2018-09 | Can Serious Games Assess Decision-Making Biases? | 류호경 |
2020-11 | Clip-On IMU System for Assessing Age-Related Changes in Hand Functions | 류호경 |
2018-09 | Cognitive Load Changes during Music Listening and its Implication in Earcon Design in Public Environments: An fNIRS Study | 류호경 |
2019-01 | Comparative analysis of US and China artificial intelligence patents trends | 류호경 |
2019-07 | Comparison of the Change in Interpretative Stances of Lifelog Photos versus Manually Captured Photos Over Time | 류호경 |
2016-04 | Cooperation begins: Encouraging critical thinking skills through cooperative reciprocity using a mobile learning game | 류호경 |
2015-06 | Design Requirements for PT-tv: An observational study on play therapy and TV viewing | 류호경 |
2016-03 | A Design Thinking Process with ‘Aspie’: Developing a New Intervention for People with Asperger’s Syndrome | 류호경 |
2014-06 | A Design Thinking Rationality Framework: Framing and Solving Design Problems in Early Concept Generation | 류호경 |
2017-09 | Development of Cognitive Skills in Serious Mobile Games | 류호경 |
2012-12 | Emotion finds a way to users from designers: assessing product images to convey designer’s emotion | 류호경 |
2011-12 | Enhancement of learning experience using skill-challenge balancing approach | 류호경 |
2014-01 | ENHANCING COMPETENCE AND AUTONOMY IN COMPUTER-BASED INSTRUCTION USING A SKILL-CHALLENGE BALANCING STRATEGY | 류호경 |
2013-05 | Experience beyond knowledge: Pragmatic e-learning systems design with learning experience | 류호경 |
2015-09 | Fingerstroke time estimates for touchscreen-based mobile gaming interaction | 류호경 |
2013-02 | The Fingerstroke-Level Model Strikes Back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks | 류호경 |
2013-02 | Fingerstroke-Level Model: 모바일 게이밍 사용자인터페이스 개발을 위한 인터랙션 속도 예측모델 | 류호경 |
2015-01 | Gamification in Concept Design: Applying Market Mechanisms to Enhance Innovation and Predict Concept Performance | 류호경 |
2020-10 | Goal Directed Emotions Nudge R&D Investment Decisions | 류호경 |
2020-10 | Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors | 류호경 |
2018-11 | High Oxygen Exchange to Music Indicates Auditory Distractibility in Acquired Brain Injury: An fNIRS Study with a Vector-Based Phase Analysis | 류호경 |
2014-04 | High visibility or quiet operation?: A statistical inference model of the wiper operation quality by the dual-code theory | 류호경 |
2013-06 | Learner Acceptance of a Multimedia-Based Learning System | 류호경 |
2018-12 | Making New Narrative Structures with Actor's Eye Contact in Cinematic Virtual Reality (CVR) | 류호경 |
2018-04 | Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality | 류호경 |
2016-06 | Melodic Contour Identification Reflects the Cognitive Threshold of Aging | 류호경 |
2016-03 | Mixing Up Social Traits for Co-Design Practices | 류호경 |
2012-03 | Mobile Gaming - A Serious Business | 류호경 |
2017-10 | Multi-Sensory Integration Impairment in Patients with Minimal Hepatic Encephalopathy | 류호경 |
2018-04 | Multisensory Integration Strategy for Modality-Specific Loss of Inhibition Control in Older Adults | 류호경 |