Dear My Routines
A personal time-management tool that helps you compare your planned time with your actual time β so you can understand your own time patterns better.
An HCI researcher who came from fine art and film.
I am a Ph.D. student in Computer Science at the University of Colorado Boulder, advised by Prof. Ryo Suzuki. I also worked as a research intern at Fujitsu and Autodesk.
My research explores how generative AI and extended reality can enable embodied learning and creative living. My work has been recognized and supported by the Google Ph.D. Fellowship.
A personal time-management tool that helps you compare your planned time with your actual time β so you can understand your own time patterns better.
TingleTouch uses electrical muscle stimulation to recreate a personal trainer's touch guidance during resistance training. In a study with 16 gym-goers, participants distinguished instructional cues with 97β99% accuracy across two sessions.
We design hand and forearm gestures to control user-initiated deformation of a virtual forearm in VR. A design workshop with six designers produced 15 gesture sets, and a comparative study evaluated embodiment across the highest-rated sets.
Generative Lecture embeds AI clone instructors into existing lecture videos using LLMs and avatar/voice synthesis, adding on-demand clarification, interactive examples, adaptive quizzes, and personalized explanations. A study (N=12) showed it supports personalized learning.
Map2Video turns street-view imagery into spatially consistent AI-generated video. Integrating Unity, ComfyUI/VACE, OpenStreetMap, and Mapillary, filmmakers position actors and cameras in real streets and sketch paths to generate footage. An evaluation with 12 filmmakers showed superior spatial accuracy and controllability.
CollageVis is a rapid previsualization tool that lets indie filmmakers compose scenes from video collages β with automatic actor segmentation, name tags and face swaps, role assignment, layer positioning, and mobile-based virtual camera recording. A study with six indie filmmakers showed it enables flexible and expressive previsualization.
FlowAR studies how different AR visualizations of online fitness videos support flow during at-home yoga. Across a motion-capture study (16 participants) and a home-like lab study (12 users), it compares persistent AR overlay layouts for following tutorials.
TrainerTap is a weightlifting support prototype that simulates a personal trainer's tactile and auditory guidance β tapping target muscles to direct attention and giving auditory tempo cues β so solo lifters feel a trainer's presence.
This work designs VR applications for remote physical-computing education, proposing four scenarios β a realistic theory class, a 3D library, circuit assembly, and mixed-reality practice β grounded in expert interviews and design considerations.
A material exploration of 'hot ice' (sodium acetate) β sculpting with a liquid that freezes on demand into a solid while giving off heat.
FigureOUT is a personalized tool for summarizing and visualizing academic literature, helping researchers organize and make sense of papers.
GamesBond creates a bimanual haptic illusion of two physically connected objects in VR using dynamic grip deformation on 4-DoF controllers without any physical linkage. User studies showed enhanced realism, immersion, and enjoyment.
KARE-MCM (Korea Aid for Respiratory Epidemic β Mobile Clinic Module) is an expandable negative-pressure mobile ward for infectious-disease outbreaks. As a junior researcher, I designed the information architecture for its control UI.
A multiplayer VR boxing game with controllable, physics-based characters (a KAIST class project). I worked on the study design, graphic design, and user study.
A VR toon horror film by Dexter Studios based on Naver's webtoon The Tide β six interactive ~5-minute episodes. I worked as a VR artist on episodes 2β6, and the project was officially invited to Sundance 2019's New Frontier.
An AR exhibition for the Bucheon International Fantastic Film Festival promoting the VR horror film VR The Tide. As a general artist I handled 3D modeling optimization, particles, screen effects, and UI.
A volumetric 4K AR capture studio built in Seoul for 5G content. I worked as a camera operator and graphic designer on the team.
A VR show room for smart outdoor climbing jackets designed at Kookmin University. As freelance lead developer and VR generalist, I designed and built the VR show room for mass-customized smart jackets.
The sequel to The Two Worlds, based on Ho-Min Joo's webtoon. I worked on the post-production as a VFX compositor at Dexter Studios.
A South Korean political drama based on true events. I worked on the post-production as a VFX compositor at Dexter Studios.
A South Korean fantasy-action film based on the webtoon by Ho-Min Joo. I worked on the post-production as a VFX compositor at Dexter Studios.
My Childhood β a single-channel, paper-based video animation, from my 2016 graphic design portfolio.
Part of Dirt Luv, my 2015 media art graduation exhibition. A projection piece in which a human body takes on the stillness β and the lesser function β of furniture.
Part of Dirt Luv, my 2015 media art graduation exhibition. A piece about the urge to cut apart and 'package' one's own aching body β like a magician's assistant divided in a box, then made whole again.
Part of Dirt Luv, my 2015 media art graduation exhibition. A wearable device that straps the body so it can only walk in place β an image of effort that never moves forward.
A series of 1:1 watercolors of body fragments, traced and painted on translucent paper β an attempt to render a tactile, close-up gaze.
Part of The Great Exodus, my 2014 painting graduation exhibition. A 3-channel video installation across three connected rooms, about how identity β and the dress codes we pin to it β refuses to stay fixed.
No projects match.