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Myeongul Jung

Hanyang University · 情報科学

研究室紹介

Professor Myeongul Jung's research lab specializes in immersive virtual reality (VR) and human-computer interaction, focusing on the psychological and perceptual effects of virtual embodiment. The lab investigates core aspects of body ownership, self-location, and sense of agency in virtual avatars, particularly how motion synchronization and visual similarity influence these experiences. Research also explores emotional responses, presence, simulator sickness, and individual differences in perception—such as body image change recognition—within VR environments. The lab integrates advanced technologies like full-body motion capture, foveated rendering, and dynamic morphing to study subjective experiences and their cognitive implications.

virtual embodimentbody ownership illusionvirtual realitysense of presencehuman-computer interaction

Research Overview

Papers
26
Total Citations
154
Papers (5y)
21
Primary Field
情報科学

Research Output Trend

Figures are computed from collected data and may differ slightly.

Publications per year (5y)
21total
2022
2023
2024
2025
2026
Citations per year (5y)
61total
20222023202420252026

Selected Papers

15
1
Article|30 citations·2020
Impact of Body Size Match to an Avatar on the Body Ownership Illusion and User's Subjective Experience
So-Yeon Kim, Hyojin Park, Myeongul Jung, Kwanguk Kim
SJR Q1Cyberpsychology Behavior and Social Networking

The current study sought to investigate the effects of matching body movement and body size between an avatar and a participant on the body ownership illusion (BOI), the body size illusion, the sense of presence, simulator sickness, and emotional responses within an immersive virtual reality (IVR). Forty participants experienced their life-sized virtual avatars from a first-person perspective using a full-body motion-capture system. The experiment used a 2 (Motion: Synchrony and Asynchrony) × 2

Human-Computer InteractionComputer Science
2
Article|28 citations·2018
Full-Body Ownership Illusion Can Change Our Emotion
Joohee Jun, Myeongul Jung, So-Yeon Kim, Kwanguk Kim

Recent advances in technology have allowed users to experience an illusory feeling of full body ownership of a virtual avatar. Such virtual embodiment has the power to elicit perceptual, behavioral or cognitive changes related to oneself, however, its emotional effects have not yet been rigorously examined. To address this issue, we investigated emotional changes as a function of the level of the illusion (Study 1) and whether changes in the facial expression of a virtual avatar can modulate the

Human-Computer InteractionComputer Science
3
Article|28 citations·2020
Controlling the Sense of Embodiment for Virtual Avatar Applications: Methods and Empirical Study
Chang-Seop Kim, Myeongul Jung, So-Yeon Kim, Kwanguk Kim
SJR Q1JMIR Serious GamesOA

BACKGROUND: The sense of embodiment (SoE) is the feeling of one's own body, and research on the SoE extends from the rubber hand illusion to the full-body ownership illusion with a virtual avatar. OBJECTIVE: The key to utilizing a virtual avatar is understanding and controlling the SoE, and it can be extended to several medical applications. In this study, we aimed to clarify these aspects by considering the following three subcomponents of SoE: sense of agency, ownership, and self-location. MET

Human-Computer InteractionComputer Science
4
Article|20 citations·2022
Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study
Myeongul Jung, SangYong Sim, Jejoong Kim, Kwanguk Kim
SJR Q1JMIR Serious GamesOA

BACKGROUND: Embodiment through a virtual avatar is a key element for people to feel that they are in the virtual world. OBJECTIVE: This study aimed to elucidate the interaction between 2 methods of eliciting embodiment through a virtual avatar: motion synchronization and appearance similarity between a human and avatar, to understand embodiment (agency, body ownership, and self-location) and subjective experience (presence, simulator sickness, and emotion) in virtual reality. METHODS: Using a fu

Human-Computer InteractionComputer Science
5
Article|8 citations·2022
Social Telecommunication Experience with Full-Body Ownership Humanoid Robot
Myeongul Jung, Jejoong Kim, Kyungsik Han, Kwanguk Kim
SJR Q1International Journal of Social Robotics
Human-Computer InteractionComputer Science
6
Article|8 citations·2024
Individualized foveated rendering with eye-tracking head-mounted display
Jihwan Kim, Jejoong Kim, Myeongul Jung, Taesoo Kwon, Kwanguk Kim
SJR Q1Virtual RealityOA

Abstract Foveated rendering (FR) technology is designed to improve the efficiency of graphical rendering processes. In rendering, individualized approaches can help to balance users’ experiences of visual quality and saving computational resource. However, previous studies have not rigorously examined it related with the FR techniques. To address this issue, we developed an individualized FR (IFR) method using different central vision sizes and peripheral vision resolutions across individuals in

Human-Computer InteractionComputer Science
7
Article|7 citations·2020
Measuring recognition of body changes over time: A human-computer interaction tool using dynamic morphing and body ownership illusion
Myeongul Jung, Jejoong Kim, Kwanguk Kim
SJR Q1PLoS ONEOA

Measuring body image is crucial at both personal and social levels. Previous studies have attempted to quantitatively measure body image but methods for measuring body change recognition over time have not yet been established. The present study proposes a novel human-computer interaction technique using dynamic morphing and body ownership illusion, and we conducted a user study to investigate how body ownership illusion and gender would affect to body change recognition. The results showed that

Clinical PsychologyPsychology
8
Article|4 citations·2024
Emotion Recognition on the Go: Utilizing Wearable IMUs for Personalized Emotion Recognition
Zikang Leng, Myeongul Jung, Sungjin Hwang, Seungwoo Oh, Lizhe Zhang, Thomas Plötz, Kwanguk Kim
OA

In the field of emotion recognition, traditional methods often rely on motion capture technologies to recognize human emotions by analyzing body motion. However, these methods are privacy-intrusive and impractical for everyday use. To address the requirements of privacy and practicality, this paper develops a novel personalized Automatic Emotion Recognition (AER) system utilizing inertial measurement units (IMUs) embedded in common wearable devices. Our approach emphasizes personalization to ada

Experimental and Cognitive PsychologyPsychology
9
Article|4 citations·2025
Can People's Brains Synchronize during Remote AR Collaboration?
Jaehwan You, Myeongul Jung, Kwanguk Kim
SJR Q1IEEE Transactions on Visualization and Computer Graphics

Recent studies have demonstrated that brain synchrony can indicate the quality of social interaction in real-world communication. However, there is a lack of research on measurement of brain synchrony during social interactions in remote AR. In this study, we investigated the brain synchrony of remote augmented reality (AR; Study 1) and face-to-face (FTF; Study 2) interactions. Functional near-infrared spectroscopy was used to measure the brain synchrony during the tangram puzzle task. In a coll

Cognitive NeuroscienceNeuroscience
10
Article|4 citations·2023
Interaction between AR Cue Types and Environmental Conditions in Autonomous Vehicles
Somin Kim, Myeongul Jung, Jiwoong Heo, Kwanguk Kenny Kim

As one of autonomous vehicles, conditional autonomous vehicles is expected to become popular in the near future. Conditional autonomous vehicles can send a take-over request (TOR) to a driver, and if they are immersed in non-driving-related tasks (NDRT), they will struggle to accommodate this request. Previous studies have shown that providing augmented reality (AR) information on traffic situations (status cues) or driver actions (command cues) can improve TOR performance. However, we are not a

Social PsychologyPsychology
11
Article|3 citations·2024
Inter Brain Synchrony in Remote AR Education: Can Warming up Activities Positively Impact Educational Quality?
Jaehwan You, Myeongul Jung, Kwanguk Kenny Kim

Previous education studies suggested that “warming up” activities featuring interpersonal synchrony components help improve educational quality and social closeness between teachers and students. While educators are eager to incorporate augmented reality (AR) into remote educational settings, prior research has not investigated the beneficial impacts of interpersonal synchrony on remote AR education. This study investigates the effects of prior physical synchrony (PS) on learning outcomes, inter

Cognitive NeuroscienceNeuroscience
12
Article|2 citations·2024
Bodily Sensation Map vs. Bodily Motion Map: Visualizing and Analyzing Emotional Body Motions
Myeongul Jung, Youngwug Cho, Jejoong Kim, Hyungsook Kim, Kwanguk Kim
SJR Q1IEEE Transactions on Affective Computing

Emotion detection using features presented in the body has been comparatively understudied compared to other emotional modalities. This study investigated and compared how emotions are revealed through bodily sensations and body movement information. We propose a novel visualization method for addressing body part activation or deactivation associated with different emotions using motion capture data (bodily motion maps; BMMs) and aim to compare its emotional features with existing methods of ad

Experimental and Cognitive PsychologyPsychology
13
Article|2 citations·2022
Emotion and Body Movement: A Comparative Study of Automatic Emotion Recognition Using Body Motions
Youngwug Cho, Myeongul Jung, Kwanguk Kim
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)

Emotion recognition through body movement in both real and virtual worlds is an important research topic along with facial expression and voice recognition. Computational methods to recognize emotions based on body movement have been developed to utilize skeletal data and motion capture systems, and 2D and 3D pose estimation methods have recently been proposed. Although each of these methodologies involves advantages and disadvantages, they have not been compared with same data. In this study, w

Computer Vision and Pattern RecognitionComputer Science
14
Article|2 citations·2025
When LLMs Recognize Your Space: Research on Experiences with Spatially Aware LLM Agents
Seungwoo Oh, Nakyoung An, Youngwug Cho, Myeongul Jung, Kwanguk Kenny Kim
SJR Q1IEEE Transactions on Visualization and Computer Graphics

Large language models (LLMs) have evolved into LLM agents that can use the user conversation context and respond according to the roles of the LLM agents. Recent studies have suggested that LLM-based agents can be used as human-like partners in social interactions. However, the role of the environmental context, particularly spatial information of user space, in the interaction between humans and LLM agents has not been explored. In this study, participants engaged in counselling conversations u

Artificial IntelligenceComputer Science
15
Article|2 citations·2025
Teacher-Student Inter-Brain and Behavioral Synchronies in Remote Education
Jaehwan You, Myeongul Jung, Yoonhee Shin, Kwanguk Kim
SJR Q1IEEE AccessOA

Interpersonal synchrony plays a crucial role in education. This study investigated inter-brain synchrony (IBS) during remote education and its effects on learning outcomes, rapport, and behavioral synchrony. Twenty-eight participants conducted a vocabulary learning task with a remote teacher under two conditions: voice and webcam conditions. The results showed that participants formed a higher IBS with the remote teacher in the webcam condition. We also observed that the brain regions of frontop

Developmental and Educational PsychologyPsychology

Research Areas

Human-Computer InteractionExperimental and Cognitive PsychologySocial PsychologyCognitive NeuroscienceComputer Vision and Pattern RecognitionRadiology, Nuclear Medicine and Imaging

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