SeungHyun LEE

Prof. Dr. SeungHyun LEE

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Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

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

Representative Publications

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11 November 2015 in Marine Drugs
Verified
Journal Article
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Nagendra KaushikNagendra Kaushik
Nagendra Kaushik
NKNeha Kaushik
Neha Kaushik
SPSunil Pardeshi
Sunil Pardeshi
JSJai Gopal Sharma
Jai Gopal Sharma
SLSeungHyun LEE
SeungHyun LEE
Eun Ha ChoiEun Ha Choi
Eun Ha Choi
The substance secreted by mussels, also known as nature’s glue, is a type of liquid protein that hardens rapidly into a solid water-resistant adhesive material. While in seawater or saline conditions, mussels can adhere to all types of surfaces, sustaining its bonds via mussel adhesive proteins (MAPs), a group of proteins containing 3,4-dihydroxyphenylalanine (DOPA) and catecholic amino acid. Several aspects of this adhesion process have inspired the development of various types of synthetic materials for biomedical applications. Further, there is an urgent need to utilize biologically inspired strategies to develop new biocompatible materials for medical applications. Consequently, many researchers have recently reported bio-inspired techniques and materials that show results similar to or better than those shown by MAPs for a range of medical applications. However, the susceptibility to oxidation of 3,4-dihydroxyphenylalanine poses major challenges with regard to the practical translation of mussel adhesion. In this review, various strategies are discussed to provide an option for DOPA/metal ion chelation and to compensate for the limitations imposed by facile 3,4-dihydroxyphenylalanine autoxidation. We discuss the anti-proliferative, anti-inflammatory, anti-microbial activity, and adhesive behaviors of mussel bio-products and mussel-inspired materials (MIMs) that make them attractive for synthetic adaptation. The development of biologically inspired adhesive interfaces, bioactive mussel products, MIMs, and arising areas of research leading to biomedical applications are considered in this review.

30 September 2016 in International Neurourology Journal
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Journal Article
Open access
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AHAlaric Hamacher
Alaric Hamacher
SKSu Jin Kim
Su Jin Kim
SCSung Tae Cho
Sung Tae Cho
SPSunil Pardeshi
Sunil Pardeshi
SLSeungHyun LEE
SeungHyun LEE
TWTaegkeun Whangbo
Taegkeun Whangbo
Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications to the medical sector and also to urology in particular. The purpose of this review article is to review the extent to which VR technology has already influenced certain aspects of medicine, the applications that are currently in use in urology, and the future development trends that could be expected.

4 February 2016 in JMIR Medical Informatics
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Journal Article
Open access
YKYoung Jae Kim
Young Jae Kim
JPJi Won Park
Ji Won Park
JKJong Wan Kim
Jong Wan Kim
CPChan-Soo Park
Chan-Soo Park
JGJohn Paul S Gonzalez
John Paul S Gonzalez
JOJae Hwan Oh
Jae Hwan Oh
Clinical informatics, decision support for health professionals, electronic health records, and ehealth infrastructures.

27 November 2020 in Remote Sensing
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Journal Article
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JHJahanzeb Hafeez
Jahanzeb Hafeez
JLJAEHYUN LEE
JAEHYUN LEE
Soonchul KwonSoonchul Kwon
Soonchul Kwon
SHsungjae Ha
sungjae Ha
GHGitaek Hur
Gitaek Hur
SLSeungHyun LEE
SeungHyun LEE
Image-based three-dimensional (3D) reconstruction is a process of extracting 3D information from an object or entire scene while using low-cost vision sensors. A structure-from-motion coupled with multi-view stereo (SFM-MVS) pipeline is a widely used technique that allows 3D reconstruction from a collection of unordered images. The SFM-MVS pipeline typically comprises different processing steps, including feature extraction and feature matching, which provide the basis for automatic 3D reconstruction. However, surfaces with poor visual texture (repetitive, monotone, etc.) challenge the feature extraction and matching stage and affect the quality of reconstruction. The projection of image patterns while using a video projector during the image acquisition process is a well-known technique that has been shown to be successful for such surfaces. In this study, we evaluate the performance of different feature extraction methods on texture-less surfaces with the application of synthetically generated noise patterns (images). Seven state-of-the-art feature extraction methods (HARRIS, Shi-Tomasi, MSER, SIFT, SURF, KAZE, and BRISK) are evaluated on problematic surfaces in two experimental phases. In the first phase, the 3D reconstruction of real and virtual planar surfaces evaluates image patterns while using all feature extraction methods, where the patterns with uniform histograms have the most suitable morphological features. The best performing pattern from Phase One is used in Phase Two experiments in order to recreate a polygonal model of a 3D printed object using all of the feature extraction methods. The KAZE algorithm achieved the lowest standard deviation and mean distance values of 0.0635 mm and −0.00921 mm, respectively.

JKJungho Kim
Jungho Kim
LHleehwan hwang
leehwan hwang
Soonchul KwonSoonchul Kwon
Soonchul Kwon
SLSeungHyun LEE
SeungHyun LEE
Blink rate, a major physiological response in humans, directly affects ocular diseases such as keratitis and dry eye. The blink rate in normal eyes appears at a constant frequency of 6–30 times per minute and is constant for each individual. In a previous study, the blink rate decreased when viewing content with high intensity and realism. Therefore, we tried to investigate the change in blink rate when viewing the content in VR HMD (virtual reality head-mounted display) and AR (augmented reality) glasses environments. We compared and analyzed the blink rate in four environments: natural state, viewing monitor, viewing VR HMD, and viewing AR glasses. Twenty-one participants (age, 26.87 ± 3.31 years) viewed the content for 1 min in four environments. One-way repeated ANOVA was used to analyze the blink rate changes. The study showed that the blink rate was decreased in the monitor, VR HMD, and AR glasses environments compared to that in the natural environment. Comparing the VR HMD environment with the AR glasses environment showed that the blink rate decreased in the VR HMD environment. The results of this study can be used for content use safety recommendations (guidelines for safe use of contents due to decreased blink rate) in the VR HMD and AR glasses environments, which are currently attracting attention in the metaverse.

9 December 2022 in Applied Sciences
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Open access
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WSWOOSUNG SHIM
WOOSUNG SHIM
HKHoijun Kim
Hoijun Kim
GLGyubeom Lim
Gyubeom Lim
SLSeungHyun LEE
SeungHyun LEE
HKHyojin Kim
Hyojin Kim
Soonchul KwonSoonchul Kwon
Soonchul Kwon
With the recent development of a digital rehabilitation system, research on the rehabilitation of amputees is accelerating. However, research on rehabilitation systems for patients with amputation of the lower extremities is insufficient. For the rehabilitation of amputees, it is important to maintain muscle mass through the improvement of muscle movement memory, continuous rehabilitation learning, and motivation to improve efficiency. The rehabilitation system in a virtual environment is convenient in that there is no restriction on time and space because rehabilitation training of amputees is possible without removing/attaching general prosthetic legs and robot prosthetic legs. In this paper, we propose an XR rehabilitation system for patients with lower extremity amputation to improve the motivational aspect of rehabilitation training. The proposed method is a system that allows patients and clinical experts to perform rehabilitation in the same environment using two XR equipment called HoloLens 2. The content was provided in the form of a game in which the number of movements of amputees was allocated as scores to enhance rehabilitation convenience and motivation aspects. The virtual 3D model prosthetic leg used in-game content worked through the acquisition and processing of the patient’s actual muscle EMG (ElectroMyoGraphy) signal. In order to improve reactivity, there was a time limit for completing the operation. The classified action should be completed by the amputee within the time limit, although the number of times set as the target. To complete the operation, the amputee must force the amputation area to exceed an arbitrarily set threshold. The evaluation results were evaluated through an independent sample t-test. we contribute to the development of digital rehabilitation simulation systems. XR rehabilitation training techniques, operated with EMG signals obtained from actual amputation sites, contribute to the promotion of rehabilitation content in patients with amputation of the lower extremities. It is expected that this paper will improve the convenience and rehabilitation of rehabilitation training in the future.