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Jihyun Lee

Jihyun Lee appears in the imported research catalog. Authorship, coauthor and topic links are available while profile ownership is still unclaimed.

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Published work

4 published item(s)

preprint2026arXiv

PhysHanDI: Physics-Based Reconstruction of Hand-Deformable Object Interactions

While existing methods for reconstructing hand-object interactions have made impressive progress, they either focus on rigid or part-wise rigid objects-limiting their ability to model real-world objects (e.g., cloth, stuffed animals) that exhibit highly non-rigid deformations-or model deformable objects without full 3D hand reconstruction. To bridge this gap, we present PhysHanDI (Physics-based Reconstruction of Hand and Deformable Object Interactions), a framework that enables full 3D reconstruction of both interacting hands and non-rigid objects. Our key idea is to physically simulate object deformations driven by forces induced from densely reconstructed 3D hand motions, ensuring that the reconstructed object dynamics are both physically plausible and coherent with the interacting hand movements. Furthermore, we demonstrate that such simulation of object deformations can, in turn, refine and improve hand reconstruction via inverse physics. In experiments, PhysHanDI outperforms the state-of-the-art baseline across reconstruction and future prediction.

preprint2022arXiv

Pop-Out Motion: 3D-Aware Image Deformation via Learning the Shape Laplacian

We propose a framework that can deform an object in a 2D image as it exists in 3D space. Most existing methods for 3D-aware image manipulation are limited to (1) only changing the global scene information or depth, or (2) manipulating an object of specific categories. In this paper, we present a 3D-aware image deformation method with minimal restrictions on shape category and deformation type. While our framework leverages 2D-to-3D reconstruction, we argue that reconstruction is not sufficient for realistic deformations due to the vulnerability to topological errors. Thus, we propose to take a supervised learning-based approach to predict the shape Laplacian of the underlying volume of a 3D reconstruction represented as a point cloud. Given the deformation energy calculated using the predicted shape Laplacian and user-defined deformation handles (e.g., keypoints), we obtain bounded biharmonic weights to model plausible handle-based image deformation. In the experiments, we present our results of deforming 2D character and clothed human images. We also quantitatively show that our approach can produce more accurate deformation weights compared to alternative methods (i.e., mesh reconstruction and point cloud Laplacian methods).

preprint2021arXiv

Adaptable Multi-Domain Language Model for Transformer ASR

We propose an adapter based multi-domain Transformer based language model (LM) for Transformer ASR. The model consists of a big size common LM and small size adapters. The model can perform multi-domain adaptation with only the small size adapters and its related layers. The proposed model can reuse the full fine-tuned LM which is fine-tuned using all layers of an original model. The proposed LM can be expanded to new domains by adding about 2% of parameters for a first domain and 13% parameters for after second domain. The proposed model is also effective in reducing the model maintenance cost because it is possible to omit the costly and time-consuming common LM pre-training process. Using proposed adapter based approach, we observed that a general LM with adapter can outperform a dedicated music domain LM in terms of word error rate (WER).

preprint2016arXiv

Exploring the Front Touch Interface for Virtual Reality Headsets

In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and performed various user studies. We started with preliminary tests to see how intuitively and accurately people can interact with the front touchpad. Then, we further experimented various user interfaces such as a binary selection, a typical menu layout, and a keyboard. Two-Finger and Drag-n-Tap were also explored to find the appropriate selection technique. As a low-cost, light-weight, and in low power budget technology, a touch sensor can make an ideal interface for mobile headset. Also, front touch area can be large enough to allow wide range of interaction types such as multi-finger interactions. With this novel front touch interface, we paved a way to new virtual reality interaction methods.