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Discovery of Smartphone User Group Profiling Based on User's Motivations and Usage Behaviors Through Focus Group Interviews.

, , and . HCI (11), volume 9741 of Lecture Notes in Computer Science, page 426-435. Springer, (2016)

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A Study on the Relationship between Educational Achievement and Emotional Engagement in a Gameful Interface for Video Lecture Systems., and . ISUVR, page 34-37. IEEE, (2012)Flow on the Internet: a longitudinal study of Internet addiction symptoms during adolescence., , , , , and . Behav. Inf. Technol., 37 (2): 159-172 (2018)iSpy: RFID-driven language learning toy integrating living environment., and . CHI Extended Abstracts, page 697-702. ACM, (2013)A Conceptual Framework for Augmented Smart Coach Based on Quantified Holistic Self., , , and . HCI (21), volume 8530 of Lecture Notes in Computer Science, page 498-508. Springer, (2014)AR Petite Theater: Augmented reality storybook for supporting children's empathy behavior., , , , and . ISMAR-MASH'D, page 13-20. IEEE, (2014)UrbanSocialRadar: A place-aware social matching model for estimating serendipitous interaction willingness in Korean cultural context., , , and . Int. J. Hum. Comput. Stud., (2019)Computational Modeling of Players' Emotional Response Patterns to the Story Events of Video Games., and . IEEE Trans. Affect. Comput., 8 (2): 216-227 (2017)Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective., , , and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 484-502 (2023)Play With Your Emotions: Exploring Possibilities of Emotions as Game Input in NERO., , , , and . CHI Extended Abstracts, page 478:1-478:7. ACM, (2022)Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication., , , and . Proc. ACM Hum. Comput. Interact., 4 (CSCW2): 98:1-98:21 (2020)