Sung-Min Cho
Sungkyunkwan University · 工学
研究室紹介
Professor Sung-Min Cho's research lab specializes in interdisciplinary technologies at the intersection of human-computer interaction, biomedical engineering, and advanced materials. The lab focuses on developing immersive virtual reality systems for neurological rehabilitation—particularly virtual prism adaptation therapy (VPAT) to treat hemispatial neglect after stroke—while also advancing next-generation optoelectronic devices such as inverted polymer solar cells and white polymer light-emitting diodes. By integrating real-world physical interactions (e.g., pottery wheel simulation) with virtual environments, the lab pioneers intuitive, tangible user interfaces that bridge the physical and digital worlds. The lab’s work emphasizes practical applications in healthcare, energy efficiency, and human-centered technology design.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15Acquiring local context information and sharing it among co-located devices is critical for emerging pervasive computing applications. The devices belonging to a group of co-located people may need to detect a shared activity (e.g., a meeting) to adapt their devices to support the activity. Today's devices are almost universally equipped with device-to-device communication that easily enables direct context sharing. While existing context sharing models tend not to consider devices' resource lim
Prism Adaptation (PA) is used to alleviate spatial neglect. We combined immersive virtual reality with a depth-sensing camera to develop virtual prism adaptation therapy (VPAT), which block external visual cues and easily quantify and monitor errors than conventional PA. We conducted a feasibility study to investigate whether VPAT can induce behavioral adaptations by measuring after-effect and identifying which cortical areas were most significantly activated during VPAT using functional near-in
We have successively fabricated inverted bulk heterojunction polymer solar cells employing ZnO and MoO3as electron and hole selective layers, respectively. The device structure is ITO/ZnO/P3HT: PCBM/MoO3/Al. Differently from conventional polymer solar cells, ITO and Al work as electron and hole collecting electrodes in this inverted structure, respectively. We have found the optimal thickness of ZnO and MoO3 to be 100 nm and 5 nm, respectively. The highest PCE was obtained to be 3.32% under AM 1
Is it possible to transfer real-world sculpting expertise to a virtual space? Through digital pottery, the answer is yes. Digital pottery is a collection of systems that makes it convenient to make pottery in 3D space. In this study, we present a natural & tangible user interface system that fluently connects users' real-world sculpting experience to virtual pottery making. Introducing a real spinning wheel, we could extend the physical concept of making pottery into 3D space without the burden
Hemispatial neglect is a common impairment after stroke. It is associated with poor functional and social outcomes. Therefore, an adequate intervention is imperative for the successful management of hemispatial neglect. However, the clinical use of various interventions is limited in real clinical practice. Prism adaptation therapy is one of the most evidence-based rehabilitation modalities to treat hemispatial neglect. To overcome any possible shortcoming that may occur with prism therapy, we d
Enhanced efficiency of white polymer light-emitting diodes (PLEDs) was observed by incorporating polysilicic acid (PSA) nanodots into the hole-injection layer (HIL). The PLEDs employed three different phosphorescent dyes in a single emissive layer with a host polymer of poly(vinylcarbazole) (PVK). The optimal composition of the phosphorescent dyes has been found to accomplish the white emission. By incorporating 1.5 wt% of PSA nanodots into the HIL, the maximum efficiency has been found to incre
The proposed 3D-volume-drawing interface can easily create various organic, artistic models. To provide intuitiveness, it adopts the metaphor of the potter's wheel. With one hand, users control a wooden wheel whose rotation is synchronized with that of the virtual space. A 3D depth camera captures the mid-air poses of the users' other hand, which the system translates into a virtual brush for interacting with a model. Through this configuration, the interface enables simultaneous view control an
ABSTRACT Between the mid-1990s and the mid-2010s, the Chinese government was distinctly open to the Western offer of democracy-assistance programs. It cooperated with a number of Western organizations to improve the rule of law, village elections, administrative capacity, and civil society in China. Why did the Chinese government engage with democracy promoters who tried to develop these democratic attributes within China? The author argues that the government intended to use Western aid to its
This study revisits the question of whether China's economic development has brought democratic changes within the country or not. While the modernization theory suggests that economic development should lead to democratization, scholars claim that China has not made democratic progress despite its economic growth. By comparing these two competing perspectives and examining the evidence behind each assessment, I argue that there has been a certain degree of democratic progress in China, in terms
The volume of live data transmitted across wireless and mobile networks continues to grow at a rapid speed. In addition, HTTP Live Streaming (HLS) has been widely used for mobile live contents streaming both on WiFi and 3G/LTE networks. Compared to legacy media streaming protocols such as HLS, RTSP, MPEG Media Transport (MMT) [1] real-time live streaming protocol provides low delayed video streaming feature by fragmenting media data into very small size chunks and having short signaling interval
Is it possible to transfer real-world sculpting expertise to a virtual space? Through digital pottery, the answer is yes. Digital pottery is a collection of systems that makes it convenient to make pottery in 3D space. In this study, we present a natural & tangible user interface system that fluently connects users' real-world sculpting experience to virtual pottery making. Introducing a real spinning wheel, we could extend the physical concept of making pottery into 3D space without the burden
In this paper, we propose a novel densely-packed object detection method based on advanced weighted Hausdorff distance (AWHD) and hard negative-aware anchor (HNAA) attention. Densely-packed object detection is more challenging than conventional object detection due to the high object density and small-size objects. To overcome these challenges, the proposed AWHD improves the conventional weighted Hausdorff distance and obtains an accurate center area map. Using the precise center area map, the p
오랜 기간 동안 과학교육 분야에서 탐구는 과학 학습의 핵심적인 목표이자 수단으로 자리매김해왔다. 그러나 교육 실천의 맥락에서 탐구 활동을 온전히 수행하기란 결코 녹록하지 않으며, 탐구의 역할과 기능에 대한 논의는 여전히 분분하다. 따라서 과학교사들이 실제로 탐구를 지도하면서 겪는 어려움을 비판적으로 검토하는 일은 반드시 필요하다. 본 연구에서는 탐구를 지도하는 교사에 초점을 두고, 예비교사의 탐구에 대한 인식과 실천 사이에서 나타나는 갈등의 양상을 질적 사례연구를 통해 살펴보고자 했다. 연구 참여자는 과학교육을 전공하는 8명의 대학생들이다. 이들은 약 1년 동안 주말 과학 프로그램에서 저소득층 중학생들의 보조교사와 멘토로 활동하면서, 방학 기간에는 자유로운 방식으로 담당 학생들의 탐구 활동을 지도하였다. 연구의 사례는 '자유탐구에서 수행하는 예비 과학교사의 탐구지도 활동'으로, 참여자의 개인면담과 집단면담과 참여관찰 기록, 자기보고서 등을 연구 자료의 분석에 사용하였다. 그 결과,
Today's ubiquitous wireless networks enable easy access to information on the web. However, when applications need access to highly transient and hyper-localized information, web access is not as efficient as sharing directly with colocated devices. This context information can be easily collected by commodity mobile devices and shared via device-to-device interactions. Open challenges remain in making this exchange as efficient and effective as possible. In this paper, we propose the Grapevine