Woontack Woo

Woontack Woo


Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

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

Representative Publications

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21 September 2013 in Virtual Reality
Verified
Journal Article
Closed access
PDF file
MLMinkyung Lee
Minkyung Lee
Mark BillinghurstMark Billinghurst
Mark Billinghurst
WBWoonhyuk Baek
Woonhyuk Baek
RGRichard Green
Richard Green
WWWoontack Woo
Woontack Woo

9 June 2017 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
HKHayun Kim
Hayun Kim
TMTamás Matuszka
Tamás Matuszka
JKJea-In Kim
Jea-In Kim
JKJungwha Kim
Jungwha Kim
WWWoontack Woo
Woontack Woo

19 April 2023
Verified
Conference Paper
Open access
JSJae-Eun Shin
Jae-Eun Shin
WWWoontack Woo
Woontack Woo
We report on a qualitative study in which 22 participants created Augmented Reality (AR) stories for outdoor cultural heritage sites. As storytelling is a crucial strategy for AR content aimed at providing meaningful experiences, the emphasis has been on what storytelling does, rather than how it is done, the end user’s needs prioritized over the author’s. To address this imbalance, we identify how recurring patterns in the spatial trajectories and narrative compositions of AR stories for cultural heritage sites are linked to the author’s intent and creative process: While authors tend to bind story arcs tightly to confined trajectories for narrative delivery, the need for spatial exploration results in thematic content mapped loosely onto encompassing trajectories. Based on our analysis, we present design recommendations for site-specific AR storytelling tools that can support authors in delivering their intent while leveraging the placeness of cultural heritage sites as a creative resource.

13 February 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
JPJinwoo Park
Jinwoo Park
HPHunmin Park
Hunmin Park
SYSung-Eui Yoon
Sung-Eui Yoon
WWWoontack Woo
Woontack Woo
In mixed reality (MR), augmenting virtual objects consistently with real-world illumination is one of the key factors that provide a realistic and immersive user experience. For this purpose, we propose a novel deep learning-based method to estimate high dynamic range (HDR) illumination from a single RGB image of a reference object. To obtain illumination of a current scene, previous approaches inserted a special camera in that scene, which may interfere with user's immersion, or they analyzed reflected radiances from a passive light probe with a specific type of materials or a known shape. The proposed method does not require any additional gadgets or strong prior cues, and aims to predict illumination from a single image of an observed object with a wide range of homogeneous materials and shapes. To effectively solve this ill-posed inverse rendering problem, three sequential deep neural networks are employed based on a physically-inspired design. These networks perform end-to-end regression to gradually decrease dependency on the material and shape. To cover various conditions, the proposed networks are trained on a large synthetic dataset generated by physically-based rendering. Finally, the reconstructed HDR illumination enables realistic image-based lighting of virtual objects in MR. Experimental results demonstrate the effectiveness of this approach compared against state-of-the-art methods. The paper also suggests some interesting MR applications in indoor and outdoor scenes.

2 October 2023 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
BYBoram Yoon
Boram Yoon
JSJae-Eun Shin
Jae-Eun Shin
HKHyung-Il Kim
Hyung-Il Kim
SOSeo Young Oh
Seo Young Oh
DKDooyoung Kim
Dooyoung Kim
WWWoontack Woo
Woontack Woo
Despite the importance of avatar representation on user experience for Mixed Reality (MR) remote collaboration involving various device environments and large amounts of task-related information, studies on how controlling visual parameters for avatars can benefit users in such situations have been scarce. Thus, we conducted a user study comparing the effects of three avatars with different transparency levels (Nontransparent, Semi-transparent, and Near-transparent) on social presence for users in Augmented Reality (AR) and Virtual Reality (VR) during task-centric MR remote collaboration. Results show that avatars with a strong visual presence are not required in situations where accomplishing the collaborative task is prioritized over social interaction. However, AR users preferred more vivid avatars than VR users. Based on our findings, we suggest guidelines on how different levels of avatar transparency should be applied based on the context of the task and device type for MR remote collaboration

13 February 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
GPGabyong Park
Gabyong Park
AAAntonis Argyros
Antonis Argyros
JLJuyoung Lee
Juyoung Lee
WWWoontack Woo
Woontack Woo
We present a sensor-fusion method that exploits a depth camera and a gyroscope to track the articulation of a hand in the presence of excessive motion blur. In case of slow and smooth hand motions, the existing methods estimate the hand pose fairly accurately and robustly, despite challenges due to the high dimensionality of the problem, self-occlusions, uniform appearance of hand parts, etc. However, the accuracy of hand pose estimation drops considerably for fast-moving hands because the depth image is severely distorted due to motion blur. Moreover, when hands move fast, the actual hand pose is far from the one estimated in the previous frame, therefore the assumption of temporal continuity on which tracking methods rely, is not valid. In this paper, we track fast-moving hands with the combination of a gyroscope and a depth camera. As a first step, we calibrate a depth camera and a gyroscope attached to a hand so as to identify their time and pose offsets. Following that, we fuse the rotation information of the calibrated gyroscope with model-based hierarchical particle filter tracking. A series of quantitative and qualitative experiments demonstrate that the proposed method performs more accurately and robustly in the presence of motion blur, when compared to state of the art algorithms, especially in the case of very fast hand rotations.