Jinmo Kim
Seoul National University · Computer Science
About the Lab
Professor Jinmo Kim's research lab specializes in human-centered immersive technologies, focusing on enhancing user experience in virtual reality (VR) through innovative haptic, motion, and gaze-based interaction systems. The lab develops low-cost, wearable haptic devices and intuitive input methods—such as cane-based navigation for the visually impaired and hand-motion tracking using consumer sensors—to improve immersion and reduce VR-induced discomfort. Additionally, the lab explores advanced materials for energy applications, particularly graphene quantum dots in dye-sensitized solar cells and surface characterization techniques for functional thin films. These interdisciplinary efforts bridge human-computer interaction, biomedical engineering, and materials science to create accessible, realistic, and efficient VR and energy technologies.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat)
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) sickness of users by conducting experiments. In this study, the walking interaction is composed of three steps using input devices with a simple structure that can be easily used by anyone. The first step consists of a gamepad control method, which is the most popular but has low presence. The second step consists of a hand-based walking control interface, which is mainly used for interaction in VR
The immersive virtual reality (VR) to provide a realistic walking experience for the visually impaired is proposed in this study. To achieve this, a novel immersive interaction using a walking aid, i.e., a white cane, is designed. The key structure of the proposed interaction consists of a walking process that enables users with visual impairments to process the ground recognition and inference processes realistically by connecting the white cane to the VR controller. Additionally, a decision-ma
A chemical derivatization technique in time-of-flight secondary ion mass spectrometry (TOF-SIMS) has been developed to quantify the surface density of amine groups of plasma-polymerized ethylenediamine thin film deposited on a glass surface by inductively coupled plasma chemical vapor deposition. Chemical tags of 4-nitrobenzaldehyde or pentafluorobenzaldehyde were hybridized with the surface amine groups and were detected in TOF-SIMS spectra as characteristic molecular secondary ions. The surfac
This study proposes gaze-based hand interaction, which is helpful for improving the user’s immersion in the production process of virtual reality content for the mobile platform, and analyzes efficiency through an experiment using a questionnaire. First, three-dimensional interactive content is produced for use in the proposed interaction experiment while presenting an experiential environment that gives users a high sense of immersion in the mobile virtual reality environment. This is designed
Dye‐sensitized solar cell (DSSC) is a candidate to substitute conventional photovoltaic devices due to efficiency, cost in comparison with silicon devices. In this report, graphene quantum dots have attracted considerable potential merit for the development of photo‐electrodes of dye‐sensitized photovoltaic cells. The incorporation of graphene quantum dots into DSSCs photo‐electrodes induced lower recombination, enhanced electron transport, increased light scattering. The conventional semiconduc
This research proposes a gaze pointer-based user interface to provide user-oriented interaction suitable for the virtual reality environment on mobile platforms. For this purpose, a mobile platform-based three-dimensional interactive content is produced to test whether the proposed gaze pointer-based interface increases user satisfaction through the interactions in a virtual reality environment based on mobile platforms. The gaze pointer-based interface—the most common input method for mobile vi
This paper proposes a hand interface through a novel deep learning that provides easy and realistic interactions with hands in immersive virtual reality. The proposed interface is designed to provide a real-to-virtual direct hand interface using a controller to map a real hand gesture to a virtual hand in an easy and simple structure. In addition, a gesture-to-action interface that expresses the process of gesture to action in real-time without the necessity of a graphical user interface (GUI) u
Research Areas
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