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Seo, K., Fels, S. et al. ( in revision). The illusion of having a large virtual body biases size perception in patients with mild cognitive impairment. Science Translational Medicine.
Seo, K., Dodson, S., Harandi, N. M., Roberson, N., Fels, S., & Roll, I. (2021). Active learning with online video: The impact of learning context on engagement. Computers & Education, 165, 104132.
Seo, K., Fels, S., Kang, M., Jung, C., & Ryu, H. (2020). Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors. Human–Computer Interaction, 1-38.
Seo, K., Kim, J. et al. (2018). Can Serious Games Assess Decision-Making Biases? Comparing Gaming Performance, Questionnaires, and Interviews. European Journal of Psychological Assessment.
Seo, K., Lee, A. et al. (2018). Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality. Journal of Visualized Experiments, (134), e57284. Song, H.,
Seo, K. et al. (2018). Servicizing Solutions for Manufacturing Firms: Categorizing Service Ideas from Product-Service Integrated Examples. The Design Journal, 1-36.
Seo, K., Jun, D. W. et al. (2017). Multi-Sensory Integration Impairment in Patients with Minimal Hepatic Encephalopathy. Scientific Reports, 7(1), 14947.
Seo, K., Kim, J. K. et al. (2017). Virtual Daily Living Test to Screen for Mild Cognitive Impairment using Kinematic Movement Analysis. PloS one, 12(7), e0181883.
Seo, K. et al. (2016). Mixing Up Social Traits for Co-Design Practices. Archives of Design Research, 29(1), 99-108.
Seo, K., Kim, J. et al. (2014). ‘RehabMaster TM’: A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers. Pervasive Health, 131.
Seo, K., Fels, S., Yoon, D., Roll, I., Dodson, S., & Fong, M. (2020, August). Artificial Intelligence for Video-based Learning at Scale. In Proceedings of the Seventh ACM Conference on Learning@ Scale (pp. 215-217). Fong, M., Dodson, S., Harandi, N. M.,
Seo, K. et al. (2019). Instructors desire student activity, literacy, and video quality analytics to improve video-based blended courses. In Proceedings of the Sixth (2019) ACM Conference on Learning@ Scale (p. 7). ACM. Fujita, K., Tedjasaputra, A., Lee, U., Miyafuji, S., Ghazali, M.,
Seo, K. et al. (2019). Asian CHI Symposium: Emerging HCI research collection. In 2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019 (p. 3298996). ACM. Wu, F., Zhou, Q.,
Seo, K. et al. (2019). I got your point: An investigation of pointing cues in a spherical fish tank virtual reality display. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1237-1238). IEEE. Frier, W.,
Seo, K. et al. (2016). Hilbert curves: a tool for resolution independent haptic texture. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology (pp. 211-212). ACM. Lee, J., Kim, J.,
Seo, K. et al. (2016). A Case Study in an Automotive Assembly Line: Exploring the Design Framework for Manufacturing Gamification. In Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future (pp. 305-317). Springer International Publishing. Roh, S.,
Seo, K. et al. (2016). Goal-Based Manufacturing Gamification: Bolt Tightening Work Redesign in the Automotive Assembly Line. In Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future (pp. 293-304). Springer International Publishing.
Seo, K., Han, G. et al. (2015). Design Requirements for PT-tv (Play Therapy with TV): An Observational Study on Play Therapy and TV Viewing. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video (pp. 137-142). ACM.
Seo, K. (2014). Autonomy-based rehabilitation design: balancing capability and complexity. In CHI’14 Extended Abstracts on Human Factors in Computing Systems (pp. 957-962). ACM.
Seo, K., Kim, J. et al. (2013). Serious games for stroke patients: attending to clinical staff’s voices. In The 5th International Congress of International Association of Societies of Design Research (pp. 1-11).
Seo, K. et al. (2013). Case study of developing medical serious game ‘RehabMaster’ by participatory design. In HCI Korea 2013, (pp. 1103-1106).
Seo, K., Lee, J. et al. (2012). A four-legged learning experience design framework for serious games. In HCI Korea 2012, (pp. 691-695).
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Seo, K. et al. (2017) “Factory gamification method and system by using quality assurance device in tightening”, US Patent O20170187US; Korea Patent 10-2017-0039851.
Seo, K. et al. (2016) “Screening method for mild cognitive impairment patients using kinematic movements analysis in the immersive virtual environment”, Korea Patent 10-2016-0171246.
Seo, K., Kim, J. et al. (2015) “Motivational affordance matching algorithm and tool”, Korea Patent 10-1561765.
“Current challenges and opportunities in medical HCI,” presented at the
HCI Korea 2018, Feb. 1, 2018, Jeongseon. “Behavior assessment in augmented reality and virtual reality,” presented at the
Korea Institute of S&T Evaluation and Planning, Aug. 22, 2017, Seoul. “Virtual reality in rehabilitation,” presented at the
Research Society of Rehabilitation Medicine in East-North Seoul, July 13, 2017, Seoul. “Medical & Industrial Human-Computer Interaction,” presented at the
Interact Lab., School of Engineering and Informatics, University of Sussex, Jan. 13, 2016, Brighton. “Cognitive assessment in an immersive virtual environment,” presented at the
Toinmo Academia, March 28, 2015, Seoul. “Medical HCI & VR-based education,” presented at the
Nexon Computer Museum, Nov. 27, 2014, Jeju.