김진모 교수
Jinmo Kim
서울대학교 · 공학
연구실 소개
김진모 교수의 연구실은 가상현실 기반의 신체 인터페이스와 터치 피드백 기술을 중심으로, 특히 시각 장애인을 위한 몰입형 보행 시뮬레이션 및 뇌신경질환의 분자 기전을 해소하는 데 초점을 맞추고 있습니다. 손동작 인식, 휴대형 촉각 피드백 장치, 그리고 뇌세포 내 지질 랩스의 단백질 조절 메커니즘을 분석하는 데 있어 기술적 혁신과 생물의학적 통찰을 융합한 연구를 수행하고 있습니다. 특히 VR 환경에서의 신체 운동 인식과 뇌질환 관련 단백질의 기능적 역할 규명은 향후 재활공학 및 신경질환 치료 기술 개발에 기여할 잠재력을 지닙니다.
연구 현황
연구 성과 추이
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
주요 논문
15This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat)
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) sickness of users by conducting experiments. In this study, the walking interaction is composed of three steps using input devices with a simple structure that can be easily used by anyone. The first step consists of a gamepad control method, which is the most popular but has low presence. The second step consists of a hand-based walking control interface, which is mainly used for interaction in VR
Parkinson's disease (PD) is a common chronic and progressive neurodegenerative disorder. Although the cause of PD is still poorly understood, mutations in many genes including SNCA, parkin, PINK1, LRRK2, and DJ-1 have been identified in the familial forms of PD. It was recently proposed that alterations in lipid rafts may cause the neurodegeneration shown in PD. Here, we observe that DJ-1 deficiency decreased the expression of flotillin-1 (flot-1) and caveolin-1 (cav-1), the main protein compone
The immersive virtual reality (VR) to provide a realistic walking experience for the visually impaired is proposed in this study. To achieve this, a novel immersive interaction using a walking aid, i.e., a white cane, is designed. The key structure of the proposed interaction consists of a walking process that enables users with visual impairments to process the ground recognition and inference processes realistically by connecting the white cane to the VR controller. Additionally, a decision-ma
이 연구는 농촌지도리더를 대상으로 한 교육프로그램의 학습전이 성과와 전이풍토 간의 관계를 구명하고, 훈련 유형에 따라 학습전이와 전이풍토 간의 관계가 어떻게 달라지는가를 확인하기 위한 목적으로 수행되었다. 종속변인으로서의 학습전이를 측정하기 위하여 총 39개의 전이행동 측정지표를 개발하였다. 독립변인인 전이풍토는 상사의 지원, 상사의 제재, 동료의 지원, 동료의 제재, 변화가능성, 전이기회, 조직보상 등 7개의 하위변인으로 구성하였으며, 이를 측정하기 위하여 43개의 문항을 개발하였다. 자료의 수집은 프로그램 종료 3개월 후 55명의 프로그램 참여자들을 대상으로 이루어졌다. 이 연구의 주요결과는 다음과 같다. 첫째, 조직보상을 제외한 7개의 전이풍토 하위변인들과 학습전이 간에 유의미한 상관관계가 있었다. 이것은 농촌지도리더들이 그들이 학습한 것을 현업에 적용하는데 있어서 상사의 지원과 제재, 동료의 지원과 제재와 같은 사회적 지원 요소들을 더 중요한 변인으로 고려하고 있음을 의미한다
A chemical derivatization technique in time-of-flight secondary ion mass spectrometry (TOF-SIMS) has been developed to quantify the surface density of amine groups of plasma-polymerized ethylenediamine thin film deposited on a glass surface by inductively coupled plasma chemical vapor deposition. Chemical tags of 4-nitrobenzaldehyde or pentafluorobenzaldehyde were hybridized with the surface amine groups and were detected in TOF-SIMS spectra as characteristic molecular secondary ions. The surfac
Dye‐sensitized solar cell (DSSC) is a candidate to substitute conventional photovoltaic devices due to efficiency, cost in comparison with silicon devices. In this report, graphene quantum dots have attracted considerable potential merit for the development of photo‐electrodes of dye‐sensitized photovoltaic cells. The incorporation of graphene quantum dots into DSSCs photo‐electrodes induced lower recombination, enhanced electron transport, increased light scattering. The conventional semiconduc
This study proposes gaze-based hand interaction, which is helpful for improving the user’s immersion in the production process of virtual reality content for the mobile platform, and analyzes efficiency through an experiment using a questionnaire. First, three-dimensional interactive content is produced for use in the proposed interaction experiment while presenting an experiential environment that gives users a high sense of immersion in the mobile virtual reality environment. This is designed
This research proposes a gaze pointer-based user interface to provide user-oriented interaction suitable for the virtual reality environment on mobile platforms. For this purpose, a mobile platform-based three-dimensional interactive content is produced to test whether the proposed gaze pointer-based interface increases user satisfaction through the interactions in a virtual reality environment based on mobile platforms. The gaze pointer-based interface—the most common input method for mobile vi
Electrophysiological biomarkers reflecting the pathological activities in the basal ganglia are essential to gain an etiological understanding of Parkinson's disease (PD) and develop a method of diagnosing and treating the disease. Previous studies that explored electrophysiological biomarkers in PD have focused mainly on oscillatory or periodic activities such as beta and gamma oscillations. Emerging evidence has suggested that the nonoscillatory, aperiodic component reflects the firing rate an
This paper proposes a hand interface through a novel deep learning that provides easy and realistic interactions with hands in immersive virtual reality. The proposed interface is designed to provide a real-to-virtual direct hand interface using a controller to map a real hand gesture to a virtual hand in an easy and simple structure. In addition, a gesture-to-action interface that expresses the process of gesture to action in real-time without the necessity of a graphical user interface (GUI) u
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