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Taejun Kim

Publications and source records attributed to Taejun Kim.

11 recordsLinked to original sources

HiFiGaze: Improving Eye Tracking Accuracy Using Screen Content Knowledge

We present a new and accurate approach for gaze estimation on consumer computing devices. We take advantage of continued strides in the quality of user-facing cameras found in e.g., smartphones, laptops, and desktops - 4K or greater in high-end devices - such that it is now possible to capture the 2D reflection of a device's screen in the user's eyes. This alone is insufficient for accurate gaze tracking due to the near-infinite variety of screen content. Crucially, however, the device knows what is being displayed on its own screen - in this work, we show this information allows for robust segmentation of the reflection, the location and size of which encodes the user's screen-relative gaze target. We explore several strategies to leverage this useful signal, quantifying performance in a user study. Our best performing model reduces mean tracking error by ~8% compared to a baseline appearance-based model. A supplemental study reveals an additional 10-20% improvement if the gaze-tracking camera is located at the bottom of the device.

cs.HC

Lattice Menu: A Low-Error Gaze-Based Marking Menu Utilizing Target-Assisted Gaze Gestures on a Lattice of Visual Anchors

We present Lattice Menu, a gaze-based marking menu utilizing a lattice of visual anchors that helps perform accurate gaze pointing for menu item selection. Users who know the location of the desired item can leverage target-assisted gaze gestures for multilevel item selection by looking at visual anchors over the gaze trajectories. Our evaluation showed that Lattice Menu exhibits a considerably low error rate (~1%) and a quick menu selection time (1.3-1.6 s) for expert usage across various menu structures (4 x 4 x 4 and 6 x 6 x 6) and sizes (8, 10 and 12{\deg}). In comparison with a traditional gaze-based marking menu that does not utilize visual targets, Lattice Menu showed remarkably (~5 times) fewer menu selection errors for expert usage. In a post-interview, all 12 subjects preferred Lattice Menu, and most subjects (8 out of 12) commented that the provisioning of visual targets facilitated more stable menu selections with reduced eye fatigue.

cs.HC

STAR: Smartphone-analogous Typing in Augmented Reality

While text entry is an essential and frequent task in Augmented Reality (AR) applications, devising an efficient and easy-to-use text entry method for AR remains an open challenge. This research presents STAR, a smartphone-analogous AR text entry technique that leverages a user's familiarity with smartphone two-thumb typing. With STAR, a user performs thumb typing on a virtual QWERTY keyboard that is overlain on the skin of their hands. During an evaluation study of STAR, participants achieved a mean typing speed of 21.9 WPM (i.e., 56% of their smartphone typing speed), and a mean error rate of 0.3% after 30 minutes of practice. We further analyze the major factors implicated in the performance gap between STAR and smartphone typing, and discuss ways this gap could be narrowed.

cs.HC

QuadStretcher: A Forearm-Worn Skin Stretch Display for Bare-Hand Interaction in AR/VR

The paradigm of bare-hand interaction has become increasingly prevalent in Augmented Reality (AR) and Virtual Reality (VR) environments, propelled by advancements in hand tracking technology. However, a significant challenge arises in delivering haptic feedback to users' hands, due to the necessity for the hands to remain bare. In response to this challenge, recent research has proposed an indirect solution of providing haptic feedback to the forearm. In this work, we present QuadStretcher, a skin stretch display featuring four independently controlled stretching units surrounding the forearm. While achieving rich haptic expression, our device also eliminates the need for a grounding base on the forearm by using a pair of counteracting tactors, thereby reducing bulkiness. To assess the effectiveness of QuadStretcher in facilitating immersive bare-hand experiences, we conducted a comparative user evaluation (n = 20) with a baseline solution, Squeezer. The results confirmed that QuadStretcher outperformed Squeezer in terms of expressing force direction and heightening the sense of realism, particularly in 3-DoF VR interactions such as pulling a rubber band, hooking a fishing rod, and swinging a tennis racket. We further discuss the design insights gained from qualitative user interviews, presenting key takeaways for future forearm-haptic systems aimed at advancing AR/VR bare-hand experiences.

cs.HC

Heterogeneous Stroke: Using Unique Vibration Cues to Improve the Wrist-Worn Spatiotemporal Tactile Display

Beyond a simple notification of incoming calls or messages, more complex information such as alphabets and digits can be delivered through spatiotemporal tactile patterns (STPs) on a wrist-worn tactile display (WTD) with multiple tactors. However, owing to the limited skin area and spatial acuity of the wrist, frequent confusions occur between closely located tactors, resulting in a low recognition accuracy. Furthermore, the accuracies reported in previous studies have mostly been measured for a specific posture and could further decrease with free arm postures in real life. Herein, we present Heterogeneous Stroke, a design concept for improving the recognition accuracy of STPs on a WTD. By assigning unique vibrotactile stimuli to each tactor, the confusion between tactors can be reduced. Through our implementation of Heterogeneous Stroke, the alphanumeric characters could be delivered with high accuracy (93.8% for 26 alphabets and 92.4% for 10 digits) across different arm postures.

cs.HC

From Generation to Attribution: Music AI Agent Architectures for the Post-Streaming Era

Generative AI is reshaping music creation, but its rapid growth exposes structural gaps in attribution, rights management, and economic models. Unlike past media shifts, from live performance to recordings, downloads, and streaming, AI transforms the entire lifecycle of music, collapsing boundaries between creation, distribution, and monetization. However, existing streaming systems, with opaque and concentrated royalty flows, are ill-equipped to handle the scale and complexity of AI-driven production. We propose a content-based Music AI Agent architecture that embeds attribution directly into the creative workflow through block-level retrieval and agentic orchestration. Designed for iterative, session-based interaction, the system organizes music into granular components (Blocks) stored in BlockDB; each use triggers an Attribution Layer event for transparent provenance and real-time settlement. This framework reframes AI from a generative tool into infrastructure for a Fair AI Media Platform. By enabling fine-grained attribution, equitable compensation, and participatory engagement, it points toward a post-streaming paradigm where music functions not as a static catalog but as a collaborative and adaptive ecosystem.

cs.IR

All-In-One Metrical And Functional Structure Analysis With Neighborhood Attentions on Demixed Audio

Music is characterized by complex hierarchical structures. Developing a comprehensive model to capture these structures has been a significant challenge in the field of Music Information Retrieval (MIR). Prior research has mainly focused on addressing individual tasks for specific hierarchical levels, rather than providing a unified approach. In this paper, we introduce a versatile, all-in-one model that jointly performs beat and downbeat tracking as well as functional structure segmentation and labeling. The model leverages source-separated spectrograms as inputs and employs dilated neighborhood attentions to capture temporal long-term dependencies, along with non-dilated attentions for local instrumental dependencies. Consequently, the proposed model achieves state-of-the-art performance in all four tasks on the Harmonix Set while maintaining a relatively lower number of parameters compared to recent state-of-the-art models. Furthermore, our ablation study demonstrates that the concurrent learning of beats, downbeats, and segments can lead to enhanced performance, with each task mutually benefiting from the others.

eess.AS

A Computational Analysis of Real-World DJ Mixes using Mix-To-Track Subsequence Alignment

A DJ mix is a sequence of music tracks concatenated seamlessly, typically rendered for audiences in a live setting by a DJ on stage. As a DJ mix is produced in a studio or the live version is recorded for music streaming services, computational methods to analyze DJ mixes, for example, extracting track information or understanding DJ techniques, have drawn research interests. Many of previous works are, however, limited to identifying individual tracks in a mix or segmenting it, and the sizes of the datasets are usually small. In this paper, we provide an in-depth analysis of DJ music by aligning a mix to its original music tracks. We set up the subsequence alignment such that the audio features are less sensitive to the tempo or key change of the original track in a mix. This approach provides temporally tight mix-to-track matching from which we can obtain cue-points, transition length, mix segmentation, and musical changes in DJ performance. Using 1,557 mixes from 1001Tracklists including 13,728 tracks and 20,765 transitions, we conduct the proposed analysis and show a wide range of statistics, which may elucidate the creative process of DJ music making.

eess.AS

Temporal Feedback Convolutional Recurrent Neural Networks for Speech Command Recognition

End-to-end learning models using raw waveforms as input have shown superior performances in many audio recognition tasks. However, most model architectures are based on convolutional neural networks (CNN) which were mainly developed for visual recognition tasks. In this paper, we propose an extension of squeeze-and-excitation networks (SENets) which adds temporal feedback control from the top-layer features to channel-wise feature activations in lower layers using a recurrent module. This is analogous to the adaptive gain control mechanism of outer hair-cell in the human auditory system. We apply the proposed model to speech command recognition and show that it slightly outperforms the SENets and other CNN-based models. We also investigate the details of the performance improvement by conducting failure analysis and visualizing the channel-wise feature scaling induced by the temporal feedback.

eess.AS

Raw Waveform-based Audio Classification Using Sample-level CNN Architectures

Music, speech, and acoustic scene sound are often handled separately in the audio domain because of their different signal characteristics. However, as the image domain grows rapidly by versatile image classification models, it is necessary to study extensible classification models in the audio domain as well. In this study, we approach this problem using two types of sample-level deep convolutional neural networks that take raw waveforms as input and uses filters with small granularity. One is a basic model that consists of convolution and pooling layers. The other is an improved model that additionally has residual connections, squeeze-and-excitation modules and multi-level concatenation. We show that the sample-level models reach state-of-the-art performance levels for the three different categories of sound. Also, we visualize the filters along layers and compare the characteristics of learned filters.

cs.SD

Sample-level CNN Architectures for Music Auto-tagging Using Raw Waveforms

Recent work has shown that the end-to-end approach using convolutional neural network (CNN) is effective in various types of machine learning tasks. For audio signals, the approach takes raw waveforms as input using an 1-D convolution layer. In this paper, we improve the 1-D CNN architecture for music auto-tagging by adopting building blocks from state-of-the-art image classification models, ResNets and SENets, and adding multi-level feature aggregation to it. We compare different combinations of the modules in building CNN architectures. The results show that they achieve significant improvements over previous state-of-the-art models on the MagnaTagATune dataset and comparable results on Million Song Dataset. Furthermore, we analyze and visualize our model to show how the 1-D CNN operates.

cs.SD