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Kangsoo Kim

Publications and source records attributed to Kangsoo Kim.

7 recordsLinked to original sources

Exploring Experiential Differences Between Virtual and Physical Memory-Linked Objects in Extended Reality

Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three interaction approaches: (1) physical memory-linked objects, (2) virtual memory-linked objects, and (3) a conventional virtual gallery interface. In a within-subjects study (N=24, 12 pairs), participants captured shared experiences using 360{\deg} video and later accessed and shared these memories across the three interfaces. We analyzed open-ended qualitative responses focusing on perceived value, enjoyment, usability, emotional attachment, and social connection. The findings reveal trade-offs: physical objects fostered stronger social connection and conversation through tangible exchange; virtual objects balanced engagement and usability; and the gallery interface was efficient but less personal. These results suggest that object-based representations, physical and virtual, support key social dimensions of XR memory experiences, offering lessons for designing future systems that emphasize shared meaning and interpersonal connection.

cs.HC

Streamlined Facial Data Collection based on Utterance and Emotional Data for Human-to-Avatar Reconstruction

This study explores a streamlined facial data collection method for conversational contexts, addressing the limitations of existing approaches that often require extensive datasets and prioritize technical metrics over user perception and experience. We systematically investigate which facial expression data are essential for reconstructing photorealistic avatars and how they can be captured efficiently. Our research employs a two-phase methodology to identify efficient facial data collection strategies and evaluate their effectiveness. In the first phase, we conduct facial data acquisition and evaluate reconstruction performance using utterance data and emotional data. In the second phase, we carry out a comprehensive user evaluation comparing three progressive conditions: utterance only, utterance and emotional data, and a control condition involving extensive data. Findings from 24 participants engaged in simulated face-to-face conversations reveal that targeted utterance and emotional data achieve comparable levels of perceived realism, naturalness, and telepresence, while reducing training time and data usage when compared to the extensive data collection approach. These results demonstrate that targeted data inputs can enable efficient avatar face reconstruction, offering practical guidelines for real-time applications such as AR/VR telepresence and highlighting the trade-off between data quantity and perceived quality.

cs.HC

What if Virtual Agents Had Scents? Users' Judgments of Virtual Agent Personality and Appeals in Encounters

Incorporating multi-sensory cues into Virtual Reality (VR) can significantly enhance user experiences, mirroring the multi-sensory interactions we encounter in the real-world. Olfaction plays a crucial role in shaping impressions when engaging with others. This study examines how non-verbal cues from virtual agents-specifically olfactory cues, emotional expressions, and gender-influence user perceptions during encounters with virtual agents. Our findings indicate that in unscented, woodsy, and floral scent conditions, participants primarily relied on visually observable cues to form their impressions of virtual agents. Positive emotional expressions, conveyed through facial expressions and gestures, contributed to more favorable impressions, with this effect being stronger for the female agent than the male agent. However, in the unpleasant scent condition, participants consistently formed negative impressions, which overpowered the influence of emotional expressions and gender, suggesting that aversive olfactory stimuli can detrimentally impact user perceptions. Our results emphasize the importance of carefully selecting olfactory stimuli when designing immersive and engaging VR interactions. Finally, we present our findings and outline future research directions for effectively integrating olfactory cues into virtual agents.

cs.HC

Cooperative Inference for Real-Time 3D Human Pose Estimation in Multi-Device Edge Networks

Accurate and real-time three-dimensional (3D) pose estimation is challenging in resource-constrained and dynamic environments owing to its high computational complexity. To address this issue, this study proposes a novel cooperative inference method for real-time 3D human pose estimation in mobile edge computing (MEC) networks. In the proposed method, multiple end devices equipped with lightweight inference models employ dual confidence thresholds to filter ambiguous images. Only the filtered images are offloaded to an edge server with a more powerful inference model for re-evaluation, thereby improving the estimation accuracy under computational and communication constraints. We numerically analyze the performance of the proposed inference method in terms of the inference accuracy and end-to-end delay and formulate a joint optimization problem to derive the optimal confidence thresholds and transmission time for each device, with the objective of minimizing the mean per-joint position error (MPJPE) while satisfying the required end-to-end delay constraint. To solve this problem, we demonstrate that minimizing the MPJPE is equivalent to maximizing the sum of the inference accuracies for all devices, decompose the problem into manageable subproblems, and present a low-complexity optimization algorithm to obtain a near-optimal solution. The experimental results show that a trade-off exists between the MPJPE and end-to-end delay depending on the confidence thresholds. Furthermore, the results confirm that the proposed cooperative inference method achieves a significant reduction in the MPJPE through the optimal selection of confidence thresholds and transmission times, while consistently satisfying the end-to-end delay requirement in various MEC environments.

cs.CV

Exploring the Effects of VR Activities on Stress Relief: A Comparison of Sitting-in-Silence, VR Meditation, and VR Smash Room

In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and several stress-management approaches are found to be useful for stress relief, such as meditation, taking a rest, walking around nature, or even breaking things in a smash room. Previous research has revealed that certain experiences in virtual reality (VR) are effective for reducing stress as traditional real-world methods. However, it is still unclear how the stress relief effects are associated with other factors like individual user profile in terms of different treatment activities. In this paper, we report our findings from a formal user study that investigates the effects of two virtual activities: (1) VR Meditation and (2) VR Smash Room experience, compared with a traditional Sitting-in-Silence method. Our results show that VR Meditation has a better stress relief effect compared to VR Smash Room and Sitting-in-Silence, and the effects of the treatments are correlated with the participants' personalities. We discuss the findings and implications addressing potential benefits/impacts of different stress-relief activities in VR.

cs.HC

Investigating Psychological Ownership in a Shared AR Space: Effects of Human and Object Reality and Object Controllability

Augmented reality (AR) provides users with a unique social space where virtual objects are natural parts of the real world. The users can interact with 3D virtual objects and virtual humans projected onto the physical environment. This work examines perceived ownership based on the reality of objects and partners, as well as object controllability in a shared AR setting. Our formal user study with 28 participants shows a sense of possession, control, separation, and partner presence affect their perceived ownership of a shared object. Finally, we discuss the findings and present a conclusion.

cs.HC

A Large-Scale Feasibility Study of Screen-based 3D Visualization and Augmented Reality Tools for Human Anatomy Education: Exploring Gender Perspectives in Learning Experience

Anatomy education is an indispensable part of medical training, but traditional methods face challenges like limited resources for dissection in large classes and difficulties understanding 2D anatomy in textbooks. Advanced technologies, such as 3D visualization and augmented reality (AR), are transforming anatomy learning. This paper presents two in-house solutions that use handheld tablets or screen-based AR to visualize 3D anatomy models with informative labels and in-situ visualizations of the muscle anatomy. To assess these tools, a user study of muscle anatomy education involved 236 premedical students in dyadic teams, with results showing that the tablet-based 3D visualization and screen-based AR tools led to significantly higher learning experience scores than traditional textbook. While knowledge retention didn't differ significantly, ethnographic and gender analysis showed that male students generally reported more positive learning experiences than female students. This study discusses the implications for anatomy and medical education, highlighting the potential of these innovative learning tools considering gender and team dynamics in body painting anatomy learning interventions.

cs.HC