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Heedong Goh

Seoul National University · Computer Science

About the Lab

Professor Heedong Goh's research lab specializes in interactive virtual reality systems, with a focus on integrating physics-based simulation, haptic feedback, and real-time motion tracking. The lab develops advanced algorithms for accurate 3D model tracking under dynamic conditions—such as velocity-enhanced ICP methods—while ensuring stable and responsive haptic interactions through high-frequency simulation of physical objects. A key research direction involves intelligent context-aware systems that support collaborative virtual environments using community-based agent architectures. The lab also emphasizes narrative-driven VR applications, aiming to enhance user immersion by merging compelling storytelling with interactive virtual experiences.

virtual realityhaptic interactionmotion trackingphysics-based simulationinteractive storytelling

Research Overview

Papers
18
Total Citations
117
Papers (5y)
8
Primary Field
Computer Science

Research Output Trend

Figures are computed from collected data and may differ slightly.

Publications per year (5y)
8total
2003
2004
2005
2006
2010
Citations per year (5y)
100total
20032004200520062010

Selected Papers

15
1
Article|91 citations·2010
VICP: Velocity updating iterative closest point algorithm
Seung-Pyo Hong, Heedong Ko, Jinwook Kim

We propose a novel method to enhance a family of ICP(iterative closest point) algorithms by updating velocity. Even though ICP algorithms play a dominant role in a model based tracking, it is difficult to avoid an accumulated tracking error during a continuous motion. It is because that typical ICP algorithms assumes that each of the point in one scan are measured simultaneously while most of the available rangefinders measure each point sequentially. Hence conventional ICP algorithms are prone

Aerospace EngineeringEngineering
2
Book Chapter|8 citations·1986
Qualitative Prediction: The SPARC/G Methodology for Inductively Describing and Predicting Discrete Processes
Ryszard S. Michalski, Heedong Ko, Kaihu Chen
OA

This research was supported in part by the National Science Foundation under grant DCR 84-06801, the Office of Naval Research under grant N00014-82-K-0186, and the Defense Advanced Research Projects Agency under grant N00014-K-85-0878.

Materials ChemistryMaterials Science
3
Article|7 citations·1985
SPARC/E(V.2), An Eleusis Rule Generator and Game Player
Ryszard S. Michalski, Heedong Ko, Kaihu Chen
OA

This research was supported in part by the National Science Foundation under grant NSF DCR 84-06801.

Artificial IntelligenceComputer Science
4
Article|6 citations·2005
Integration of Physics Based Simulation with Haptic Interfaces for VR Applications
Jin-Wook Kim, Sylvia Irawati, Heedong Ko, Hyoung-Gon Kim, Makoto Sato
Tokyo Tech Research Repository (Tokyo Institute of Technology)

We present a novel approach to integrate physics based simulation with haptic interfaces for virtual reality applications. Proposed approach categorizes rigid bodies into two set of the visual and haptic rendering groups. Dynamic states of most objects which belong to the visual rendering group are simulated according to the visual rendering update rate which is typically 60 Hz. Only the objects in the haptic rendering group are simulated in a higher update rate which is required for the stable

Mechanical EngineeringEngineering
5
Article|1 citations·2010
Interactive Panorama Video Viewer with Head Tracking Algorithms
Yu-Jin Hong, Jae‐In Hwang, Sun-Bum Youn, Sang Chul Ahn, Hyung-Gon Kim, Heedong Ko

This paper presents new interaction method to control panorama video using head tracking technique. The panorama video viewer includes head tracking module which controls the rotation and forward/backward of the viewpoint. We applied this interaction technique to panorama video, which has omnidirectional gaze, to maximize realistic and immersive feelings. The proposed panorama video system was applied to the baseball broadcasting to show the feasibility of the suggested interaction technique.

Computer Vision and Pattern RecognitionComputer Science
6
Article|1 citations·1990
The SPARC/G methodology for inductively describing and predicting discrete processes
Ryszard S. Michalski, Heedong Ko, Kaihu Chen
한국정보과학회 학술발표논문집
Artificial IntelligenceComputer Science
7
Article|1 citations·2006
Temporal Scene Management for Interactive Virtual Storytelling
Seulki Kang, Heedong Ko, Yoon‐Chul Choy
2006 8th International Conference Advanced Communication Technology

To achieve a successful interactive virtual content where the user can handle devices in the virtual environment requires not only designing an interaction mechanism, but also creating a variety of stories. Well-designed narrative brings the audience into the story with understanding and increases the artistic side of the story as well. However, until now there was not enough effort to improve the weak storytelling side of the VR contents. By combining the interactive aspects of the VR with the

Computer Vision and Pattern RecognitionComputer Science
8
Article|1 citations·2004
Context-Awareness for Ubiquitous Computing System
Donghoon Kang, Sangchul Ahn, Heedong Ko, We‐Duke Cho, Young-Tack Park
한국지능정보시스템학회 학술대회논문집

In this paper, we propose a level of contexts such as low level and high level contexts, and its criteria of categorization are the existence of interaction and composite process done by the inference mechanism. When there is no matching high level service for the associated high level context, this context is described as meaningless. If the services cannot be provided with the entities by the system, this situational information is of little consequence. To provide services with the entities,

Information SystemsComputer Science
9
Article|1 citations·1989
Empirical assembly planning: A learning approach
Heedong Ko
Industrial and Manufacturing EngineeringEngineering
10
Article|0 citations·1989
Types of Explanation and Their Role in Multistrategy Constructive Learning
Heedong Ko, Ryszard S. Michalski
OA
Developmental and Educational PsychologyPsychology
11
Article|0 citations·1988
Types of Explanation and Their Role in Constructive Closed-loop Learning
Heedong Ko, Ryszard S. Michalski
OA

The paper discusses a distinction between the knowledge used by an' explanation process (explanation knowledge) and the structure built as a result of this process (explanation structure). An explanation of any data or phenomenon is viewed as a composition of these two components. Two types of explanations are discussed: deductive and inductive. Based on these ideas, empirical, analytical and then constructive learning methods are compared. Constructive closed-loop learning (or, briefly

Developmental and Educational PsychologyPsychology
12
Article|0 citations·2000
Scene Graph For Dynamic Virtual Environment: Spangraph
Hyun Suk Kim, Heedong Ko, Kunwoo Lee, Lae Hyun Kim, Jaehong Ahn, Kyoung Dong Park
International Journal of Virtual RealityOA

The VRML (Virtual Reality Modeling Language) file format is a popular file format for describing a graphical scene: object shapes, appearance properties, animation, and interactions. However, the format does not provide any mechanism for describing the order of objects' appearances or their changes over time. Instead, an interface to Java is offered for controlling the temporal relationships between objects in the scene. The use of Java makes it difficult for a person with his programming skill

Control and Systems EngineeringEngineering
13
Book Chapter|0 citations·1986
Another Learning Problem: Symbolic Process Prediction
Heedong Ko
Kluwer international series in engineering and computer science
Artificial IntelligenceComputer Science
14
Article|0 citations·2002
NAVER : Design and Implementation of Networked Virtual Environments Based on PC Cluster
Chang-Hoon Park, Heedong Ko, Changseok Cho, Hee-Kap Ahn, Yo-Sub Han, Tai-Yun Kim
Control and Systems EngineeringEngineering
15
Article|0 citations·2010
Development of Scene Graph Library for Mobile Platforms
Junho Kim, Jinseok Seo, Chang-Hoon Park, Jane Hwang, Heedong Ko
Journal of Korea Multimedia Society

In this paper, we introduce a novel scene graph library for mobile platforms, called the 'Mobile OpenSceneGraph (Mobile OSG)', as a mobile graphics middleware. Our mobile scene graph library supports several nice properties, including platform-independence, extensibility, touch-based UI supports, and compatibility, by carefully adapting the OpenSceneGraph library, one of the most widely used graphics middlewares for desktop platforms, to mobile platforms. We validate the usefulness of the propos

Computer Networks and CommunicationsComputer Science

Research Areas

Artificial IntelligenceComputer Vision and Pattern RecognitionDevelopmental and Educational PsychologyControl and Systems EngineeringAerospace EngineeringMaterials Chemistry

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