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Dive into the research topics where Kwanguk Kim is active.

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Featured researches published by Kwanguk Kim.


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.


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 | 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.


Cyberpsychology, Behavior, and Social Networking | 2007

Characteristics of social perception assessed in schizophrenia using virtual reality.

Kwanguk Kim; Jae-Jin Kim; Jae-Hun Kim; Da-Eun Park; Hee Jeong Jang; Jeonghun Ku; Chan-Hyung Kim; In Young Kim; Sun I. Kim

Impairment in social skills is one of the few criteria that all individuals diagnosed with schizophrenia must meet. Successful social skills require the coordination of many abilities, including social perception, which involves the decoding and interpretation of social cues from others. In this study, we examined the potential for virtual reality (VR) in social skill training. We attempted to determine if VR can be used to measure social skills and social perception, and to determine which VR parameters are related to schizophrenic symptoms. Some of these results have clear clinical relevance, while other observations need further study. The VR system appears to be useful in assessing the social perception of schizophrenics and normal people, and could be more widely used in the future for social training and in the assessment of social problem-solving abilities, assertiveness skills, and general social skills.


Computer Methods and Programs in Biomedicine | 2014

Effects of virtual environment platforms on emotional responses

Kwanguk Kim; M. Zachary Rosenthal; David J. Zielinski; Rachael Brady

The goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from desktop to high-end fully immersive systems. The experiment was a 3 (desktop system, head mounted display, and six wall system)×2 (high- and low-stressful VE) within subject design, with self-reported emotional arousal and valence, skin conductance, task performance, presence, and simulator sickness examined as dependent variables. Replicating previous studies, the fully immersive system induced the highest sense of presence and the head mounted display system elicited the highest amount of simulator sickness. Extending previous studies, the results demonstrated that VE platforms were associated with different patterns in emotional responses and task performance. Our findings suggest that different VE systems may be appropriate for different scientific purposes when studying stress reactivity using emotionally evocative tasks.


Frontiers in Human Neuroscience | 2012

Joint attention, social-cognition, and recognition memory in adults

Kwanguk Kim; Peter Mundy

The early emerging capacity for Joint Attention (JA), or socially coordinated visual attention, is thought to be integral to the development of social-cognition in childhood. Recent studies have also begun to suggest that JA affects adult cognition as well, but methodological limitations hamper research on this topic. To address this issue we developed a novel virtual reality paradigm that integrates eye-tracking and virtual avatar technology to measure two types of JA in adults, Initiating Joint Attention (IJA) and Responding to Joint Attention (RJA). Distinguishing these types of JA in research is important because they are thought to reflect unique, as well as common constellations of processes involved in human social-cognition and social learning. We tested the validity of the differentiation of IJA and RJA in our paradigm in two studies of picture recognition memory in undergraduate students. Study 1 indicated that young adults correctly identified more pictures they had previously viewed in an IJA condition (67%) than in a RJA (58%) condition, η2 = 0.57. Study 2 controlled for IJA and RJA stimulus viewing time differences, and replicated the findings of Study 1. The implications of these results for the validity of the paradigm and research on the affects of JA on adult social-cognition are discussed.


Autism Research | 2013

Social Attention in a Virtual Public Speaking Task in Higher Functioning Children With Autism

William Jarrold; Peter Mundy; Mary Gwaltney; Jeremy N. Bailenson; Naomi Hatt; Nancy McIntyre; Kwanguk Kim; Marjorie Solomon; Stephanie Novotny; Lindsay Swain

Impairments in social attention play a major role in autism, but little is known about their role in development after preschool. In this study, a public speaking task was used to study social attention, its moderators, and its association with classroom learning in elementary and secondary students with higher functioning autism spectrum disorder (HFASD). Thirty‐seven students with HFASD and 54 age‐ and intelligence quotient (IQ)‐matched peers without symptoms of ASD were assessed in a virtual classroom public speaking paradigm. This paradigm assessed the ability to attend to nine avatar peers seated at a table, while simultaneously answering self‐referenced questions. Students with HFASD looked less frequently to avatar peers in the classroom while talking. However, social attention was moderated in the HFASD sample such that students with lower IQ, and/or more symptoms of social anxiety, and/or more attention deficit/hyperactivity disorder inattentive symptoms, displayed more atypical social attention. Group differences were more pronounced when the classroom contained social avatars versus nonsocial targets. Moreover, measures of social attention rather than nonsocial attention were significantly associated with parent report and objective measures of learning in the classroom. The data in this study support the hypothesis of the Social Attention Model of ASD that social attention disturbance remains part of the school‐aged phenotype of autism that is related to syndrome‐specific problems in social learning. More research of this kind would likely contribute to advances in the understanding of the development of the spectrum of autism and educational intervention approaches for affected school‐aged children. Autism Res 2013, ●●: ●●–●●.


Comprehensive Psychiatry | 2010

Development of a computer-based behavioral assessment of checking behavior in obsessive-compulsive disorder

Kwanguk Kim; Sun I. Kim; Kyung Ryeol Cha; Junyoung Park; M. Zachary Rosenthal; Jae-Jin Kim; Kiwan Han; In Young Kim; Chan-Hyung Kim

OBJECTIVE The goal of the current study was to develop and obtain preliminary psychometric data for a computer-based behavioral measure of compulsive checking behavior in a sample of patients with obsessive-compulsive disorder (OCD). METHOD We examined performance on a novel behavioral measure in 30 patients with OCD and 27 matched healthy controls. In the computerized assessment, participants navigated through two virtual environments (home and office) using a joystick and head-mounted display. The experiment consisted of three phases: training, distraction, and the main task. After the training and distraction phases, participants were instructed to check the virtual environments freely as if they were in their natural environment. Primary dependent variables in the current study included several indices of frequency and duration of checking behaviors. We examined construct validity for the task by comparing the novel behavioral measures with standardized self-report and interviewer-rated measures. RESULTS Results indicated that (1) OCD patients demonstrated significantly greater problems with compulsive checking compared to controls, and (2) performance on the task was positively correlated with both self-reported symptoms and interviewer-rated measures associated with OCD. CONCLUSIONS This study provides preliminary data to support the use of this task as a new possible behavioral measure of compulsive checking behavior in OCD. If we merge the traditional behavioral research with this novel and ecologically valid method, it could improve the assessment of OCD in both clinical and research setting.


Computers in Biology and Medicine | 2009

Virtual reality prototype for measurement of expression characteristics in emotional situations

Kiwan Han; J.H. Ku; Kwanguk Kim; Hee Jeong Jang; Junyoung Park; Jae-Jin Kim; Chan Hyung Kim; Min-Hyung Choi; In Young Kim; Sun I. Kim

Expressions are a basic necessity for daily living, as they are required for managing relationships with other people. Conventional expression training has difficulty achieving an objective measurement, because their assessment depends on the therapists ability to assess a patients state or training effectiveness. In addition, it is difficult to provide emotional and social situations in the same manner for each training or assessment session. Virtual reality techniques can overcome shortcomings occurring in conventional studies by providing exact and objective measurements and emotional and social situations. In this study, we developed a virtual reality prototype that could present emotional situation and measure expression characteristics. Although this is a preliminary study, it could be considered that this study shows the potential of virtual reality as an assessment tool.


Journal of Autism and Developmental Disorders | 2015

A Virtual Joy-Stick Study of Emotional Responses and Social Motivation in Children with Autism Spectrum Disorder

Kwanguk Kim; M. Zachary Rosenthal; Mary Gwaltney; William Jarrold; Naomi Hatt; Nancy McIntyre; Lindsay Swain; Marjorie Solomon; Peter Mundy

A new virtual reality task was employed which uses preference for interpersonal distance to social stimuli to examine social motivation and emotion perception in children with Autism Spectrum Disorders. Nineteen high function children with higher functioning Autism Spectrum Disorder (HFASD) and 23 age, gender, and IQ matched children with typical development (TD) used a joy stick to position themselves closer or further from virtual avatars while attempting to identify six emotions expressed by the avatars, happiness, fear, anger, disgust, sadness, and surprise that were expressed at different levels of intensity. The results indicated that children with HFASD displayed significantly less approach behavior to the positive happy expression than did children with TD, who displayed increases in approach behavior to higher intensities of happy expressions. Alternatively, all groups tended to withdraw from negative emotions to the same extent and there were no diagnostic group differences in accuracy of recognition of any of the six emotions. This pattern of results is consistent with theory that suggests that some children with HFASD display atypical social-approach motivation, or sensitivity to the positive reward value of positive social–emotional events. Conversely, there was little evidence that a tendency to withdraw from social–emotional stimuli, or a failure to process social emotional stimuli, was a component of social behavior task performance in this sample of children with HFASD.

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