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Dive into the research topics where Jeonghun Ku is active.

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Featured researches published by Jeonghun Ku.


Cyberpsychology, Behavior, and Social Networking | 2003

A Virtual Reality System for the Assessment and Rehabilitation of the Activities of Daily Living

Jang-Han Lee; Jeonghun Ku; Wongeun Cho; Won Yong Hahn; In-Young Kim; Sang Min Lee; Youn Joo Kang; Deog Young Kim; Tae Won Yu; Brenda K. Wiederhold; Mark D. Wiederhold; Sun I. Kim

Successful rehabilitation with respect to the activities of daily living (ADL) requires accurate and effective assessment and training. A number of studies have emphasized the requirement for rehabilitation methods that are both relevant to the patients real world environment, and that can also be transferred to other daily living tasks. Virtual reality (VR) has many advantages over other ADL rehabilitation techniques, and offers the potential to develop a human performance testing and training environment. Therefore, in this study, the virtual supermarket was developed and the possibility of using a VR system to assess and train cognitive ability in ADL investigated. This study demonstrates that VR technology offers great promise in the field of ADL training.


Cyberpsychology, Behavior, and Social Networking | 2003

Experimental Application of Virtual Reality for Nicotine Craving through Cue Exposure

Jang-Han Lee; Jeonghun Ku; Kwanguk Kim; Byoungnyun Kim; In-Young Kim; Byung-Hwan Yang; Seok Hyeon Kim; Brenda K. Wiederhold; Mark D. Wiederhold; Dong-Woo Park; Youngsik Lim; Sun I. Kim

Research has shown that many smokers experience an increase in the desire to smoke when exposed to smoking-related cues. Cue exposure treatment (CET) refers to the manualized, repeated exposure to smoking-related cues, aimed at the reducing cue reactivity by extinction. In this study, we constructed a virtual reality system for evoking a desire of nicotine, which was based on the results of a Questionnaire of Nicotine-craving. And we investigated the effectiveness of the virtual reality system as compared to classical device (pictures). As a result, we reached the conclusion that virtual reality elicits more craving symptoms than the classical devices.


Psychiatry Research-neuroimaging | 2011

A virtual reality application in role-plays of social skills training for schizophrenia: A randomized, controlled trial

Kyung-Min Park; Jeonghun Ku; Soo-Hee Choi; Hee-Jeong Jang; Ji-Yeon Park; Sun I. Kim; Jae-Jin Kim

Although social skills training (SST) is an effective approach for improving social skills for schizophrenia, the motivational deficit attenuates its efficacy. Virtual reality (VR) applications have allowed individuals with mental disabilities to enhance their motivation for rehabilitation. We compared SST using VR role-playing (SST-VR) to SST using traditional role-playing (SST-TR). This randomized, controlled trial included 91 inpatients with schizophrenia who were assigned to either SST-VR (n=46) or SST-TR (n=45). Both groups were administered over 10 semiweekly group sessions. An experienced, blinded rater assessed vocal, nonverbal and conversational skills. We also obtained data on motivation for SST and various social abilities. Throughout the 10 sessions, the SST-VR group (n=33) showed greater interest in SST and generalization of the skills than the SST-TR group (n=31). After SST, the SST-VR group improved more in conversational skills and assertiveness than the SST-TR group, but less in nonverbal skills. The VR application in role-plays of SST for schizophrenia may be particularly beneficial in terms of improving the conversational skills and assertiveness, possibly through its advantages in enhancing motivation for SST and generalization of the skills, and thus it may be a useful supplement to traditional SST.


Cyberpsychology, Behavior, and Social Networking | 2007

Virtual environment training system for rehabilitation of stroke patients with unilateral neglect: crossing the virtual street.

Jae-Hun Kim; Kwanguk Kim; Deog Young Kim; Won Hyek Chang; Chang-Il Park; Suk Hoon Ohn; Kiwan Han; Jeonghun Ku; Sang Won Nam; In Young Kim; Sun I. Kim

In this paper, we propose a system for training of stroke patients with unilateral neglect by using technology of virtual reality (VR). The proposed system is designed to compensate for unilateral neglect. This system contains the calibration of unilateral neglect and the training of this disease. The calibration procedure is implemented by aligning the virtual object at a subjective middle line. The training procedure is implemented by completing the missions that are used to keep the virtual avatar safe during crossing the street in a virtual environment. The results of this study show that the proposed system is effective to train unilateral neglect. The left to right ratio scores extracted from this system gradually decrease as the sessions of training are repeated. To validate the VR system parameters, the parameters are analyzed by correlation with those of traditional unilateral neglect assessment methods (such as the line bisection test and the cancellation test).


Cyberpsychology, Behavior, and Social Networking | 2008

Development and clinical trial of virtual reality-based cognitive assessment in people with stroke: preliminary study.

Youn Joo Kang; Jeonghun Ku; Kiwan Han; Sun I. Kim; Tae Won Yu; Jang-Han Lee; Chang Il Park

Stroke and traumatic brain injury affect an increasing number of people, many of whom retain permanent damage in cognitive functions. Conventionally, cognitive function has been assessed by a paper-based neuropsychological evaluation. However these test environments differ substantially from everyday life. This problem can be overcome by using virtual reality (VR) to objectively evaluate behaviors and cognitive function in simulated daily activities. With our virtual shopping simulation, we compared people who had undergone a stroke with control participants in an immersive VR program that used a head-mounted display (HMD). We evaluated user satisfaction with the tests, complications, and the user interface. Significant differences were consistently found between the stroke group and the control group for the following tasks: stage 1 performance index, interaction error; stage 2 delayed recognition memory score, attention index; and stage 3 executive index (p < 0.001). Perceptive dysfunction, visuospatial dysfunction, level of computer experience, and level of education affected the performance of the stroke group. The frequency of complications in the stroke group, calculated using the cut-off score for the Simulator Sickness Questionnaire, was 9.6% for nausea, 41.9% for oculomotor complications, and 25.8% for disorientation. The frequency of complications between the stroke and control groups was not significantly different. Thirty-five percent of participants in the stroke group and 13% in the control group reported difficulties with using the joystick. This computer-generated VR-based cognitive test shows promise in assessing cognitive function in patients with stroke. More refinements are needed in the user interface and the projection methods.


Cyberpsychology, Behavior, and Social Networking | 2002

The Effect of Virtual Reality Cognitive Training for Attention Enhancement

Baek-Hwan Cho; Jeonghun Ku; Dong Pyo Jang; Saebyul Kim; Yonghee Lee; In Young Kim; Jang-Han Lee; Sun I. Kim

Our main goal in this research was to validate the possibility of virtual reality (VR) for attention enhancement in cognitive training program. Then, we developed some cognitive training tasks using VR technology. Thirty subjects who had little behavioral problems and social problems were randomly assigned into three groups: VR group, non-VR group, and control group. Only the VR group used the head-mounted display (HMD) and position sensor. While the VR group and non-VR group performed cognitive training, the control group received no special treatment. All participants took their eight session tasks over 2 weeks. Participants executed a continuous performance task (CPT) before and after training sessions. We found that immersive VR with cognitive training is effective for attention enhancement. Also, we confirmed that our cognitive training can improve the attention span of children and adolescents with behavioral problems and help them learn to focus on some tasks.


Cyberpsychology, Behavior, and Social Networking | 2003

A data glove with tactile feedback for FMRI of virtual reality experiments.

Jeonghun Ku; Richard Mraz; Nicole Baker; Konstantine K. Zakzanis; Jang-Han Lee; In-Young Kim; Sun I. Kim; Simon J. Graham

Virtual reality (VR) technology is increasingly recognized as a useful tool for the assessment and rehabilitation of neurologic and psychiatric disorders. The hope that VR can accurately mimic real-life events is also of great interest in basic neuroscience, to identify the brain activity that underlies complex behavior by combining VR with techniques such as functional magnetic resonance imaging (fMRI). Toward these applications, in this study we designed and validated an fMRI-compatible data glove with a built-in vibratory stimulus device for tactile feedback during VR experiments. A simple VR-fMRI experiment was performed at 3.0 Tesla on four young healthy adults involving touching a virtual object with and without tactile feedback. The usefulness of the data glove was subsequently assessed using a series of questionnaires, behavioral performance, and the resulting activation images. Questionnaire scores indicated positive opinions with respect to the data glove, the tactile feedback, and the experimental paradigm. All subjects felt comfortable in the scanner during the VR experiment and were able to perform all aspects of the tasks successfully and with reasonable accuracy. In addition, activation maps showed the anticipated modulations in motor, somatosensory, and parietal cortex. These results support that tactile feedback enhances the realism of virtual hand-object interactions, and that the tactile data glove is suitable for use in other VR-fMRI research applications (e.g., VR physical therapy for stroke recovery).


Cyberpsychology, Behavior, and Social Networking | 2007

VR-Based Conversation Training Program for Patients with Schizophrenia: A Preliminary Clinical Trial

Jeonghun Ku; Kiwan Han; Hyung Rae Lee; Hee Jeong Jang; Kwang Uk Kim; Sung Hyouk Park; Jae-Jin Kim; Chan Hyung Kim; In Young Kim; Sun I. Kim

Schizophrenia is a devastating mental illness and is characterized by hallucinations and delusions as well as social skills deficits. Generally, social skills training designed to help patients develop social skills includes role-playing, but this form of training has typical shortcomings, which are largely due to a trainers difficulties to project emotion. Virtual reality (VR)-based techniques have the potential to solve these difficulties, because they provide a computer-generated but realistic three-dimensional world and humanlike avatars that can provide emotional stimuli. In this paper, we report on a method of implementing virtual environments (VEs) in order to train people with schizophrenia to develop conversational skills in specific situations, which could overcome the shortcomings of or complement conventional role-playing techniques. The paper reports the efficacy of the proposed approach in a preliminary clinical trial with 10 patients with schizophrenia.


Cyberpsychology, Behavior, and Social Networking | 2004

A Virtual Reality Assessment and Training System for Unilateral Neglect

Kwanguk Kim; Jae-Hun Kim; Jeonghun Ku; Deog Young Kim; Won Hyek Chang; Dong Ik Shin; Jang-Han Lee; In Young Kim; Sun I. Kim

Patients with unilateral neglect have problems reporting, responding, or orienting to novel or meaningful stimuli that is presented to the side opposite to that of a brain lesion. This creates a serous problem in regards to daily living activities. However, the established methods for assessing and training of unilateral neglect patients have several deficits. Recently, virtual reality (VR) technologies have been used as an assessment and treatment tool for rehabilitation. Hence, this study designed a VR system to assess and train unilateral neglect patients. In addition, the suitability and feasibility of our VR system for unilateral neglect patients was verified.


Psychiatry Research-neuroimaging | 2009

Increased personal space of patients with schizophrenia in a virtual social environment

Sung-Hyouk Park; Jeonghun Ku; Jae-Jin Kim; Hee Jeong Jang; So Young Kim; Soo Hyun Kim; Chan-Hyung Kim; Hyeongrae Lee; In Young Kim; Sun I. Kim

Virtual reality may be a good alternative method for measuring personal space and overcoming some limitations in previous studies on the social aspects of schizophrenia. Using this technology, we aimed to investigate the characteristics of personal space in patients with schizophrenia and evaluate the relationship between their social behaviors and schizophrenic symptoms. The distance from a virtual person and the angle of head orientation while talking to a virtual person in a virtual environment were measured in 30 patients with schizophrenia and 30 normal controls. It was found that patients with schizophrenia had longer distances and larger angles than did normal controls. The severity of the negative syndrome had significant inverse correlations with the distance from the angry and neutral virtual persons and with the angle of head orientation toward the happy and angry virtual persons, suggesting that negative symptoms may have a close relationship with personal space, including distancing and eye gaze. The larger personal space of patients may reflect their discomfort in close situations or cognitive deficits. Showing these profiles to patients could help them realize the amount of personal space they need.

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