended group experiences without individualized tracking or wearables.

cs.HC

LLM Meets Scene Graph: Can Large Language Models Understand and Generate Scene Graphs? A Benchmark and Empirical Study

The remarkable reasoning and generalization capabilities of Large Language Models (LLMs) have paved the way for their expanding applications in embodied AI, robotics, and other real-world tasks. To effectively support these applications, grounding in spatial and temporal understanding in multimodal environments is essential. To this end, recent works have leveraged scene graphs, a structured representation that encodes entities, attributes, and their relationships in a scene. However, a comprehensive evaluation of LLMs' ability to utilize scene graphs remains limited. In this work, we introduce Text-Scene Graph (TSG) Bench, a benchmark designed to systematically assess LLMs' ability to (1) understand scene graphs and (2) generate them from textual narratives. With TSG Bench we evaluate 11 LLMs and reveal that, while models perform well on scene graph understanding, they struggle with scene graph generation, particularly for complex narratives. Our analysis indicates that these models fail to effectively decompose discrete scenes from a complex narrative, leading to a bottleneck when generating scene graphs. These findings underscore the need for improved methodologies in scene graph generation and provide valuable insights for future research. The demonstration of our benchmark is available at https://tsg-bench.netlify.app. Additionally, our code and evaluation data are publicly available at https://github.com/docworlds/tsg-bench.

cs.CL

Meta-Objects: Interactive and Multisensory Virtual Objects Learned from the Real World for Use in Augmented Reality

We introduce the concept of a meta-object, a next-generation virtual object that inherits the form, properties, and functions of its real-world counterpart, enabling seamless synchronization, interaction, and sharing between the physical and virtual worlds. While plenty of today's virtual objects provide some sensory feedback and dynamic behavior, meta-objects fully integrate interactive and multisensory features within a structured data framework to enable real-time immersive experiences in a post-metaverse intelligent simulation platform. Three key components underpin the utilization of meta-objects in the post-metaverse: property-embedded modeling for physical and action realism, adaptive multisensory feedback tailored to user interactions, and a scene graph-based intelligence simulation platform for scalable and efficient ecosystem integration. By leveraging meta-objects through wearable AR/VR devices, the post-metaverse facilitates seamless interactions that transcend spatial and temporal barriers, paving the way for a transformative reality-virtuality convergence.

cs.HC