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Representative Studies / Papers
Multisensory integration impairment in patients with minimal hepatic encephalopathy (2017)
Scientific Reports
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Manufacut
Goldilocks conditions for workplace gamification: How narrative persuasion helps manufacuring workers create self-directed behaviors (2020)
Human-Computer Interaction |
Can serious games assess decision-making biases? Comparing gaming performance, questionnaires, and interviews (2018)
European Journal of Psychological Assessment
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Comparison of the chnage in interpretative stances of lifelog photos versus manually captured photos over time (2019)
Online Informaton Review |
Emotion prototyping for Co-Design (submitting)
International Journal of Arts & Design Education |
Less is more or the more the better? Measuring experience economy (submitting) |
A Design Thinking Rationality Framework: Framing and Solving Design Problems in Early Concepts Generation (2014)
Human-Computer Interaction |
High Visibility or Quiet Operation? A Statistical Interence Model of Wiper Operation Quality on Multi-modal Perception (2014)
Int. J. Industrial Ergonomics
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Weighted affordance-based agent modelling and simulation in emergency evacuation (2017)
Safety Science |
An affordance-based model of human action selection in a Human-Machine Interaction system with cognitive interpretations (2016)
Int. J. HCI |
Music advice: Can musical sound detection task tell working memory capacity? (2016)
Brain & Cognition |
Gamification in concept design: Applying market mechanisms to enhance innovation and predict concept performance (2015)
J. Design, Business & Society
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Servicizing solutions for manufacturing Firms: Categorizing service ideas from product-service integration examples (2018)
The Design Journal |
Enhancing competence and autonomy in computer-based instruction using a skill-challenge balancing strategy (2014)
J. Educational Computing Research
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High Visibility or Quiet Operation? A Statistical Interence Model of Wiper Operation Quality on Multi-modal Perception (2014)
Int. J. Industrial Ergonomics |
Am I extravert or introvert? Guiding on personality traits in adaptive computer-based education (2013)
J. of Educational Technology & Society
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I remember/know/guess what i saw: a false "belief" technique to features selection (2014)
ACM CHI 2014 |
Interaction Unit Analysis: A New Interaction Design Framework (2009)
Human-Computer Interaction |
Cooperation begins: Mobile and blended learning for critical thinkin skills (2016)
Computers & Education |
Fingerstroke time estimates for touchscreen-based mobile gaming interaction (2015)
Human Movement Science |
To be biased or not to be: Choosing between design fixation and desing intentionality (2013)
ACM CHI 2013 |
Being a Designer? A Card-Game based Ideation (submitting)
IEEE Engineering Education |
The Fingerstroke-Level Model strikes back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks (2013)
ACM CHI 2013 |
I remember/know/guess what i saw: a false "belief" technique to features selection (2014)
ACM CHI 2014
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Mobile User Interface Analysis and Design: A Practitioner's Guide to Designing User Interface for Mobile Devices (2009)
Book (9781606929032) |
Virtual daily living test to screen for mild cognitive impairment using kinematic movement analysis (2017)
PLOS One |
Innovative Mobile Learning: Techniques and Technologies (2008)
Book (9781605660622) |
Design Guidelines for Map-based Human-Robot Interface: A Colocated Workspace Perspective (2007)
Int. J. Industrial Ergonomics |
A task-specific interactive game-based virtual reality rehabilitation system for stroke patients: A usability test and two clinical experiments (2014)
J. of Neuroengineering and Rehabilitation |
Developmental disorder checking with joint attention and object permenance for pre-term infants (2017)
Italian Journal of Peadiatrics Studies |
Melodic contour identification reflects cognitive threshold with aging (2016)
Frontiers in Aging Neuroscience |
Risky business or sharing the load? Social flow in collaborative learning (2012)
Computers & Education |
To flow and not to freeze: Applying flow experience to mobile learning (2010)
IEEE Trans. on Learning Technologies
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Representative Research Grants / Funds
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2021- VR/EP/EEG/MRI Big Data Funds |
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$1,200,000 (2021)
Ministry of Science, Research Grants |
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2020- Presence-extending learning platform (5G/XR/AI) |
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$1,000,000 (2020)
Ministry of Science, Research Grants |
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2019- AI-based Trading Service Design |
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$200,000 (2019 - 2020)
Cleantopia Research Grants |
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2018- Neuro-Congo-Emo Driving Test |
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$100,000 (2018 - 2019)
SL Group Research Grants |
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2018- Multisensory Exhibition Tech |
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$700,000 (2018 - 2022)
National Science Museum collaborating |
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2017 - Intermedia Art Project: Multisensory Cafe |
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$100,000 (2017)
Golfzon Funds
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2017 - Feature creep |
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$35,000 (2017)
Hyundai Motos Grants
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2016 - Medical HCI Project: Rheumatology
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$600,000 (2015 - 2017)
Hanyang University Medical Center collaborating
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2016 - Medical HCI Project: Therapy 3D CAVE
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$80,000 (2015)
Hanyang University Medical Center collaborating |
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2015 - Game Project: Manufacturing Games |
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$80,000 (2015-16)
Hyundai Motos Grants |
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2014 - Medical HCI Project: VR-IADL |
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$300,000 (2014 - 17)
Hanyang University Medical Center collaborating |
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2013 - Medical HCI Project: Game-based Rehabilitation |
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$200,000 (2013 - 15)
Hanyang University Medical Center collaborating
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2012 - Smart TV Project |
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$100,000 (2012 - 2013)
Samsung Electronics Funds |
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2012 - Games Project: Intutitive Decision Making Games & Personality |
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$120,000 (2011-14)
Goverment funds
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2011 - Dual-Code Quality Index |
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$ 40,000 (2011)
Hyundai Motos Grants |
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Experiments |
Stroop test |
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This test is a psychological test of the visual attention capability.
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Dichotic listening test |
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This test is to investigate selective attention in the auditory system.
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Sustained attention test |
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A Go/No-go test has a stimulus that needs to be sustained.
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Digit span test |
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This non-auditory digital span test is often used to measure short-term memory via the phonological loop.
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Auditory Digit span test |
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As this task usually depends on the phonological loop (short-term memory), it is similar to the digit span test above. |
Corsi-Block Tapping test |
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Assessment of the capacity of the visual short-term memory and of the implicit visual-spatial learning |
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