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Seonji Kim

Publications and source records attributed to Seonji Kim.

4 recordsLinked to original sources

Task Breakpoint Generation using Origin-Centric Graph in Virtual Reality Recordings for Adaptive Playback

We propose a method for generating task breakpoints based on an Origin-Centric Graph (OCG) to segment goal-oriented activity recordings into task units for adaptive playback in Virtual Reality (VR) environments. With the development of Augmented Reality (AR)/VR head-mounted displays (HMDs), research on adaptive tutorials and authoring tools has become active, but existing task segmentation methods mainly rely on manual annotation or are restricted to 2D video which limits their applicability to 3D VR contexts. In our approach, assembly scenarios with clearly defined task boundaries are recorded using a structured spatio-temporal scene graph (STSG), and the OCG is employed to track changes in the central object and the formation of new groups, thereby generating task breakpoints automatically. A user study collected user-perceived task breakpoints to establish ground truth (GT), and comparison with the algorithm-detected breakpoints demonstrated high agreement and confirmed accuracy in supporting adaptive playback. The proposed task segmentation method provides a foundation for dynamically adjusting VR playback according to user proficiency and progress, with potential for extension into automatic timeline segmentation systems for diverse VR recordings.

cs.HC

Spatial Affordance-aware Interactable Subspace Allocation for Mixed Reality Telepresence

To enable remote Virtual Reality (VR) and Augmented Reality (AR) clients to collaborate as if they were in the same space during Mixed Reality (MR) telepresence, it is essential to overcome spatial heterogeneity and generate a unified shared collaborative environment by integrating remote spaces into a target host space. Especially when multiple remote users connect, a large shared space is necessary for people to maintain their personal space while collaborating, but the existing simple intersection method leads to the creation of narrow shared spaces as the number of remote spaces increases. To robustly align to the host space even as the number of remote spaces increases, we propose a spatial affordance-aware interactable subspace allocation algorithm. The key concept of our approach is to consider the perceivable and interactable areas separately, where every user views the same mutual space, but each remote user has a different interactable subspace, considering their location and spatial affordance. We conducted an evaluation with 900 space combinations, varying the number of remote spaces as two, four, and six, and results show our method outperformed in securing wide interactable mutual space and instantiating users compared to the other spatial matching methods. Our work enables multiple clients from diverse remote locations to access the AR host's space, allowing them to interact directly with the table, wall, or floor by aligning their physical subspaces within a connected mutual space.

cs.ET

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

The Effects of Spatial Configuration on Relative Translation Gain Thresholds in Redirected Walking

In this study, we explore how spatial configurations can be reflected in determining the threshold range of Relative Translation Gains (RTGs), a translation gain-based Redirected Walking (RDW) technique that scales the user's movement in Virtual Reality (VR) in different ratios for width and depth. While previous works have shown that various cognitive factors or individual differences influence the RDW threshold, constructive studies investigating the impact of the environmental composition on the RDW threshold with regard to the user's visual perception were lacking. Therefore, we examined the effect of spatial configurations on the RTG threshold by analyzing the participant's responses and gaze distribution data in two user studies. The first study concerned the size of the virtual room and the existence of objects within it, and the second study focused on the combined impact of room size and the spatial layout. Our results show that three compositions of spatial configuration (size, object existence, spatial layout) significantly affect the RTG threshold range. Based on our findings, we proposed virtual space rescaling guidelines to increase the range of adjustable movable space with RTGs for developers: placing distractors in the room, setting the perceived movable space to be larger than the adjusted movable space if it's an empty room, and avoid placing objects together as centered layout. Our findings can be used to adaptively rescale VR users' space according to the target virtual space's configuration with a unified coordinate system that enables the utilization of physical objects in a virtual scene.

cs.HC