Current Research Projects
Development and Evaluation of the Inclusive Conversational AI Service for Game accessibility Enhancement
Research Goals:
-
Develop and evaluate an inclusive conversational AI service to improve game accessibility for players with disabilities.
-
Enable individuals with disabilities and their support networks (e.g., families, social workers) to discover and utilize appropriate game accessibility technologies.
-
Integrate the needs of players with disabilities into the AI development process through participatory design.
Research Methods:
-
Creation of training datasets for conversational AI development.
-
Design and prototyping of AI services based on participatory design.
-
User testing to identify improvements and assess effectiveness.
Timeline:
-
May 1, 2024 – April 30, 2027
Partners:
Smilegate D&I Council, Nexon Intelligence Labs UX Analysis Team, Samsung Corporate Design Center Cross UX Team, Korea National Rehabilitation Center Department of Assistive Technology, SpecialEffect (UK), Chung-Ang University Department of AI, KAIST School of Computing, KAIST Department of Industrial Design
Funding:
-
National Research Foundation of Korea (Mid-Career Researcher Program)
Preserving the Haenyeo Legacy: A Serious Game for Social Impact
Research Goals:
-
Co-design a serious game with the Haenyeo community of Jeju Island to preserve and promote their cultural heritage.
-
Highlight the global contributions of women in fisheries and environmental stewardship.
-
Inspire individual and societal behavioral change related to climate action and sustainability through gameplay.
-
Facilitate intergenerational knowledge transfer within the Haenyeo community and support their adaptation to social shifts.
Research Methods:
-
Participatory Action Research with the Haenyeo community, including interviews, focus groups, and observational fieldwork.
-
Iterative co-design sprints in collaboration with KAIST’s Games and Life Lab and students from both KAIST and Brunel University.
-
Application of behavioral change theories (Self-Determination Theory, Social Cognitive Theory) to inform game design.
-
Development of a serious game design document and a design framework for social impact.
Timeline:
-
June 1, 2025 – September 30, 2025
Partners:
Brunel University London Games Reserach Lab, Haenyeo Museum, the Haenyeo communities of Sinrye-ri, Daepyeong-ri, and Yeongnak-ri in Jeju
Funding:
-
Leverhulme Trust (International Fellowship)
Previous Research Projects
Real-Time XR Interface Technology for Environmental Adaptation
Research Goals:
-
Develop a platform for creating and managing meta-objects and immersive visual-haptic experiences using intelligent XR interfaces.
Research Methods:
-
Development of user experience models based on individual interactions with objects in the field.
-
Enhancement of user experience models incorporating social interaction metrics.
-
Integration of remote and field-based user interaction metrics into final design models.
Timeline:
-
April 1, 2024 – June 30, 2025
Partners:
Anipen, bHaptics, NYU, UniSA, Fraunhofer XR
Funding:
-
Institute for Information & communications Technology Planning & Evaluation (IITP)
Towards Inclusive Digital Museum Innovation
Research Goals:
-
Explore inclusive and ethical digital transformation strategies for arts and heritage organizations.
-
Support museums in understanding digital culture and leisure in a post-pandemic world.
-
Investigate sustainable futures for digital economies and the creative industries.
-
Facilitate international collaboration on inclusive, gamified digital museum prototypes.
Research Methods:
-
Organize workshops and networking events to foster discourse on digital inclusivity.
-
Co-develop inclusive solutions with museum partners.
Timeline:
-
February 12, 2022 – July 2023
Partners:
University College London, National Folk Museum of Korea, National Library of Korea, Nam June Paik Art Center, National Science Museum of Korea, Science Museum Group, British Library, V&A Museum
Funding:
-
UK Economic and Social Research Council
Player Preference Types for Artistic Experiences in Games
Research Goals:
-
Develop a classification system for player preferences related to artistic game experiences.
-
Collect data on players' artistic experiences.
-
Analyze subjective, psychological, and behavioral characteristics associated with these preferences.
Research Methods:
-
Use of Q-methodology and survey instruments.
-
Gameplay workshops for typology validation.
Timeline:
-
August 5, 2020 – December 31, 2022
Funding:
-
Korea Creative Content Agency (KOCCA)
Assistive Technology R&D Project for People with Disabilities and the Older Adults
Research Goals:
-
Understand how youth with Cerebral Palsy relate video games to their social and emotional well-being.
-
Identify desired experiences in future video games.
-
Provide insights to families of youth with Cerebral Palsy.
Research Methods:
-
In-depth participant interviews.
-
Gameplay workshops.
Timeline:
-
April 1, 2021 – October 15, 2021
Partners:
National Rehabilitation Center
Funding:
-
National Rehabilitation Center
Expanding Mobile Game IPs Through MZ Generation Player Community
Research Goals:
-
Identify in-game features that promote community activity among MZ players.
-
Examine the link between community engagement and game IP success.
Research Methods:
-
Data crawling and conversation analysis.
-
Focus group interviews.
Timeline:
-
September 1, 2021 – February 25, 2022
Partners:
NCSoft
Funding:
-
NCSoft
Investigating Success Factors for Global Game IPs
Research Goals:
-
Analyze characteristics of globally successful game IPs.
-
Identify strategies for future IP development.
Research Methods:
-
Classification and analysis of game IPs using qualitative data from user reviews.
Timeline:
-
December 1, 2020 – March 18, 2021
Partners:
NCSoft
Funding:
-
NCSoft
Development of Middle-Aged and Older Adult Game Play Support Technology and Service Model
Research Goals:
-
Enhance gameplay experiences and digital literacy among older adults.
-
Promote intergenerational communication through games.
-
Develop support technologies and design guidelines for older adult gamers.
Research Methods:
-
Living Lab methodology and action research.
-
Qualitative and quantitative data analysis.
Timeline:
-
April 1, 2019 – December 31, 2021
Partners:
KOCCA, Yes Lab (Yonsei University), Music & Brain Research Lab (KAIST), Heartverse, Careyou
Funding:
-
Korea Creative Content Agency (KOCCA)
Game Culture Awareness Big Data Research
Research Goals:
-
Address negative biases in Korean game research.
-
Provide a socio-cultural data framework.
Research Methods:
-
Web scraping of reviews/comments from Naver and Steam.
-
Thematic analysis and cross-cultural comparison.
Timeline:
-
August 1, 2019 – November 30, 2019
Partners:
Korea Creative Content Agency (KOCCA)
Funding:
-
Ars Praxia, Korea Creative Content Agency (KOCCA)
Game Design Workshop for Reflecting Values in Games
Research Goals:
-
Help game designers identify and integrate personal/social values in game design.
-
Analyze existing "serious games" for value-driven design insights.
Research Methods:
-
Workshops and thematic analysis of discussions and case studies.
Timeline:
-
May 1, 2018 – August 30, 2018
Partners:
NCSoft
Funding:
-
NCSoft