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

Head, Professor, Department of Arts & Technology

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: artech.hanyang.ac.kr; imagine.hanyang.ac.kr; mot.hanyang.ac.kr

Arts & Technology (Psychological Pleasure)

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

Scientific Reports

 

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Manufacturing Game: How we build up a new assembly line with games (submitting)

IEEE Trans. on Industrial Informatics

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How you play is who you are! (submitted)

European Journal of Psychological Assessment

 

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Unmasking experience blindeness: Different interpretations from lifelog photos make constructed self (submitting)

Leonardo

 

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Emotion prototyping for Co-Design (submitting)

IEEE Engineering Education

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Cognition & HCI Design (Psychological Efficacy)

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

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Remembrance of things of past? A user modeling on subgoal construction, elimination and WM failures (submitting)

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Informance: An emphatic participatory design method (submitting)

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Melody perception for neuropsychological assessment of attention (submitted)

Behavioral Neurology

 

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

Human-Computer Interaction

 

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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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Will it Be a Capital Letter: Signalling Case Mode in Mobile Phones (2005)

Interacting with Computers

 

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Service-driven innovation Design (submitted)

The Design Journal

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Decision & Experience Economy (Physical Efficiency)

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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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New feature selection technique on user's false meory (2014)

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

ACM CHI 2013

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Experience beyond knowledge: Pragmatic e-learning systems design with learning experience (2013)

Computers in Human Behavior

 

 

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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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Emotion find a way to users from designers: Assessing product images to convey designer's emotion (2012)

Int. J. Design Research

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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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Texting on TV: Perceived usefulness and human behaviour in TV viewing (2008)

Computers in Human Behavior

 

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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

 

Medical HCI & Cultural learning (Psychological & Physical Security, Physical Pleasure)

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

PLOS One

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

Peadiatrics Studies

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Melodic contour identification reflects cognitive threshold with aging (2016)

Frontiers in Aging Neuroscience

 

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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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Learner acceptance of a multi-media based learning system (2013)

Int. J. HCI

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

Computers & Education

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A shape-changing robot in stroke rehabilitation (2014)

ACM DIS 2014

 

 

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Exploring the Potentials of Mobile Learning for Stroke Patients (2015)

Book Chapter

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RehabMaster: A pervasive rehabilitation platform for stroke patients and their caregivers

Book Chapter

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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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Research Grants

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

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2017 - Aesthetic Engineering Display Project: Moving Cubes
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$400,000 (2017)

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2017 - VR Test bed for EV project
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$50,000 (2017)

Co-PI

 

 

2017 - Feature creep
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$35,000 (2017)

PI

 

 

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

Co-PI

 

 

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

Investigator

 

2015 - UX Project: UX Innovation for Small and Medium Enterprises
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$3M (2015 - 2018)

Co-investigator

 

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

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

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2013 - Design Tech Project: Design-Tech Convergence Toolkit
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$5M (2013 - 18)

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

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

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2012 - Servitization Project
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1.2M (2012 - 2014)

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

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2012 - Formative Affordance Model
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$300,000 (2011-14)

Co-PI

 

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

Investigator

 

 

 

Teaching

Cognitive Psychology

Behavioral Economics

Emotional Marketing

UI/UX Design

Artistic Thinking

Philosophy of Science

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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