250 results on '"Ryu, Hokyoung"'
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2. AI in evaluating ambulation of stroke patients: severity classification with video and functional ambulation category scale.
3. AI in evaluating ambulation of stroke patients: severity classification with video and functional ambulation category scale
4. Comparison of the change in interpretative stances of lifelog photos versus manually captured photos over time
5. Exploring the Multimodal Integration of VR and MRI Biomarkers for Enhanced Early Detection of Mild Cognitive Impairment
6. Decoding Behavior: Utilizing Virtual Reality Digital Marker and Machine Learning for Early Detection of Mild Cognitive Impairment
7. Decoding behavior : utilizing virtual reality digital marker and machine learning for early detection of mild cognitive impairment
8. Digital marker for early screening of mild cognitive impairment through hand and eye movement analysis in virtual reality using machine learning : first validation study
9. The illusion of having a large virtual body biases action-specific perception in patients with mild cognitive impairment
10. Early Screening of Mild Cognitive Impairment using Multimodal VR-EP-EEG-MRI (VEEM) Biomarkers via Machine Learning
11. Exploring the Relationship between Behavioral and Neurological Impairments Due to Mild Cognitive Impairment: Correlation Study between Virtual Kiosk Test and EEG-SSVEP.
12. VR-EP-EEG-MRI digital biomarkers: Multi-modal machine learning model for detecting mild cognitive impairment
13. Making New Narrative Structures with Actor’s Eye-Contact in Cinematic Virtual Reality (CVR)
14. Digital Marker for Early Screening of Mild Cognitive Impairment Through Hand and Eye Movement Analysis in Virtual Reality Using Machine Learning: First Validation Study
15. Residents need competence not confidence: A retrospective evaluation of the new competency education program for Korean neurology residents
16. Resting-state electroencephalographic characteristics related to mild cognitive impairments
17. Weighted affordance-based agent modeling and simulation in emergency evacuation
18. A framework for interaction design
19. A Case Study in an Automotive Assembly Line: Exploring the Design Framework for Manufacturing Gamification
20. Goal-Based Manufacturing Gamification: Bolt Tightening Work Redesign in the Automotive Assembly Line
21. Nonverbal auditory working memory: Can music indicate the capacity?
22. Validation of the Korean Stroop Test in Diagnosis of Minimal Hepatic Encephalopathy
23. Integrating Biomarkers From Virtual Reality and Magnetic Resonance Imaging for the Early Detection of Mild Cognitive Impairment Using a Multimodal Learning Approach: Validation Study.
24. Fingerstroke time estimates for touchscreen-based mobile gaming interaction
25. ‘RehabMaster’: A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers
26. Bayesian Affordance-Based Agent Model for Wayfinding Behaviors in Evacuation Problems
27. Modeling of a Human Decision-Making Process with Prospect Theory
28. Enhancement of Learning Experience Using Skill-Challenge Balancing Approach
29. High visibility or quiet operation?: A statistical inference model of the wiper operation quality by the dual-code theory
30. Enhancing Competence and Autonomy in Computer-Based Instruction Using a Skill-Challenge Balancing Strategy
31. Making New Narrative Structures with Actor’s Eye-Contact in Cinematic Virtual Reality (CVR)
32. The Impact of Methods and Techniques on Outcomes from Agile Software Development Projects
33. Am I Extravert or Introvert? Considering the Personality Effect toward e-Learning System
34. High Oxygen Exchange to Music Indicates Auditory Distractibility in Acquired Brain Injury: An fNIRS Study with a Vector-Based Phase Analysis
35. Can Serious Games Assess Decision-Making Biases?
36. Risky Business or Sharing the Load?--Social Flow in Collaborative Mobile Learning
37. A BLUETOOTH HOME DESIGN @ NZ : FOUR SMARTNESS
38. Personality and its effects on learning performance: Design guidelines for an adaptive e-learning system based on a user model
39. Goal-Based Manufacturing Gamification: Bolt Tightening Work Redesign in the Automotive Assembly Line
40. A Case Study in an Automotive Assembly Line: Exploring the Design Framework for Manufacturing Gamification
41. Exploring the Potentials of Mobile Learning for Stroke Patients
42. Early Screening of Mild Cognitive Impairment Through Hand Movement Analysis in Virtual Reality Based on Machine Learning: Screening of MCI Through Hand Movement in VR
43. Mapping the landscape of a wide interdisciplinary curriculum: a network analysis of a Korean university and the lessons learnt
44. Analysis of Gait Characteristics Using Hip-Knee Cyclograms in Patients with Hemiplegic Stroke
45. ‘RehabMaster$$^\mathrm{{TM}}$$’: A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers
46. Design guidelines for map-based human–robot interfaces: A colocated workspace perspective
47. Deep Residual Networks for User Authentication via Hand-Object Manipulations
48. Bayesian Affordance-Based Agent Model for Wayfinding Behaviors in Evacuation Problems
49. A Comparison of Human and Computer Information Processing
50. Enhancement of Learning Experience Using Skill-Challenge Balancing Approach
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