Kwanguk Kim
Biographic Data
| ID | 6698590 |
|---|---|
| NAME | Kwanguk Kim |
| GIVEN NAMES | Kwanguk |
| FAMILY NAME | Kim |
| SIGNATURE | KIM K |
| AFFILIATIONS | Hanyang University |
| ORCID | 0000-0002-4184-2058 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
A phase-sensitive multimodal learning analysis of high- and low-performing teams
Social Telecommunication Experience with Full-Body Ownership Humanoid Robot
Mobility and life satisfaction among wheelchair users
This study explored the association between mobilities and life satisfaction among wheelchair users. Mobilities encompass not only spatial mobility but also motility. Offline and online questionnaires were administered, and a mobile phone application was used to gather GPS data. Motility was measured in terms of the perceived mobility environment, and spatial mobility was measured by the daily travel distance, the average number of edges in daily…
Impact of Body Size Match to an Avatar on the Body Ownership Illusion and User's Subjective Experience
The current study sought to investigate the effects of matching body movement and body size between an avatar and a participant on the body ownership illusion (BOI), the body size illusion, the sense of presence, simulator sickness, and emotional responses within an immersive virtual reality (IVR). Forty participants experienced their life-sized virtual avatars from a first-person perspective using a full-body motion-capture system. The experimen…
Feasibility of a Virtual Reality Program in Managing Test Anxiety
Test anxiety has been a growing problem in school-aged children, especially for students in East-Asian countries where the pressure for academic achievement is high. These students are more vulnerable to academic stress, which could further lead to anxiety disorders. For this reason, this study examined the feasibility of virtual reality (VR) test anxiety program in managing anxiety in students. A total of 22 typically developing children with va…
Can Human–Robot Interaction Promote the Same Depth of Social Information Processing as Human–Human Interaction
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Can Human–Robot Interaction Promote the Same Depth of Social Information Processing as Human–Human Interaction
Impact of Body Size Match to an Avatar on the Body Ownership Illusion and User's Subjective Experience
The current study sought to investigate the effects of matching body movement and body size between an avatar and a participant on the body ownership illusion (BOI), the body size illusion, the sense of presence, simulator sickness, and emotional responses within an immersive virtual reality (IVR). Forty participants experienced their life-sized virtual avatars from a first-person perspective using a full-body motion-capture system. The experimen…
Feasibility of a Virtual Reality Program in Managing Test Anxiety
Test anxiety has been a growing problem in school-aged children, especially for students in East-Asian countries where the pressure for academic achievement is high. These students are more vulnerable to academic stress, which could further lead to anxiety disorders. For this reason, this study examined the feasibility of virtual reality (VR) test anxiety program in managing anxiety in students. A total of 22 typically developing children with va…
Social Telecommunication Experience with Full-Body Ownership Humanoid Robot
Mobility and life satisfaction among wheelchair users
This study explored the association between mobilities and life satisfaction among wheelchair users. Mobilities encompass not only spatial mobility but also motility. Offline and online questionnaires were administered, and a mobile phone application was used to gather GPS data. Motility was measured in terms of the perceived mobility environment, and spatial mobility was measured by the daily travel distance, the average number of edges in daily…
A phase-sensitive multimodal learning analysis of high- and low-performing teams
Action Observation and Synchronization (4 works) · Computer Science (4 works) · Psychology (4 works) · Human–computer interaction (3 works) · Artificial Intelligence (2 works) · Cognitive psychology (2 works) · Engineering (2 works) · Robot (2 works) · Social Robot Interaction and HRI (2 works) · Telecommunications (2 works)