Kibum Kim

Recent advances in gesture based interfaces such as Sony EyeToy, Nintendo Wii, and Microsoft Kinect, have great potential for providing natural and intuitive user-centered interactions. My previous project, TeleHuman (Kim et al., CHI 2012), demonstrated that, using ten low-cost Microsoft Kinects, users could seamlessly interact with a cylindrical 3D display portal offering a life-size human telepresence. Also, the BodiPod (Bolton et al., CHI 2012) system, allowed users to interact with a human anatomy model by performing hand gestures from a comfortable standing distance, rather than having to touch the display. I possess extensive experience in optimization and low-level code development on embedded devices by developing the interactive social gaming with wearable fabric displays (Cheng et al., CHI 2011).

I am currently an associate professor in the Division of Media, Culture, and Design Technology at College of Computing in Hanyang University ERICA since 2018. Before joining Hanyang University, I was an assistant professor at the Department of Game and Mobile Engineering at Keimyung University from 2016 to 2018. Before that, I was a research professor at Chuncheon National University of Education from 2014 to 2016. I was also an assistant professor at the Center for Human-Computer Interaction at Kochi University of Technology, Japan from 2012 to 2014. Before moving to Japan, I was an adjunct assistant professor in the School of Computing in Queen's University, Canada. Before that, I was a senior human interaction researche engineer at the Applied Research Center in Motorola Labs located in a Chicago suburb for 4 years. I got my Ph.D. from Viriginia Tech, Master from University of Illinois at Urbana-Champaign, and Bachelor's from Korea University Seoul, all in Computer Science. For my dissertation work, I studied how small handheld screens could be used for collaborative learning by sharing the visual context in real time between a group of people.

At Hanyang University, I cureenlty integrates these core research experiences into solutions to overcome the significant challenges blind people face when ineracting with Extended Reality (i.e., AR/VR/MR/XR).