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

Showing results 1 to 34 of 34

1
A Conceptual Framework for Augmented Smart Coach based on Quantified Holistic Self

Yoon, Hyoseok; Doh, Young Yim; Yi, Mun Yong; Woo, Woon-Tack, 2nd International Conference on Distributed, Ambient and Pervasive Interactions, HCI International, 2014-06

2
A thematic analysis of bereaved adults' meaning-making experience of loss through playing video games

Eum, Karam; Doh, Young Yim, FRONTIERS IN PSYCHOLOGY, v.14, 2023-07

3
(A) proposal of gesture-based input method for VR rhythm game = VR 리듬게임을 위한 제스처 기반 입력 기법 제안link

Moon, JaeHoon; Doh, Young Yim; et al, 한국과학기술원, 2020

4
(A) study on the relation between community activities using discord and game play intention = 디스코드를 통한 커뮤니티 활동과 게임 플레이 의도의 관계에 대한 연구link

Kang, Seokjun; Doh, Young Yim; et al, 한국과학기술원, 2023

5
AR Petite Theater: Augmented reality storybook for supporting children's empathy behavior

Gil, Kyungwon; Rhim, Jimin; Ha, TaeJin; Doh, Young Yim; Woo, Woontack, 13th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2014, pp.13 - 20, IEEE Computer Society Visualization and Graphics Technical Committee, 2014-09

6
Classy Trash Monster: An Educational Game for Teaching Machine Learning to Non-major Students

Bae, Joonhyung; Eum, Karam; Kwon, Haram; Lee, Seolhee; Nam, Juhan; Doh, Young Yim, 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, Association for Computing Machinery, 2022-05-01

7
Discovery of smartphone user group profiling based on user’s motivations and usage behaviors through focus group interviews

Rhim, Jimin; Lee, Seul; Doh, Young Yim, 8th International Conference on Cross-Cultural Design, CCD 2016 and Held as Part of 18th International Conference on Human-Computer Interaction, HCI International 2016, pp.426 - 435, Springer Verlag, 2016-07

8
Evoker: Narrative-based Facial Expression Game for Emotional Development of Adolescents

Hong, Seokhyeon; Choi, Yeonsoo; Sung, Youjin; Jin, Yurhee; Doh, Young Yim; Lee, Jeongmi, 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, Association for Computing Machinery, 2022-05-05

9
Game satisfaction in narrative game with character switches : the role of agency, critical concern and the player-character relationship in The Last Of Us Part II. = 캐릭터 스위칭을 포함한 내러티브 게임 만족도에 영향을 미치는 요인: 라스트 오브 어스 파트 II 에서 관찰한 플레이어의 에이전시, 비판적 사고, 플레이어-캐릭터 관계link

Erb, Valerie Olivia; Doh, Young Yim; et al, 한국과학기술원, 2022

10
Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective

Eum, Karam; Lee, Seyeon; Jo, Minjae; Doh, Young Yim, Proceedings of the ACM on Human-Computer Interaction, v.7, 2023-09

11
How the Death-themed Game Spiritfarer Can Help Players Cope with the Loss of a Loved One

Eum, Karam; Erb, Valérie; Lin, Subin; Wang, Sungpil; Doh, Young Yim, CHI '21: CHI Conference on Human Factors in Computing Systems, ACM, 2021-05-08

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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