Making Older Art Interactive: Media Modality effects on Aesthetic Experience and Visual Perception in the Narrative Interactive Museum

Theory: Museum as an Interactive System, Effects of media modalities, Aesthetic experience
Research Problem: Effect of media modality (specifically interactivity) on aesthetic experience and perception.
Design Art Simulation Software

  • Researchers: Hannah (Hye Jin) Kum, M.I.N.D. Lab (SKKU/Samsung, Syracuse University)
  • Funders: Newhouse Endowment, Konkuk University

Brain Korea 21+ Project

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Developing graduate schools and nurturing R&D manpower - Invest funding for graduate students and post-doctorates, contracting researchers to exert their efforts solely on research and study.

  • Researchers: Eui Jun Jeong, Hye Rim Lee, Joon Hyun Jeon, Seora Lee, Ji Hye Yoo, Dae Young Lee, Joo Woo Kim, Man Su Park, Seung jae Lee
  • Funder: National Research Foundation of Korea (NRF) grant funded by the Ministry of Education

Game Users Panel Research

Prepared target populations and appropriate questionnaire. Investigated the social psychological and personality effects of playing games. Conducted an analysis of player participant data gathered from a professional survey institute in South Korea (n = 1,800).

  • Researchers: Eui Jun Jeong, Hye Rim Lee, Joon Hyun Jeon, Seora Lee, Ji Hye Yoo, Dae Young Lee, Joo Woo Kim, Man Su Park, Seung jae Lee
  • Funder: Korea Creative Content Agency (KOCCA) grant funded by the Ministry of Culture, Sports and Tourism

Serious Game Project for Planning and Practice

Investigated the recent emergence of serious game research trends. Conducted the analysis of a serious game case study focused on a successful project. Developed the success model for application in South Korea.

  • Researchers: Eui Jun Jeong, Hye Rim Lee, Dae Young Lee, Joo Woo Kim
  • Funder: Korea Creative Content Agency (KOCCA) grant funded by the Ministry of Culture, Sports and Tourism

Gamification Activation in Government and Public Sectors

Investigated the positive effects of gamification based on success case analysis. Defined concepts, categorization, and evaluations of gamification for the Korean government and public institutions. Proposed directions for future development.

  • Researchers: Eui Jun Jeong, Hye Rim Lee, Dae Young Lee
  • Funder: Korea Creative Content Agency (KOCCA) grant funded by the Ministry of Culture, Sports and Tourism

SSK, Social Sciences Korea

Strengthening academic abilities in the field of social science through systematic support for social science research groups and next-generation human resources.

  • Researchers: Eui Jun Jeong, Hye Rim Lee, Ji Hye Yoo, Dae Young Lee
  • Funder: National Research Foundation of Korea (NRF)

M.I.N.D. Methods Workshop

Workshop with associate Lab in Korea, Konkuk University, at MIND Lab Syracuse involving over 15 participants from Korea here under the Brain Korea initiative. 

  • Researchers: Frank Biocca, Stephen Song, Soyoung Jung, Jennifer Galley, Leanne Hirschfield, Steve Jeong
  • Funders: Brain Korea, Konkuk University