Browse "College of Liberal Arts and Convergence Science(인문사회융합과학대학)" by Author Doh, Young Yim

Showing results 12 to 34 of 34

12
Increasing the intention to play rhythm games in novice players by using story plot = 초보자의 플레이 의도 향상을 위한 스토리 플롯 활용 리듬게임 디자인 연구link

Wongchurairat, Napat; Doh, Young Yim; et al, 한국과학기술원, 2019

13
iSpy: RFID-Driven Language Learning Toy Integrating Living Environment

Lee, Suhwa; Doh, Young Yim, 31st Annual CHI Conference on Human Factors in Computing Systems, CHI EA 2013, pp.697 - 702, ACM Special Interest Group on Computer-Human Interaction (SIGCHI), 2013-04

14
Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication

Lee, Seyeon; Oh, Hyunyoung; Shi, Chung-Kon; Doh, Young Yim, The 23rd ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW 2020, Association for Computing Machinery, 2020-10-20

15
Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication

Lee, S.; Oh, H.; Shi, Chung-Kon; Doh, Young Yim, Proceedings of the ACM on Human-Computer Interaction, v.4, no.CSCW2, 2020-10

16
Middle-aged and older adults’digital game experience and perception change: connecting generations through game playlink

Lee, Seyeon; Shi, Chung-Kon; 시정곤; Doh, Young Yim; et al, 2021

17
Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach

Lee, Seyeon; Oh, Hyunyoung; Shi, Chung-Kon; Doh, Young Yim, JMIR SERIOUS GAMES, v.9, no.2, 2021-04

18
Play With Your Emotions: Exploring Possibilities of Emotions as Game Input in NERO

Erb, Valérie; Kim, Haesoo; Chibisova, Tatiana; Lee, Jeongmi; Doh, Young Yim, 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, Association for Computing Machinery, 2022-05-05

19
Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II

Erb, Valerie; Lee, Seyeon; Doh, Young Yim, FRONTIERS IN PSYCHOLOGY, v.12, 2021-09

20
Playing games about life and death and mourning in everyday life : analysis of the bereaved players’ experience with Bear's Restaurant and Spiritfarer = 사별을 겪은 플레이어의 삶과 죽음을 성찰하는 게임 플레이 경험과 일상 속 애도의 관계 분석: 곰아저씨 레스토랑과 스피릿페어러를 중심으로link

Eum, Karam; Doh, Young Yim; et al, 한국과학기술원, 2022

21
Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience

Kim, Jinwook; Koh, Pooseung; Kang, Seokjun; Jang, Hyunyoung; Lee, Jeongmi; Nam, Juhan; Doh, Young Yim, CHI PLAY '22: The Annual Symposium on Computer-Human Interaction in Play, pp.273 - 278, ACM, 2022-11-02

22
Smart Icebreaker: A Workflow for Serious Game That Promotes Intimacy among Group Members

Moon, Jiwon; Oh, Je-Ho; Oh, Se Beom; Kim, Jea In; Doh, Young Yim; Shi, Chung-Kon, The International Conference on Culture and Computing 2013, pp.145 - 146, The International Conference on Culture and Computing, 2013-09-17

23
The Cyclic Value-Context Reinforcement Model of Problematic Internet Use: Empirical Validation Using a Thematic Analysis of Children's Counseling Data

Doh, Young Yim; Kim, Bugeun; Lee, Seul; Gweon, Gahgene, JOURNAL OF MEDICAL INTERNET RESEARCH, v.22, no.7, pp.e17996, 2020-07

24
The Melody of the Mysterious Stones: A VR Mindfulness Game Using Sound Spatialization

Kim, Haven; Choi, Jaeran; Doh, Young Yim; Nam, Juhan, 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, Association for Computing Machinery, 2022-05-03

25
The relationship between co-playing and socioemotional status among older-adult game players

Lee, Seyeon; Shi, Chung-Kon; Doh, Young Yim, ENTERTAINMENT COMPUTING, v.38, 2021-05

26
Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences

Lee, Seyeon; Shi, Chung-Kon; Doh, Young Yim, EDUCATIONAL GERONTOLOGY, v.49, no.7, pp.619 - 637, 2023-07

27
What Types of Happiness Do Korean Adults Pursue?-Comparison of Seven Happiness Types

Doh, Young Yim; Chung, Ji-Bum, INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, v.17, no.5, 2020-03

28
개인 기부자들의 비영리단체에 대한 후원의사를 증진시키기 위한 기능성 게임 디자인 연구 = A study of serious game design for enhancing intention of individual donors to donate to non-profit organizations.link

도민석; Do, Min Seok; 도영임; Doh, Young Yim; et al, 한국과학기술원, 2015

29
도덕 판단이 필요한 게임 상황에서 플레이어의 도덕 자기 인식 경험 분석 = Analysis of players’ moral self-view in game situations requiring moral judgementlink

오현영; 도영임; et al, 한국과학기술원, 2021

30
일상적인 신체활동을 증진하기 위한 즐거움과 자기효능감을 높이는 모바일 게임 디자인 전략에 대한 연구 = Mobile game design strategies for enhancing enjoyment and self-efficacy to promote daily physical activitylink

이석우; Lee, Seuk Woo; et al, 한국과학기술원, 2016

31
청소년 스마트폰 사용을 둘러싼 부모자녀 갈등 현상 연구 = Phenomenological approach to parent-child conflict in relation to adolescents’ smartphone use : deriving conflict structure model and designing conflict reduction activitieslink

이슬; Lee, Seul; et al, 한국과학기술원, 2016

32
플레이어의 캐릭터 다양성과 팀 퍼포먼스의 관계 : <오버워치>를 중심으로 = The relationship between players' character diversity and team performance: focused on <Overwatch>link

나정환; 도영임; et al, 한국과학기술원, 2017

33
학습 동기 향상을 위한 협동학습기반의 게임화된 영어학습 어플리케이션 디자인 연구 = A gamified English learning application design research for improving learners’learning motivationlink

최원규; Choi, WonKyu; et al, 한국과학기술원, 2014

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