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HCI (Human-Computer Interaction) at HYU Professor Hokyoung Blake Ryu (柳浩炅)

Vice Provost, Office of Academic Affairs

Acting Dean, School of Intelligence

Professor, Graduate School of Technology & Innovation Management

Co-founder, Imagine x Lab

 

Tel: +82 (0)2 2220 0474

Mail: hryu at hanyang.ac.kr

Web: intelligence.hanyang.ac.kr; imagine.hanyang.ac.kr

  • The following are selected to represent what I have been doing and will seek to do in the near future. A full list of the publication is seen at https://bit.ly/2oTWWbD

 

 

 

Representative Studies / Papers

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Multisensory integration impairment in patients with minimal hepatic encephalopathy (2017)

Scientific Reports

 

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Goldilocks conditions for workplace gamification: How narrative persuasion helps manufacuring workers create self-directed behaviors (2020)

Human-Computer Interaction

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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

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Emotion prototyping for Co-Design (submitting)

International Journal of Arts & Design Education

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Less is more or the more the better? Measuring experience economy (submitting)

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A Design Thinking Rationality Framework: Framing and Solving Design Problems in Early Concepts Generation (2014)

Human-Computer Interaction

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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

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Weighted affordance-based agent modelling and simulation in emergency evacuation (2017)

Safety Science

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An affordance-based model of human action selection in a Human-Machine Interaction system with cognitive interpretations (2016)

Int. J. HCI

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Music advice: Can musical sound detection task tell working memory capacity? (2016)

Brain & Cognition

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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

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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

 

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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

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Interaction Unit Analysis: A New Interaction Design Framework (2009)

Human-Computer Interaction

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Cooperation begins: Mobile and blended learning for critical thinkin skills (2016)

Computers & Education

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Fingerstroke time estimates for touchscreen-based mobile gaming interaction (2015)

Human Movement Science

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To be biased or not to be: Choosing between design fixation and desing intentionality (2013)

ACM CHI 2013

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Being a Designer? A Card-Game based Ideation (submitting)

IEEE Engineering Education

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The Fingerstroke-Level Model strikes back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks (2013)

ACM CHI 2013

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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)

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Virtual daily living test to screen for mild cognitive impairment using kinematic movement analysis (2017)

PLOS One

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Innovative Mobile Learning: Techniques and Technologies (2008)

Book (9781605660622)

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Design Guidelines for Map-based Human-Robot Interface: A Colocated Workspace Perspective (2007)

Int. J. Industrial Ergonomics

 

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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

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Developmental disorder checking with joint attention and object permenance for pre-term infants (2017)

Italian Journal of Peadiatrics Studies

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Melodic contour identification reflects cognitive threshold with aging (2016)

Frontiers in Aging Neuroscience

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Risky business or sharing the load? Social flow in collaborative learning (2012)

Computers & Education

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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

 

2021- VR/EP/EEG/MRI Big Data Funds
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$1,200,000 (2021)

 

Ministry of Science, Research Grants

2020- Presence-extending learning platform (5G/XR/AI)
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$1,000,000 (2020)

 

Ministry of Science, Research Grants

2019- AI-based Trading Service Design
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$200,000 (2019 - 2020)

 

Cleantopia Research Grants

2018- Neuro-Congo-Emo Driving Test
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$100,000 (2018 - 2019)

 

SL Group Research Grants

2018- Multisensory Exhibition Tech
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$700,000 (2018 - 2022)

 

National Science Museum collaborating

2017 - Intermedia Art Project: Multisensory Cafe
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$100,000 (2017)

 

Golfzon Funds

 

 

2017 - Feature creep
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$35,000 (2017)

 

Hyundai Motos Grants

 

 

2016 - Medical HCI Project: Rheumatology
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$600,000 (2015 - 2017)

 

Hanyang University Medical Center collaborating

 

 

2016 - Medical HCI Project: Therapy 3D CAVE
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$80,000 (2015)

 

Hanyang University Medical Center collaborating

2015 - Game Project: Manufacturing Games
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$80,000 (2015-16)

 

Hyundai Motos Grants

2014 - Medical HCI Project: VR-IADL
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$300,000 (2014 - 17)

 

Hanyang University Medical Center collaborating

2013 - Medical HCI Project: Game-based Rehabilitation
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$200,000 (2013 - 15)

 

Hanyang University Medical Center collaborating

 

 
2012 - Smart TV Project
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$100,000 (2012 - 2013)

 

Samsung Electronics Funds

2012 - Games Project: Intutitive Decision Making Games & Personality
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$120,000 (2011-14)

 

Goverment funds

 

2011 - Dual-Code Quality Index
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$ 40,000 (2011)

 

Hyundai Motos Grants

 
 
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Professional

An Associate editor of International Journal of Mobile and Blended Learning

 

ACM TVX 2018 General Chair

ACM TVX (TV Experience) ASIA Forum

 

 

 

Experiments

Stroop test
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This test is a psychological test of the visual attention capability.

 

Dichotic listening test
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This test is to investigate selective attention in the auditory system.

 

Sustained attention test
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A Go/No-go test has a stimulus that needs to be sustained.

 

 
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.

 

   
 
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

 

Assessment of the capacity of the visual short-term memory and of the implicit visual-spatial learning