- Impact of Technology on Adolescents
- Educational Games and Gamification
- Child Development and Digital Technology
- Digital Games and Media
- Education and Learning Interventions
- Technology Use by Older Adults
- Technology Adoption and User Behaviour
- Aging and Gerontology Research
- Media Influence and Health
- Social Media and Politics
- Diverse Approaches in Healthcare and Education Studies
- Psychosocial Factors Impacting Youth
- Artificial Intelligence in Games
- Emotion and Mood Recognition
- Virtual Reality Applications and Impacts
- Digital Mental Health Interventions
- Grief, Bereavement, and Mental Health
- Innovative Human-Technology Interaction
- Grit, Self-Efficacy, and Motivation
- Augmented Reality Applications
- Visual and Cognitive Learning Processes
- Green IT and Sustainability
- Data Stream Mining Techniques
- Energy and Environmental Systems
- Social Robot Interaction and HRI
Korea Advanced Institute of Science and Technology
2013-2025
Kootenay Association for Science & Technology
2016
Kangwon National University
2012
Internet Addiction (IA) constitutes an excessive use behavior with a significant impact on the user's well-being. Online flow describes users' level of being absorbed by their online activity. The present study investigated age-related, gender, and effects IA in adolescence. sample comprised 648 adolescents who were assessed twice at age 16 18 years. was using Test Flow Questionnaire. A three-level hierarchical model estimated symptoms controlled for clustered random effects. decreased over...
An increasing number of students are learning in digitalized education environments. For younger generations who have grown up participating digital environments and virtual reality, E-learning is considered to be an appropriate educational platform. In particular, video lectures regarded as key component systems. However, online lecture systems limitations sustainability due a lack motivation on the part learner. To provide for users, we focus enhancing emotional engagement with 'gameful...
Background The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital provide cognitive, physical, and socioemotional benefits for adults. However, current understand adults’ gameplay experience reflect their needs are very scarce. Furthermore, analyzed game in a holistic manner rare. Objective purpose this study was to suggest design guidelines adults than 50 years from gaming perspective. Adopting human-centric approach, analyzes...
Although Korea has achieved successful economic, social, cultural, and technological development over the past decades, Korean people do not seem to be particularly happy. To enhance an individual’s happiness, we need aware of what situations environmental conditions are conducive for happiness explore values pursue. This study investigated types expressed by using a mixed-method approach. Personal in-depth (n = 15) focus group 16) interviews were conducted with who reported feeling high...
This research examined the identity development of Korean adult players in online game world. Q methodology was used to investigate subjectivity self-development Mabinogi (Massive Multiplayer Online Role-Playing Game). Thirty-seven sorted 57 behavior statements reflect changes their behaviors from past present. Three types were found: achievement-oriented development, control-oriented and relational development. The patterns these three compared identify similarities differences among them...
While player characters (PCs) are the key element in engaging players narrative games, experience and relationship of with PC have received scarce attention from perspective subjective experience. The diversity importance game suggests meaningful connections between how relate to their resulting satisfaction game. We, therefore, investigated this study player-character influences We performed semi-structured in-depth interviews 12 Last Us Part II, a that has elicited highly polarized...
In this paper, we present an AR Petite Theater, a story book that enables role-play using augmented reality (AR) technology. It provides opportunity for children to learn the ability of empathy through interactive reading experience by thinking and speaking in accordance with character's role story. general, is one most important elements make friends at school expand their social relations. particular, it crucial early school-age who have difficulties getting along due egocentric...
This study suggests an approach for the computational modeling of players' emotional response patterns to story events in video games. We propose what is termed dynamic narrative emotion model analyzing game players by combining and reconstructing OCC cognitive D. Price's intensity equation. Based on this model, we compared with two both commercially successful unsuccessful The analysis was conducted 360 values extracted from playing experiences 10 player's. results showed that responses...
While commercial videogames are increasingly recognized to be able facilitate meaningful experiences, little has been researched on its potential as a medium help players cope with the loss of loved one. In this study, we aimed investigate player's bereavement process while playing death-themed game Spiritfarer. Through thematic analysis qualitative in-depth interviews 6 participants, found that grieving experience closely resembled Dual Process Model Coping Bereavement by Stroebe and Schut....
The Melody of Mysterious Stones is a VR meditation game that utilizes spatial audio technologies. One the most common mindfulness exercises to notice and observe five senses including sense sound. As way helping players with focusing on their sound, makes use spatialized sounds as elements. Our play tests showed enjoyed playing missions Also, they reported helped them sound therefore felt more engaged in materials.
Learning English through playing is expected to help with the effort of seeking new possibilities, from understanding that play fundamental development a child's capacity learn. This extended abstract describes function and system second-language learning toy while referring some educational points be considered in education. We present iSpy, an interactive language-learning for preschool children. Along features values could offered by concerns their reflection on design iSpy are...
Smart Icebreaker is a serious game for promoting intimacy among group members. Several studies on games have attempted to explore the functional purposes and entertainment aspect of these games. In particular, on-going research specifically targets basic relationship set-ups enhance teambuilding. However, do not cover fundamental personal aspects, such as psychological or communicative aspects players. Our previous created workflow in terms communication psychology theory using results from...
교육 현장에서 감정은 기억, 학습 성취, 동기부여에 있어 핵심적으로 중요한 요인으로 알려져 있다. 본 연구에서는 초등학교 아동들을 대상으로 감정적 개입(emotional engagement)을 촉진하기 위해 기능성 게임을 활용할 수 있는지를 확인해보고자 하였다. 이를 영어 학습용 게임 '워드 콜렉트리안'을 이용하여 탐색 연구를 진행하였다. 워드 콜렉트리안은 인터액션을 통한 단어의 동적 시각화와 맥락 영상의 제시를 상황 인지, 완성된 배치를 단어에 대한 애착 고취 등을 활용하여 아동들이 감정적으로 영단어 학습에 효과적으로 개입할 있도록 설계하였다. 1차 프로토타입을 활용한 기초 실험 결과 콜렉트리안이 효과와 감정 개입의 효과를 모두 불러일으킬 있는 가능성이 있음을 확인할 있었다.
Evoker is a narrative-based facial expression game. Due to the COVID-19 pandemic, adolescents should be wearing masks in their daily lives. However, disturbs emotional interaction through expressions, which critical component development. Therefore, negative impact on adolescent development predicted. To solve this problem, we design game that uses real-time recognition. In game, players are asked identify an emotion from narrative contexts missions, and make appropriate for context clear...
Background Research on problematic internet use has focused devising diagnostic criteria or describing the factors that influence overuse. However, a paradigm shift is necessary in studying phenomenon of increased not just from pathological point view but also developmental considers children’s behavior adapting to technology-oriented society. Objective In this paper, we propose Cyclic Value-Context Reinforcement Model (CVCRM) understand behavior. The purpose our study was construct process...