Academic CV
Research, publications, education, and academic contributions.
Yonghyun Gwon Chuncheon - si, South Korea | +82 10 - 7685 - 8845 | mathewgwon@gmail.com | github.com/Noperi0r EDUCATION Kyung Hee University - Seoul & Suwon, South Korea Expected Aug 2026 B.S. in Software Convergence (Computer Engineering) | GPA: 4.32 / 4.5 | Full Tuition Scholarship — 8 semesters PUBLICATIONS Conference Papers • KunHo Heo, SuYeon Kim, Yonghyun Gwon, Youngbin Kim, MyeongAh Cho. "ParTY: Part - Guidance for Expressive Text - to - Motion Synthesis." IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2026. Workshop / Adjunct Papers • Jaehyun Byun, Byunghoon Kang, Yonghyun Gwon, Hongsong Choi, Yunseo Do, Eunho Kim, Sangkeun Park, Seungjae Oh. "CrossGaussian: Enhancing Remote Collaboration through 3D Gaussian Splatting and Real - time 360° Streaming." ACM UIST Adjunct 2025 ( Poster); IEEE ISMAR 20 25 Research Demonst ration s . Domestic Conference • Yonghyun Gwon, KunHo Heo, YoungKwan Cho, SuYeon Kim, HaYoung Lee, MyeongAh Cho. "Word - Motion Cross Attention for Fine - Grained Text Guided Human - Human Interaction Motion Generation." Korea Software Congress (KSC), 2025. [1st Author] Acknowledgment • Jungeun Lee, Minha Jeon, Jinyoung Lee, Seungmoon Choi, Seungjae Oh. "SkinHaptics: Exploring Skin Softness Perception and Virtual Body Embodiment Techniques to Enhance Self - Haptic Interactions." ACM CHI, 2025. [Acknowledged contributor - VR experiment environment implementation] RESEARCH EXPERIENCE Visual Science Lab (VSLab), Kyung Hee University Jul 2025 - Feb 2026 Undergraduate Research Assistant | Advisor: Prof. MyeongAh Cho • Ongoing research on interaction - attribute and physical - property conditioning for text - guided HHI motion generation, focusing on whether contact, distance, synchronization, and relative - motion signals can improve controllability without weakening text alignment. • Proposed Word - Motion Cross Attention as first author of a KSC 2025 HHI motion - generation paper, improving InterHuman text - motion retrieval by +2.3 / +3.4 / +3.2 points on R - Precision Top - 1/2/3 while maintaining MM - Dist. • Improved ParTY’s qualitative motion figures by converting low - quality baseline renders into clearer prompt/seed comparison figures, using body - part coloring, controlled camera setup, SSAO, anti - aliasing, and qualitative example curation to highlight differences across generated motions. Interactive Technology & Methodology Lab (HCI Lab), Kyung Hee University Sep 2024 - Dec 2024 Research Contributor | Advisor: Prof. Seungjae Oh • Led the initial Cross - Reality and Reality - Virtuality Continuum literature survey, turning early research exploration into experimental scenarios for 3DGS - based remote collaboration; work evolved into CrossGaussian (UIST Adjunct 2025; ISMAR Adjunct 2025). • Implemented the Unity client for CrossGaussian, linking Insta360 360° camera input, real - time Unity rendering via API, and Photon - based synchronization to support a two - machine 360° streaming prototype. SkinHaptics Project | HCI Lab, Kyung Hee University Apr 2024 - Jul 2024 Research Contributor | PI: Prof. Seungjae Oh • Built the Unity VR experiment environment for skin - softness perception research, implementing Euler - based vertex deformation, distance - based attenuation, and Oculus hand - skeleton gesture triggers used in the CHI 2025 study. WORK EXPERIENCE FunctionBay / MetaMotion X — Simulation Developer ; Unity Programmer Intern Jul 2024 - Aug 2025 Pangyo Techno Valley, South Korea | FunctionBay division later became MetaMotion X; work continued on the same defense - linked simulation project. • Extended replay and event - logging systems for a defense - linked Unity simulation, making runtime events easier to trace and reproduce while addressing file I/O failures, incomplete writes, and multi - PC log collection issues. • Implemented Unity Netcode features for synchronized combat and simulation states, debugging hit registration, damage logic, state transitions, and client desynchronization in a multi - client environment; documented and validated fixes through STDs, unit tests, and Redmine. • Built Unity production UI features for 3D - to - 2D object projection, route visualization, and Scene - View - like navigation, while separately leading a UE5 demo framework with physics - based virtual camera and CineCamera workflows. M5ERS - Backend Intern Nov 2024 - Feb 2025 Remote & San Jose, CA, USA | Tools: Node.js/Express, C, UART, Python, Jira • Built a Node.js/Express backend for an FPGA - based mining - hardware prototype, using route - controller - service separation to expose register read/write APIs and bridge requests to a C UART control process. • Implemented the C hardware - control loop behind the backend, handling stdin/stdout command exchange, UART register read/write routing, response formatting, and integration testing; also prototyped Bitcoin proof - of - work mechanics in Python.
Republic of Korea Army - UNIX Server Operator May 2021 - Nov 2022 The 1st Logistic Support Command, South Korea • Operated UNIX servers for a military C4I intranet, supporting security checks, log audits, backups, access control, network troubleshooting, and Log4j incident - response procedures under command guidance. • Managed access control for user terminals across multiple military units and monitored network infrastructure including routers and switches. PROJECTS AI - Based Multiplayer Latency Predictor [Team Lead] Nov 2024 - Dec 2024 Tools: C++, Python, Unreal Engine 5, PyTorch, ONNX/NNE • Led a UE5 latency - compensation project that reframed nonlinear vehicle prediction as motion - delta regression and trained a PyTorch Residual+GLU model on custom vehicle - motion logs. • Integrated the ONNX model through Unreal Engine 5 NNE for asynchronous 10 Hz inference inside a custom movement component, improving drift - trajectory tracking over constant - velocity prediction. OpenGL Model Rendering Engine Dec 2023 Tools: C++, OpenGL • Built a lightweight 3D rendering engine from scratch, implementing model loading, Phong lighting, shading pipeline, and camera controls. TEACHING & MENTORING Course Mentoring / Educational Project Support 2026 • Designed and developed the base Unity ML - Agents project architecture used for reinforcement - learning term projects and course mentoring. Game Development Club – Study Leader & Mentor 2023, 2024 • Led Unreal Engine C++ and Unity study sessions, mentoring student developers in multiplayer programming, gameplay systems, and engine workflows. HONORS & ACTIVITIES 1st Place — UNIJAM Game Jam (Smilegate & UNIDEV) 2024 2nd Place — Immersive Tourism Content Contest (Korea Tourism Organization) 2024 2nd Place — University Portfolio Competition (Kyung Hee University) 2024 Creativity Award — Software Festival (Kyung Hee University) 2024 2nd Place — Artistic Software Competition (Kyung Hee University) 2023 3rd Place — Software Festival (Kyung Hee University) 2023 G - STAR Game Exhibition Exhibitor (Korea Association of Game Industry) 2023, 2024 Selected Participant — NexonJam 2024 (28 programmers selected) 2024 TECHNICAL SKILLS Advanced: C/C++, C#, Unity, Unreal Engine Proficient: Python, PyTorch, ONNX/NNE, Node.js/Express Familiar: OpenCV, JavaScript, HTML/CSS Tools: Git, Perforce (P4V), Jira, Azure DevOps, Redmine Languages: Korean (native), English (fluent), Japanese (conversational)
