Gi Sung Oh

Mr. Gi Sung Oh

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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19 March 2023 in Journal of Web Engineering
Verified
Journal Article
Open access
PDF file
WJWonjun Jeong
Wonjun Jeong
GOGi Sung Oh
Gi Sung Oh
SOSeok Hee Oh
Seok Hee Oh
TWTaegkeun Whangbo
Taegkeun Whangbo
Metaverse technology is expanding to industries in various fields, such as medical, national defense, and education, and training simulation programs have been mainstream so far. However, there have been increasing attempts to apply metaverse content to web-based platforms linked to social media services and, as a result, we face the problem of access to web-based metaverse content. Unlike traditional content, metaverse content interacts with many users, so content accessibility is the first important part to consider. In other words, to maximize the quality of metaverse content, it is essential to pull out the optimal UX through a detailed HCI (human computer interaction) design. Metaverse content development methodologies have effective methods proposed by many researchers. However, they are limited to web-based metaverse content that limits the use of high-end hardware. They are ineffective for platforms such as PCs and VR devices, as most studies focus on improving the visual performance of PCs or high-performance VR devices. Therefore, unlike existing research, the key theme of our research is to study optimized development standards that can be applied to web-based metaverse content and find out their effects through experiments. We created a development standard to be applied to a Web-based platform based on the existing metaverse content development methodology. Then, we redeveloped the VR content into the metaverse content and named them the VR build and the metaverse build. We had 25 people play virtual reality builds and metaverse builds simultaneously. Then, we measured the overall experience with an evaluation tool called the Game Experience Questionnaire (GEQ); the GEQ is a proven tool for evaluating content experiences by dividing them into positive/negative scales. When comparing the results measured from the two builds, the metaverse build showed consistent results with a higher positive scale, and a lower negative scale, than the VR build. The results showed that users indeed rated metaverse content positively. The bottom line is that the web-based metaverse content development standards that we have produced are practical. However, since generalization is limited, continuous research will be needed in more experimental groups in the future.

28 June 2023 in Sensors
Verified
Journal Article
Open access
PDF file
GOGi Sung Oh
Gi Sung Oh
제김제현 김
제현 김
WJWonjun Jeong
Wonjun Jeong
SOSeok Hee Oh
Seok Hee Oh
TWTaegkeun Whangbo
Taegkeun Whangbo
It is very important to prevent dementia by intervening in advance in the stage of mild cognitive impairment, which is the pre-stage of dementia. Recently, cognitive therapy research using metaverse has been on the rise. We propose a way to utilize metaverse cognitive therapy content as a non-drug treatment method of mild cognitive impairment patients. This paper shows the results of clinical trials using metaverse cognitive therapy contents developed by us. We collected data from MCI patient groups and normal groups through MMSE-KC tests and in-content data collection systems. We conducted paired t-tests and repeat measurement ANOVA based on the collected data. The results of this study show how metaverse cognitive therapy content affects MCI patients, and suggest various factors to be considered when creating functional content.

3 July 2023 in Journal of Web Engineering
Verified
Journal Article
Open access
PDF file
YHYi-Qian Han
Yi-Qian Han
WJWonjun Jeong
Wonjun Jeong
GOGi Sung Oh
Gi Sung Oh
SOSeok Hee Oh
Seok Hee Oh
TWTaegkeun Whangbo
Taegkeun Whangbo
The gaming industry, which was among the industries least affected by the COVID-19 outbreak, exhibited positive growth trends during the COVID-19 period. This paper explores the impact of COVID-19 on the gaming industry by analyzing news texts from 2020 to 2022 using text mining and LDA (latent Dirichlet allocation) topic classification, and visualizing charts. The study focuses on three themes, namely the current situation, the future, and possible problems of China’s game industry in the post-epidemic era. The findings of this study suggest that the development of the game industry during the COVID-19 outbreak prompted the government to regulate policies and promote the transformation of game companies, which had a positive impact on the development of China’s game industry. However, this study also found that due to the effects of COVID-19, society and the government have increased their focus on the time management of underage game users, which poses a significant challenge to the games industry. This paper recommends improvements from three perspectives, namely society, policy, and enterprise, with the aim of contributing to the long-term development of China’s game industry.

1 August 2019
Verified
Conference Paper
Closed access
GOGi Sung Oh
Gi Sung Oh
SOSeok Hee Oh
Seok Hee Oh
Virtual Reality(VR) contents provides a user with unusual experience through high sense of immersion in limited area in reality. However, due to limits in real world, there are lots of elements in locomotion within virtual reality that should be considered. VR contents can cause VR sickness or give a user an unpleasant feeling depending on locomotion. The purpose of this study is to find out an influence of locomotion within VR(Virtual Reality) on VR sickness in order to make a contribution to relieving VR sickness.

18 August 2022 in Journal of Web Engineering
Verified
Journal Article
Closed access
GOGi Sung Oh
Gi Sung Oh
WJWonjun Jeong
Wonjun Jeong
SCSeong-Jin Cho
Seong-Jin Cho
SOSeok Hee Oh
Seok Hee Oh