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Showing results 1 to 30 of 57

Issue DateTitleAuthor(s)
2016-06An Affordance-Based Model of Human Action Selection in a Human-Machine Interaction System with Cognitive Interpretations류호경
2013-09Am I Extravert or Introvert? Considering the Personality Effect Toward e-Learning System류호경
2018-09Can Serious Games Assess Decision-Making Biases?류호경
2020-11Clip-On IMU System for Assessing Age-Related Changes in Hand Functions류호경
2018-09Cognitive Load Changes during Music Listening and its Implication in Earcon Design in Public Environments: An fNIRS Study류호경
2019-01Comparative analysis of US and China artificial intelligence patents trends류호경
2019-07Comparison of the Change in Interpretative Stances of Lifelog Photos versus Manually Captured Photos Over Time류호경
2016-04Cooperation begins: Encouraging critical thinking skills through cooperative reciprocity using a mobile learning game류호경
2015-06Design Requirements for PT-tv: An observational study on play therapy and TV viewing류호경
2016-03A Design Thinking Process with ‘Aspie’: Developing a New Intervention for People with Asperger’s Syndrome류호경
2014-06A Design Thinking Rationality Framework: Framing and Solving Design Problems in Early Concept Generation류호경
2017-09Development of Cognitive Skills in Serious Mobile Games류호경
2012-12Emotion finds a way to users from designers: assessing product images to convey designer’s emotion류호경
2011-12Enhancement of learning experience using skill-challenge balancing approach류호경
2014-01ENHANCING COMPETENCE AND AUTONOMY IN COMPUTER-BASED INSTRUCTION USING A SKILL-CHALLENGE BALANCING STRATEGY류호경
2013-05Experience beyond knowledge: Pragmatic e-learning systems design with learning experience류호경
2015-09Fingerstroke time estimates for touchscreen-based mobile gaming interaction류호경
2013-02The Fingerstroke-Level Model Strikes Back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks류호경
2013-02Fingerstroke-Level Model: 모바일 게이밍 사용자인터페이스 개발을 위한 인터랙션 속도 예측모델류호경
2015-01Gamification in Concept Design: Applying Market Mechanisms to Enhance Innovation and Predict Concept Performance류호경
2020-10Goal Directed Emotions Nudge R&D Investment Decisions류호경
2020-10Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors류호경
2018-11High Oxygen Exchange to Music Indicates Auditory Distractibility in Acquired Brain Injury: An fNIRS Study with a Vector-Based Phase Analysis류호경
2014-04High visibility or quiet operation?: A statistical inference model of the wiper operation quality by the dual-code theory류호경
2013-06Learner Acceptance of a Multimedia-Based Learning System류호경
2018-12Making New Narrative Structures with Actor's Eye Contact in Cinematic Virtual Reality (CVR)류호경
2018-04Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality류호경
2016-06Melodic Contour Identification Reflects the Cognitive Threshold of Aging류호경
2016-03Mixing Up Social Traits for Co-Design Practices류호경
2012-03Mobile Gaming - A Serious Business류호경

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