PROFILE

Gaeun (GL) Lee 



email | orchid | linkedin | full CV

Interests: HCI · Wellbeing & Mental Health · Wearable Devices · Sensing · Interaction ·  Ubiquitous Computing



🔗 More about me and my research
CV





Education
University of Illinois Chicago
B.Sc. Computer Science + Design (Honors), May 2026
4.0 / 4.0




ResearchResearch Assistant Learning+Interest+Technology Lab, UIC (2023– )

VR Developer / Research Assistant
Fulfillment Project, Electronic Visualization Lab
UIC, Anthropology UChicago (NSF #2121737, 2025– )

Teaching Assistant
CS 211 Programming Practicum, UIC (2025– )

Research Intern
HCI Lab, KAIST (Summer 2025)

LLM/NLP Intern 
Illinois Dept. of Transportation (2023)




Exhibitions
Fulfillment Exhibition (CAVE2)
ACM Hypertext 2025
UIC Electronic Visualization Lab
  
Fulfillment Poster Exhibition ACM Hypertext 2025
Illinois Institute of Technology  (IIT)

You Can Grow Here SIGGRAPH 2025 Poster Vancouver Convention Center  

Creative Coding
VR Exhibition 2025
UIC Electronic Visualization Lab




PublicationsLee, G. et al. (2025). You Can Grow Here: A Therapeutic VR Journey for Anxiety Management. SIGGRAPH ’25 Posters.

Ibtasar, R., Lee, G. et al. (2025). Pre-Coding Scaffolds for Computational Thinking. ICLS 2025.

Tsoupikova, D., Y. Chu, J., et al. (2025). CAVE2 Virtual Reality Exhibition: Project Fulfillment. ACM Hypertext ’25.



Awards & RecognitionStudent Engagement Rising Leader Award

Blaze Venture Speech Challenge Finalist



Professional & Academic AffiliationsPresenter, ACM SIGGRAPH 2025

Member, ACM SIGGRAPH

Member, Association for Computing Machinery (ACM)



Leadership & ServicePresident, Korean-American Scientists and Engineers Association YG Chicagoland

Tech Lead, UIC ACM

CS+DES Representative, Student Design Advisory Board

Moderator, MLK Student Leadership Conference

               



Last Updated 25.11.03



























































































































































PROJECTS







YCGH: A Therapeutic VR Journey for Anxiety Management
SIGGRAPH 2025 Poster
presented in the CAVE2™ environment.

SummaryImmersive VR experience that visualizes anxiety-management techniques through interactive storytelling and multisensory cues. It invites users to reflect on emotions, regulate anxiety, and build resilience through calm, self-guided exploration.





Interaction Flow
1 · Awareness    
Dark typographic space visualizing anxious state of mind.
2 · Release    
Watery types expressing negative emotions melt on touch showing acceptance.  
3 · Breathing  
Floating spheres guide 5-5-5 breathing.  
4 · Grounding
Nature-inspired space for 5-4-3-2-1 grounding exercise, users reconnect to the present. 



Process
Background Research    Reviewed prior VR anxiety work; identified need for autonomous, narrative design.
Concept Development    Sketched spatial metaphors and storyboarded a four-stage emotional journey.
Iterative Prototyping     Built weekly Unity prototypes & refined pacing and tone through participant feedback.
System Implementation    Integrated custom assets, responsive breathing spheres, and ambient sound.
Evaluation & Reflection    Observed engagement in CAVE2; refined scenes and transitions from feedback.






Squishy Log
4th year thesis, developing project




Squishy Log explores how tangible interfaces can make anxiety tracking more accessible and comforting.

Phase 1: Log
Designed Log, a mobile app supporting users in identifying anxiety triggers and high-stress moments.
Features a comforting support character, daily reflection “Logs,” and progress visualizations to encourage routine and self-awareness.

Phase 2: Squishy Log (in progress)
Developing a sensor-embedded stress ball that connects with the app, enabling users to express and record emotions through touch and gesture. This phase explores how tangible interaction can make anxiety management more accessible, calming, and grounded. It offers a more immediate and personal way to engage with wellbeing practices during peak moments of stress.




Exploring Gaze-Based Interaction
KAIST, HCI lab




During a summer research internship, I designed and conducted a gaze-tracking study exploring how wearable sensing systems can enhance interactions with IoT devices.
Working independently, I modified the Tobii Pro glasses 2 with an additional sensing component, calibrated the setup to align with the study’s goals, and led quantitative data collection and analysis. Through this work, I gained hands-on experience in experimental design and sensor-based prototyping.

(This project is part of ongoing research and cannot yet be publicly shared.)






Fulfillment: CAVE2 Virtual Reality Exhibition
ACM Hypertext 2025,  NSF Award #2121737
UIC Electronic Visualization Laboratory + UChicago Neubauer Collegium



This project bridges computational design, social science, and digital visualization, advancing new multimodal methods for understanding the infrastructures that power global logistics networks.
Fulfillment is part of an interdisciplinary research project examining logistics as both a material system and a global condition of movement, labor, and technology. The broader project investigates how digital infrastructures such as sensors, supply chains, and data networks organize global flows of people, goods, and information, and reveal patterns of inequality and precarity.

For the CAVE2 exhibition, I created an interactive VR scene depicting the intensity of warehouse logistics work. The piece simulates the challenge of locating and packing parcels under time pressure, allowing viewers to experience the disorienting and embodied dimensions of logistical systems.

Working with researchers from computer science, anthropology, and media arts, I helped translate complex theories of global circulation into a tangible, spatial experience that exposes the human scale of automation and mobility.




MyTurn social robotics curriculum
UIC Learning + Interest + Technology Lab



Image courtesy of ClicBot.

MyTurn is an ongoing research project exploring how social robots can help students see computing as creative, collaborative, and personally meaningful. Our team designed and studied classroom activities that bring values into computer science learning.

For the past studies, I focused on developing a value-centered intervention and analyzing classroom footage through qualitative coding and thematic analysis. This work led to our publication “Pre-Coding Scaffolds for Computational Thinking in an Open-Ended Middle School Social Robotics Curriculum” (ICLS 2025).

Our current study is on co-designing the format we developed with students, mentors and industry professionals.