Sungkyun Im

Mr. Sungkyun Im

Hanyang Univeristy, Republic of Korea
orcid

Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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8 July 2021 in Sensors
Verified
Journal Article
Open access
PDF file
JKJung Yong Kim
Jung Yong Kim
HKHeasol Kim
Heasol Kim
DKDong Joon Kim
Dong Joon Kim
SISungkyun Im
Sungkyun Im
MKMi-Sook Kim
Mi-Sook Kim
The purpose of this study is to determine heart rate variability (HRV) parameters that can quantitatively characterize game addiction by using electrocardiograms (ECGs). 23 subjects were classified into two groups prior to the experiment, 11 game-addicted subjects, and 12 non-addicted subjects, using questionnaires (CIUS and IAT). Various HRV parameters were tested to identify the addicted subject. The subjects played the League of Legends game for 30–40 min. The experimenter measured ECG during the game at various window sizes and specific events. Moreover, correlation and factor analyses were used to find the most effective parameters. A logistic regression equation was formed to calculate the accuracy in diagnosing addicted and non-addicted subjects. The most accurate set of parameters was found to be pNNI20, RMSSD, and LF in the 30 s after the “being killed” event. The logistic regression analysis provided an accuracy of 69.3% to 70.3%. AUC values in this study ranged from 0.654 to 0.677. This study can be noted as an exploratory step in the quantification of game addiction based on the stress response that could be used as an objective diagnostic method in the future.

2 February 2023 in Sensors
Verified
Journal Article
Open access
PDF file
JKJung Yong Kim
Jung Yong Kim
DKDong Joon Kim
Dong Joon Kim
SISungkyun Im
Sungkyun Im
HKHeasol Kim
Heasol Kim
JPJi Soo Park
Ji Soo Park
Game playing is an accessible leisure activity. Recently, the World Health Organization officially included gaming disorder in the ICD-11, and studies using several bio-signals were conducted to quantitatively determine this. However, most EEG studies regarding internet gaming disorder (IGD) were conducted in the resting state, and the outcomes appeared to be too inconsistent to identify a general trend. Therefore, this study aimed to use a series of statistical processes with all the existing EEG parameters until the most effective ones to identify the difference between IGD subjects IGD and healthy subjects was determined. Thirty subjects were grouped into IGD (n = 15) and healthy (n = 15) subjects by using the Young’s internet addition test (IAT) and the compulsive internet use scale (CIUS). EEG data for 16 channels were collected while the subjects played League of Legends. For the exhaustive search of parameters, 240 parameters were tested in terms of t-test, factor analysis, Pearson correlation, and finally logistic regression analysis. After a series of statistical processes, the parameters from Alpha, sensory motor rhythm (SMR), and MidBeta ranging from the Fp1, C3, C4, and O1 channels were found to be best indicators of IGD symptoms. The accuracy of diagnosis was computed as 63.5–73.1% before cross-validation. The most interesting finding of the study was the dynamics of EEG relative power in the 10–20 Hz band. This EEG crossing phenomenon between IGD and healthy subjects may explain why previous research showed inconsistent outcomes. The outcome of this study could be the referential guide for further investigation to quantitatively assess IGD symptoms.


30 March 2026 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
SISungkyun Im
Sungkyun Im
JKJung Yong Kim
Jung Yong Kim
JPJeongeun Park
Jeongeun Park

19 October 2026 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
YNYunjin Nam
Yunjin Nam
DLDonghui Lim
Donghui Lim
SISungkyun Im
Sungkyun Im
ZXZuobin Xiong
Zuobin Xiong
JPJeongeun Park
Jeongeun Park
1. Large language models (LLMs) are trained on massive corpora collected from the web, social media, and online platforms. Hence, LLMs inevitably absorb and reproduce a wide range of social biases ...