Development of educational application using standard movement code-based on human behavior
Kim, H. S., Park, C. I., O’Sullivan, D., Lee, J.
Communications in Computer and Information Science (CCIS), 2017
32
Development of gesture recognition-based educational dance game for children with intellectual disability
Kim, H. S., Park, Y., Hong, S., Hwang, J.
Communications in Computer and Information Science (CCIS), 2017
33
Development of gesture recognition-based steam educational games focused on Korean traditional archery
Kim, H. S., Oh, S. H., Park, Y. H.
Communications in Computer and Information Science (CCIS), 2016
34
Developing STEAM using KINECT: A case study on motion-capture functions
Kim, H. S., Chung, S. H.
Communications in Computer and Information Science (CCIS), 2015
35
Development of STEAM educational games focused on aesthetic and bodily expression in K-12 science class
Kim, H. S., Kim, H., Park, Y. H.
Communications in Computer and Information Science (CCIS), 2015
36
Developing an educational game for art education - gesture recognition-based performance guidance for Mozart’s opera magic flute
Kim, H. S., Oh, S. H., Park, Y. H.
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (LNCS), 2015
37
Digital assessment of cognitive-affective biases related to mental health
김형숙
PLOS Digital Health, 202508
38
Developing interactive VR-based digital therapeutics for Acceptance and Commitment Therapy (ACT): a structured framework for the digital transformation integrating gamification and multimodal arts
김형숙
FRONTIERS IN PSYCHIATRY, 202506
39
Bodily Sensation Map vs. Bodily Motion Map: Visualizing and Analyzing Emotional Body Motions
김형숙
IEEE TRANSACTIONS ON AFFECTIVE COMPUTING, 202409
40
Effect of a smartphone-based physical intervention on depression, fitness factors and movement characteristics in adults