Projects

DanXeReflect: Bring Videos into XR Studio for Reflective Choreographic Collaboration
We introduce DanXeReflect, an XR system that transforms rehearsal videos into interactive dance studio for embodied and reflective choreography making. The system enables dancers to explore and communicate feedback through pose-based search, embodied revision, and body-anchored annotation.
TwistLens: Anticipation-Preserving Image Previews for Museum Experiences
TwistLens generates transformed artwork previews that communicate interpretive cues while preserving surprise. Guided by docent descriptions, EchoLens and DecoyLens help museums balance understanding with anticipation before visits.
PARASCENT: Motion‑based Parametric Viz to Digitally Communicate Perfume Scents
We introduce ParaScent, a parametric visualization toolkit that translates perfume attributes into motion-based visuals. By mapping scent qualities such as intensity, diffusion, and longevity to animated parameters, the system enables intuitive understanding of fragrances in digital environments.
PONIFY: Pose-based Painting Sonification for Empathetic Musical Artwork Perception
We introduce Ponify, a sonification method that translates the perceived dynamics of paintings into music through pose analysis. By extracting limb movements from human figures in artworks, Ponify maps visual motion cues to musical parameters such as tempo and density.
DESIGNATOMY: Tech-Driven Rapid Ideation Pedagogy for Tech-Novice Design Students
We introduce Designatomy, a taxonomy-driven design pedagogy that helps technology-novice students generate technology-inspired design ideas. The approach structures technological features into conceptual categories that support systematic ideation.
Design Implications of Generative AI and XR Interactions for 3D Product Design Tools
This paper envisions generative AI and XR as means to better novices in adopting dual roles as designers and users while personalizing 3D products. A generative design study in their homes examined how novices think and act while designing personal products.
Design Implications of Interactive XR Docent for Situated Knowledge Delivery in Museums
We investigate how XR-based interactive docents can enhance knowledge delivery in museum exhibitions. Through large-scale exhibit commentary analysis and curator interviews, we identify interaction strategies for situated museum learning.
ROBY: Work Companion Robot for Work-From-Home Productivity and Experience
We introduce Roby, a desktop companion robot that supports productivity in work-from-home environments. By monitoring user behavior and providing real-time feedback, Roby encourages focused work routines.
Shaplore: Using Everyday Objects in VR Shape Ideation Tools for Novice Artists
We introduce ShapeloreVR, a VR design playground that helps novice artists explore 3D form creation using everyday objects and primitives. The system supports intuitive experimentation with geometric shapes in immersive environments.
Generative Multi-Agent Simulation to Design Pathogen-Resilient Spaces
We propose a generative design workflow that integrates multi-agent simulation to evaluate infection risks in architectural layouts. The system helps designers explore spatial strategies that reduce pathogen transmission.
OCCSIM: Multi-Agent Occupant Simulation to Support Pandemic-Aware Space Planning
We introduce OccSim, a multi-agent occupant simulation system that models human movement and interactions in buildings. It enables designers to analyze spatial layouts and evaluate potential virus transmission scenarios.
Socio-Spatial Interaction Patterns in Collaborative Offices
To better understand how workplace design shapes social interactions, we ran an empirical study in an office context over a two week period. Based on the data, we discuss dynamics of socio-spatial formations and how this knowledge can support social interactions in the domain of space design systems and interactive interiors.
Socio-Spatial Comfort: Vision-based Analysis for User-Centred Human-Building Interactions
We investigated how office interior layouts influence the way we socially experience office buildings. Using the real-world vision data, we propose the concepts of socio-spatial comfort: social buffers, privacy buffers, and varying proxemics to inform a user-centered way of designing human building interactions and architecture.
SKELETONOGRAPHER: Skeleton-based Digital Ethnography Tool
We designed a Skeletonographer is an online tool that supports digital ethnographic studies using anonymous skeletonized representations of human bodies. Users can play back and annotate skeleton data similar to a video analysis tool.
SMARTMANIKIN: Virtual Humans with Agency for Design Tools
We introduceSmartManikin, a mannequin with agency that responds to high-level commands and to real-time design changes. The SmartManikin's pose is generated by the predicted features as well as by using forward and inverse kinematics.
The Effect of Interruption Timings on Autonomous Height-Adjustable Desks
We performed a Wizard of Oz study to find the best timing for changing desk height to minimize interruption and discomfort. The results are in line with prior work on task interruption in graphical user interfaces and show that the table should change height during a task change.
BODY2DESK: Interactive and Situated Guidelines for Personalized Ergonomics
We developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design.
BODYMETER: Embodied Posing Input for Furniture Personalization Interface
We developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design.
Consumer to Creator: How Households Buy Furniture to Inform DIY Design Interfaces
We developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design.
ORI-MANDU: Korean Dumpling into Whatever Shape You Want
We extend the research on digital gastronomy by using digital fabrication to create custom tools that assist the process of cooking. We present the iterative process of designing the “Ori-mandu” system, and how Ori-mandu enables users to fabricate dumplings in whatever shape they want.