Si Jung Kim

Si Jung Kim


Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

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

Representative Publications

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7 September 2017
Verified
Book Chapter
Closed access
PDF file
SKSi Jung Kim
Si Jung Kim
YJYunhwan Jeong
Yunhwan Jeong
SPSujin Park
Sujin Park
KRKihyun Ryu
Kihyun Ryu
GOGyuhwan Oh
Gyuhwan Oh

29 April 2021 in Electronics
Verified
Journal Article
Open access
PDF file
SKSi Jung Kim
Si Jung Kim
TLTeemu Laine
Teemu Laine
HSHae Jung Suk
Hae Jung Suk
Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre- and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.

19 May 2020 in Interactive Learning Environments
Verified
Journal Article
Closed access
SKSi Jung Kim
Si Jung Kim
CBCatherine A. Bacos
Catherine A. Bacos
This paper introduces the Wearable Story, an interactive storytelling jacket designed for young children to facilitate their story listening experience while learning through play. The wearable medium supports embodied learning by providing experiences through which children are encouraged to use their bodies to learn. With the jacket, children can listen to stories while physically exploring their environment. Activated through touch and motion inputs, the Wearable Story invites children to engage in a series of physical and imaginative play activities such as jumping and pretending to swing over a castle as part of an interactive storyline. Through narrative elements such as setting and characters, children can use their imagination to participate in play activities. Learning through play combines constructivist and contextual learning theories that recognize the dynamic and interrelated interactions between the mind, body, and environment to promote active learning. The Wearable Story was implemented and a pilot study was conducted to explore the use of the jacket as an interface for interactive story listening experiences. The results of the study suggest multiple benefits of using the Wearable Story, including support for parents with facilitating and tracking their children’s interest in and engagement with stories.

26 April 2014
Verified
Conference Paper
Open access
PDF file
Myungho LeeMyungho Lee
Myungho Lee
Kangsoo KimKangsoo Kim
Kangsoo Kim
HRHyunghwan Rho
Hyunghwan Rho
SKSi Jung Kim
Si Jung Kim

2 September 2020 in Symmetry
Verified
Journal Article
Open access
PDF file
SLSeungwoon Lee
Seungwoon Lee
SKSi Jung Kim
Si Jung Kim
JLJungtae Lee
Jungtae Lee
Byeong-hee RohByeong-hee Roh
Byeong-hee Roh
Although network address translation (NAT) provides various advantages, it may cause potential threats to network operations. For network administrators to operate networks effectively and securely, it may be necessary to verify whether an assigned IP address is using NAT or not. In this paper, we propose a supervised learning-based active NAT device (NATD) identification using port response patterns. The proposed model utilizes the asymmetric port response patterns between NATD and non-NATD. In addition, to reduce the time and to solve the security issue that supervised learning approaches exhibit, we propose a fast and stealthy NATD identification method. The proposed method can perform the identification remotely, unlike conventional methods that should operate in the same network as the targets. The experimental results demonstrate that the proposed method is effective, exhibiting a F1 score of over 90%. With the efficient features of the proposed methods, we recommend some practical use cases that can contribute to managing networks securely and effectively.

6 July 2019
Verified
Book Chapter
Closed access
PDF file
YJYoon Seok Ju
Yoon Seok Ju
JHJoon Sun Hwang
Joon Sun Hwang
SKSi Jung Kim
Si Jung Kim
HSHae Jung Suk
Hae Jung Suk