About AAI
(Dep. of Applied Artificial Intelligence)
교수소개
이름
서경원
전공
인간-컴퓨터 상호작용, 딥러닝, 가상현실
TEL
02-970-9777
E-mail
kwseo@seoultech.ac.kr
연구실
상상관 405호
학력
- 2014.3 ~ 2018.8, Ph.D. in Industrial Engineering, Hanyang University
- 2006.2 ~ 2014.2, B.S. in Industrial Engineering, Hanyang University
주요 경력
- 2018 ~ 2020, Postdoctoral Research Fellow, The University of British Columbia (Canada)
- 2018, Organizing Committee, ACM TVX
- 2016, Visiting Researcher, University of Sussex (UK)
- 2013, Visiting Researcher, Arts et Métiers ParisTech (France)
- 2011 ~ 2018, Research Assistant, Hanyang University
주요논문 및 저서
◾ 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.
◾ Seo, K., Ryu, H., & Kim, J. (2020). Can serious games assess decision-making biases? Comparing gaming performance, questionnaires, and interviews. European Journal of Psychological Assessment, 36(1), 44.
◾ Seo, K., Kim, J. K., Oh, D. H., Ryu, H., & Choi, H. (2017). Virtual daily living test to screen for mild cognitive impairment using kinematic movement analysis. PloS one, 12(7), e0181883.
저널 논문
◾ 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.
◾ Seo, K., Ryu, H., & Kim, J. (2020). Can serious games assess decision-making biases? Comparing gaming performance, questionnaires, and interviews. European Journal of Psychological Assessment, 36(1), 44.
◾ Seo, K., Lee, A., Kim, J., Ryu, H., & Choi, H. (2018). Measuring the kinematics of daily living movements with motion capture systems in virtual reality. JoVE (Journal of Visualized Experiments), (134), e57284.
◾ Ryu, H., Song, H., Seo, K., & Kim, J. (2018). Servicizing Solutions for Manufacturing Firms: Categorizing Service Ideas from Product-Service Integrated Examples. The Design Journal, 21(2), 267-302.
◾ Seo, K., Jun, D. W., Kim, J. K., & Ryu, H. (2017). Multi-Sensory Integration Impairment in Patients with Minimal Hepatic Encephalopathy. Scientific Reports, 7(1), 1-7.
◾ Seo, K., Kim, J. K., Oh, D. H., Ryu, H., & Choi, H. (2017). Virtual daily living test to screen for mild cognitive impairment using kinematic movement analysis. PloS one, 12(7), e0181883.
◾ Seo, K., Ryu, H., Song, H., Bouchard, C., & Kim, J. (2016). Mixing Up Social Traits for Co-Design Practices. 디자인학연구, 29(1).
◾ VR-EP-EEG-MRI digital biomarkers: Multi-modal machine learning model for detecting mild cognitive impairment, JOURNAL OF THE NEUROLOGICAL SCIENCES, 2023서경원
◾ Digital Marker for Early Screening of Mild Cognitive Impairment Through Hand and Eye Movement Analysis in Virtual Reality Using Machine Learning: First Validation Study, Journal of Medical Internet Research, 2023서경원
◾ Resting-state electroencephalographic characteristics related to mild cognitive impairments, FRONTIERS IN PSYCHIATRY, vol.14, 2023서경원
◾ Supporting students' self-regulated learning in online learning using artificial intelligence applications, INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION, vol.20 No.1, 2023서경원
◾ 기계 학습에 기반한 가상현실의 손 움직임을 통한 경도인지장애 조기 선별: 가상현실 기반의 경도인지장애 조기 선별, Journal of Cognitive Intervention and Digital Health, 2022서경원
◾ Technostress causes cognitive overload in high-stress people: Eye tracking analysis in a virtual kiosk test, INFORMATION PROCESSING & MANAGEMENT, vol.59 No.6, 2022서경원
◾ The illusion of having a large virtual body biases action-specific perception in patients with mild cognitive impairment, SCIENTIFIC REPORTS, vol.11 No.1, 2021서경원
◾ Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors, HUMAN-COMPUTER INTERACTION, vol.36 No.5-6 pp.473~510, 2021
[원문보기] 서경원
◾ The impact of artificial intelligence on learner-instructor interaction in online learning, INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION, vol.18 No.1, 2021서경원
◾ Active learning with online video: The impact of learning context on engagement, COMPUTERS & EDUCATION, vol.165, 2021
[원문보기] 서경원
◾ Can serious games assess decision-making biases? Comparing gaming performance, questionnaires, and interviews, European Journal of Psychological Assessment, vol.36 No.1 pp.44~55, 2018
[원문보기] 서경원
◾ Measuring the Kinematics of Daily Living Movements with Motion Capture Systems in Virtual Reality, JOVE-JOURNAL OF VISUALIZED EXPERIMENTS, No.134, 2018
[원문보기] 서경원
◾ Servicizing Solutions for Manufacturing Firms: Categorizing Service Ideas from Product-Service Integrated Examples, The Design Journal, vol.21 No.2 pp.267~302, 2018
[원문보기] 서경원
◾ Multi-Sensory Integration Impairment in Patients with Minimal Hepatic Encephalopathy, Scientific Reports, vol.7 No.1 pp.1~7, 2017
[원문보기] 서경원
◾ Virtual daily living test to screen for mild cognitive impairment using kinematic movement analysis, PloS one, vol.12 No.7, 2017
[원문보기] 서경원
◾ Mixing Up Social Traits for Co-Design Practices, Archives of Design Research, vol.29 No.1 pp.99~109, 2016
[원문보기] 서경원
학술대회
◾ Seo, K., Fels, S. Yoon, D., Roll, I., Dodson, S., & Fong, M. (2020). Artificial Intelligence for Video-based Learning at Scale. In Proceedings of the Seventh (2020) ACM Conference on Learning@ Scale. ACM.
◾ Fong, M., Dodson, S., Harandi, N. M., Seo, K., Yoon, D., Roll, I., & Fels, S. (2019, June). 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 (pp. 1-10).
◾ Fujita, K., Sari, E., Kim, J., Seo, K., ... & Takada, R. (2019, May). Asian CHI Symposium: Emerging HCI Research Collection. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-7).
◾ Wu, F., Zhou, Q., Seo, K., Kashiwaqi, T., & Fels, S. (2019, March). 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.
◾ Seo, K., & Ryu, H. (2018, April). Nothing is More Revealing than Body Movement: Measuring the Movement Kinematics in VR to Screen Dementia. In Proceedings of the Asian HCI Symposium'18 on Emerging Research Collection (pp. 21-24).
◾ Frier, W., Seo, K., & Subramanian, S. (2016, October). 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).
◾ Lee, H., Shin, J., Jung, C., Seo, K., & Ryu, H. B. (2016, January). On the gamification for the automotive manufacturing environment. In 36th FISITA World Automotive Congress, 2016.
◾ Lee, J., Kim, J., Seo, K., Roh, S., Jung, C., Lee, H., ... & Ryu, H. (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, Cham.
◾ Roh, S., Seo, K., Lee, J., Kim, J., Ryu, H. B., Jung, C., ... & Shin, J. (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, Cham.
◾ Seo, K., Han, G., Lee, H., Ryu, H., & Kim, J. (2015, June). 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).
◾ 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).
◾ Seo, K., Kim, J., Lee, J., Jang, S., & Ryu, H. (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).
◾ 서경원, & 류호경. (2013). 참여적 디자인 방법론을 사용한 의료용 기능성 게임 ‘RehabMaster’개발 사례연구. 한국 HCI 학회 학술대회, 1103-1106.
◾ 서경원, 이장선, & 류호경. (2012). Flow learning 기반 기능성 게임 설계 방법론. 한국 HCI 학회 학술대회, 691-695.
◾ Dohyun Kim, Jin-seok Park, Hojin Choi, Hokyoung Ryu, Kyoungwon Seo, Deep learning model for early screening of patients with Alzheimer’s disease and mild cognitive impairment using EEG-SSVEP, PROCEEDINGS OF HCI KOREA 2023 학술대회 발표 논문집, 강원도 하이원리조트, 2023서경원
◾ Se Young Kim, Jin-seok Park, Hojin Choi, Hokyoung Ryu, Kyoungwon Seo, Virtual kiosk test for early screening of mild cognitive impairment through eye tracking data analysis, PROCEEDINGS OF HCI KOREA 2023 학술대회 발표 논문집, 강원도 하이원리조트, 2023서경원
◾ Hyobin Park, Kyoungwon Seo, Counterfactual vs. Prefactual: Two narrative AIs improve causability for health data by different mechanisms, PROCEEDINGS OF HCI KOREA 2023 학술대회 발표 논문집, 강원도 하이원리조트, 2023서경원
◾ Minyoung Park, Kyoungwon Seo, Passive vs. Active: Which behavior is better for predicting at-risk students in online learning?, PROCEEDINGS OF HCI KOREA 2023 학술대회 발표 논문집, 강원도 하이원리조트, 2023서경원
◾ Ranjitha Jaddigadde Srinivasa, Samuel Dodson, Kyoungwon Seo, Dongwook Yoon, Sidney Fels, NoteLink: A Point-and-Shoot Linking Interface between Students' Handwritten Notebooks and Instructional Videos, 2021 ACM/IEEE Joint Conference on Digital Libraries (JCDL), 온라인, 2021서경원
◾ Kyoungwon Seo, Sidney Fels, Dongwook Yoon, Ido Roll, Samuel Dodson, Matthew Fong, Artificial Intelligence for Video-based Learning at Scale, Proceedings of the Seventh ACM Conference on Learning@ Scale, 코로나19로 인해 온라인 개최, 2020서경원
◾ Matthew Fong, Samuel Dodson, Negar Mohaghegh Harandi, Kyoungwon Seo, Dongwook Yoon, Ido Roll, Sidney Fels, Instructors Desire Student Activity, Literacy, and Video Quality Analytics to Improve Video-based Blended Courses, Proceedings of the Sixth (2019) ACM Conference on Learning@ Scale, 시카고, 2019서경원
◾ Fan Wu, Qian Zhou, Kyoungwon Seo, Toshiro Kashiwaqi, Sidney Fels, I Got Your Point: An Investigation of Pointing Cues in a Spherical Fish Tank Virtual Reality Display, 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 오사카, 2019서경원
◾ Kyoungwon Seo, Hokyoung Ryu, Nothing is More Revealing than Body Movement: Measuring the Movement Kinematics in VR to Screen Dementia, Proceedings of the Asian HCI Symposium'18 on Emerging Research Collection, Montreal, 2018서경원
◾ Jiyoung Lee, Jihyo Kim, Kyoungwon Seo, Seunghwan Roh, Changho Jung, Hyunwoo Lee, Jongho Shin, Gyunghyun Choi, Hokyoung Ryu, A case study in an automotive assembly line: exploring the design framework for manufacturing gamification, Advances in ergonomics of manufacturing: Managing the enterprise of the future, Orlando, 2016서경원
◾ Seunghwan Roh, Kyoungwon Seo, Jiyoung Lee, Jihyo Kim, Hokyoung Blake Ryu, ChangHo Jung, HyunWoo Lee, JongHo Shin, Goal-Based Manufacturing Gamification: Bolt Tightening Work Redesign in the Automotive Assembly Line, Advances in ergonomics of manufacturing: managing the enterprise of the future, Orlando, 2016서경원
◾ Kyoungwon Seo, Garam Han, Hyunju Lee, Hokyoung Ryu, Jieun Kim, Design Requirements for PT-tv (Play Therapy with TV): An Observational Study on Play Therapy and TV Viewing, Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, Seoul, 2015서경원
◾ Kyoungwon Seo, Autonomy-based rehabilitation design: balancing capability and complexity, CHI'14 Extended Abstracts on Human Factors in Computing Systems, Toronto, 2014서경원
◾ Kyoungwon Seo, Jieun Kim, Jangsun Lee, Sungho Jang, Hokyoung Ryu, Serious Games for Stroke Patients: Attending to Clinical Staff’s Voices, The 5th International Congress of International Association of Societies of Design Research, Tokyo, 2013서경원
저역서
◾ 임상우, & 서경원. (2018). AR/VR 기술. KISTEP 기술동향브리프, 한국과학기술기획평가원.
◾ Seo, K., Kim, J., Ryu, H., & Jang, S. (2014). ‘RehabMasterTM’: A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers. In Pervasive Health (pp. 131-155). Springer, London.
◾ Kyoungwon Seo, ‘RehabMaster TM ’: A Pervasive Rehabilitation Platform for Stroke Patients and Their Caregivers, 저서, 978-1-4471-6412-8, Springer, 2014서경원
특허
◾ Engagement Guarantee System using a Gamification Method, US20180285803A1, 2018
◾ 게임화 기법을 이용한 체결 보증 시스템, 10-2018-0110391, 2018
◾ 몰입 가상현실 속 행동데이터를 활용한 경도인지장애 선별 시스템 및 그 방법, 10-1912020, 2018
◾ 동기부여 기반 설득 인자 매칭 방법 및 장치, 10-1561765, 2015
◾ 기능성게임을 이용한 밴드웨건 효과 측정 방법, 10-1532160, 2015
연구프로젝트
◾ Multi-user Mixed Reality for Collaboration via Joint Attention Mechanism, 한국연구재단, 2019.9 ~ 2020.8
◾ An Investigation of a ViDeX Interface in OneNote to Provide Video Experience for Learning, Microsoft (US), 2018.8 ~ 2020.8
◾ 커넥티드카 시대에 있어 AVNT 연동 서비스 기능의 최적화 방법론 개발, 현대자동차, 2017.5 ~ 2017.10
◾ 개인화된 일상생활 수행능력 평가를 통한 인지-행동이론 치매 조기진단 시스템 개발, 한국연구재단, 2014.5 ~ 2017.4
◾ 조립작업 교육 몰입도 및 작업 품질 향상을 위한 게임화 기법 개발, 현대자동차, 2015.5 ~ 2016.5
수상
◾ 뇌파기반 다감각전시경험 확장: 과학전시물에서 예술전시로, 우수논문상, 국립과천과학관, 2022서경원
◾ VR-EP-EEG-MRI biomarker: Combination of multimodal digital biomarkers for early detection of mild cognitive impairment, 우수발표상, 대한신경과학회, 2022서경원
기타(학회활동 등)
[수상]
◾ 이공분야 기초연구사업 4차산업혁명 펠로우십, 한국연구재단, 2019
◾ Visiting Research Fellowship (University of Sussex, UK), 한국연구재단, 2016
◾ Research Competition First-Place Award, ACM CHI (컴퓨터과학 분야 최고권위 국제학회), 2014
◾ Visiting Research Fellowship (Arts et Métiers ParisTech, France), 한국연구재단, 2013
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