Kwang-Ho Seok

Prof. Kwang-Ho Seok

orcid

Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

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

Representative Publications

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15 July 2021 in JMIR Serious Games
Verified
Journal Article
Open access
KSKwang-Ho Seok
Kwang-Ho Seok
YKYeolHo Kim
YeolHo Kim
WSWookho Son
Wookho Son
YKYoonsang Kim
Yoonsang Kim
Background: The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. Objective: This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. Methods: Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. Results: The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. Conclusions: The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.

1 October 2008
Verified
Conference Paper
Closed access
KSKwang-Ho Seok
Kwang-Ho Seok
YKYoon Sang Kim
Yoon Sang Kim
This paper presents a user-friendly authoring method for humanoid robots using HTM (hierarchical temporal memory), a machine-learning model. The proposed method is an intuitive scheme which allows users (especially children and the elderly who are interested in robots but do not have enough knowledge) to author (create and edit) various motions for the humanoid robot. The new method can derive in real time various motions from the robot postures that users create by turning a dial based on the learning and inference procedures of HTM. Simulation results for authoring a humanoid robot with 26 degrees of freedom (DOF) is given to show the effectiveness of the proposed method.

1 November 2013 in International Journal of Distributed Sensor Networks
Verified
Journal Article
Open access
KSKwang-Ho Seok
Kwang-Ho Seok
JKJunho Ko
Junho Ko
CPChul-Won Park
Chul-Won Park
CKChul-Hwan Kim
Chul-Hwan Kim
YKYoonsang Kim
Yoonsang Kim
We propose an application for power facility monitoring using distributed sensor networks. The proposed application is a virtual frequency disturbance recorder (FDR) system that estimates the frequency of a power grid using the data from a modeled grid and sends the information to the server for monitoring via wireless communication. To verify the validity of the proposed application, we conducted experiments using actual system data. The functionality of the proposed system was also verified by establishing a ZigBee-based wireless network for power monitoring and diagnosis of disturbances.

4 November 2025 in Behavioral Sciences
Verified
Journal Article
Open access
PDF file
YSYongjoon So
Yongjoon So
JSJaeeun Shin
Jaeeun Shin
SWSung-Doo Won
Sung-Doo Won
WIWooyoung Im
Wooyoung Im
KSKwang-Ho Seok
Kwang-Ho Seok
SBSung Man Bae
Sung Man Bae
Our research investigated how a smartphone application utilizing behavioral activation principles affects depression levels in young adult populations. A total of 67 participants aged 20–30 years with clinically significant depressive symptoms (CESD-11 ≥ 16) were divided into treatment (n = 31) and comparison conditions (n = 36) through randomization procedures. Participants in the experimental group engaged with a BA-based mobile application (Maummove) over an eight-week period, while those in the control group completed weekly assessments without intervention. Depression, perceived stress, and life satisfaction were measured at baseline and postintervention using the CESD-11, PSS, and SWLS, respectively. The results indicated that the experimental group exhibited significant reductions in depression (Cohen’s d = 1.03) and stress (Cohen’s d = 0.99) compared to the control group, which showed minimal changes. Improvements in life satisfaction were observed in the experimental group, with a smaller effect size (Cohen’s d = 0.23). Time-series analyses demonstrated that depressive symptoms decreased progressively throughout the intervention period, falling below the clinical cutoff by the seventh week. These findings provide preliminary evidence that BA-based mobile applications may offer a promising, accessible approach to reducing depressive symptoms and perceived stress in young adults, though replication in larger samples with longer follow-up periods is needed to establish generalizability. This study highlights the potential of digitally delivered BA interventions as a viable alternative or complement traditional mental health services, particularly for populations facing barriers to face-to-face care.

29 January 2020 in JMIR Preprints
Verified
Preprint
Open access
KSKwang-Ho Seok
Kwang-Ho Seok
YKYeolHo Kim
YeolHo Kim
WSWookho Son
Wookho Son
YKYoonsang Kim
Yoonsang Kim
BACKGROUND The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. OBJECTIVE This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. METHODS Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. RESULTS The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. CONCLUSIONS The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.

30 April 2010 in Journal of information and communication convergence engineering
Verified
Journal Article
Closed access
YKYoon-Sang Kim
Yoon-Sang Kim
KSKwang-Ho Seok
Kwang-Ho Seok
CLChang-Mug Lee
Chang-Mug Lee
OKOh-Young Kwon
Oh-Young Kwon