Gun Lee

Dr. Gun Lee

IVE, STEM, University of South Australia, Adelaide, South Australia, Australia

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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31 March 2015 in Foundations and Trends® in Human-Computer Interaction
Verified
Journal Article
Closed access
Mark BillinghurstMark Billinghurst
Mark Billinghurst
Adrian ClarkAdrian Clark
Adrian Clark
Gun LeeGun Lee
Gun Lee
This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960’s until widespread availability by the 2010’s there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched.

19 April 2018
Verified
Conference Paper
Open access
PDF file
TPThammathip Piumsomboon
Thammathip Piumsomboon
Gun LeeGun Lee
Gun Lee
JHJonathon D. Hart
Jonathon D. Hart
BEBarrett Ens
Barrett Ens
RLRob Lindeman
Rob Lindeman
Mark BillinghurstMark Billinghurst
Mark Billinghurst

1 November 2019 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
BEBarrett Ens
Barrett Ens
JLJoel Lanir
Joel Lanir
ATAnthony Tang
Anthony Tang
SBScott Bateman
Scott Bateman
Gun LeeGun Lee
Gun Lee
Mark BillinghurstMark Billinghurst
Mark Billinghurst

19 April 2018
Verified
Conference Paper
Open access
PDF file
MKMikko Kytö
Mikko Kytö
BEBarrett Ens
Barrett Ens
TPThammathip Piumsomboon
Thammathip Piumsomboon
Gun LeeGun Lee
Gun Lee
Mark BillinghurstMark Billinghurst
Mark Billinghurst

8 February 2019 in Frontiers in Robotics and AI
Verified
Journal Article
Open access
PDF file
TPThammathip Piumsomboon
Thammathip Piumsomboon
ADArindam Dey
Arindam Dey
BEBarrett Ens
Barrett Ens
Gun LeeGun Lee
Gun Lee
Mark BillinghurstMark Billinghurst
Mark Billinghurst
Augmented and Virtual Reality provide unique capabilities for Mixed Reality collaboration. This paper explores how different combinations of virtual awareness cues can provide users with valuable information about their collaborator's attention and actions. In a user study (n = 32, 16 pairs), we compared different combinations of three cues: Field-of-View (FoV) frustum, Eye-gaze ray, and Head-gaze ray against a baseline condition showing only virtual representations of each collaborator's head and hands. Through a collaborative object finding and placing task, the results showed that awareness cues significantly improved user performance, usability, and subjective preferences, with the combination of the FoV frustum and the Head-gaze ray being best. This work establishes the feasibility of room-scale MR collaboration and the utility of providing virtual awareness cues.

1 March 2019
Verified
Conference Paper
Closed access
BYBoram Yoon
Boram Yoon
HKHyung-Il Kim
Hyung-Il Kim
Gun LeeGun Lee
Gun Lee
Mark BillinghurstMark Billinghurst
Mark Billinghurst
WWWoontack Woo
Woontack Woo
This paper investigates the effect of avatar appearance on Social Presence and users' perception in an Augmented Reality (AR) telep-resence system. Despite the development of various commercial 3D telepresence systems, there has been little evaluation and discussions about the appearance of the collaborator's avatars. We conducted two user studies comparing the effect of avatar appearances with three levels of body part visibility (head & hands, upper body, and whole body) and two different character styles (realistic and cartoon-like) on Social Presence while performing two different remote collaboration tasks. We found that a realistic whole body avatar was perceived as being the best for remote collaboration, but an upper body or cartoon style could be considered as a substitute depending on the collaboration context. We discuss these results and suggest guidelines for designing future avatar-mediated AR remote collaboration systems.