이정미 교수
Jung-Mi Lee
KAIST 문화기술대학원 · 컴퓨터과학
연구실 소개
이정미 교수의 연구실은 인지신경과학과 가상현실 기술을 융합한 연구를 주도하고 있습니다. 특히 노인의 식품 부족 문제와 신체 기능 장애 간의 연관성, 주의 집중과 보상 시스템의 뇌 기반 메커니즘을 밝혀내는 데 초점을 맞추고 있으며, 보다 현실적인 몰입형 경험을 구현하기 위한 퍼스널 하이퍼틱 피드백 및 AR/VR 간 공간 동기화 기술 개발도 진행 중입니다. 이는 신체적 제약이 있는 고령자나 임상적 환자 대상의 치료 및 보조 기술 개발에도 응용 가능합니다.
연구 현황
연구 성과 추이
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
주요 논문
15OBJECTIVES: The authors examined factors associated with the food insecurity of elderly persons in the United States and particularly how functional impairments were associated with food insecurity. METHODS: Data were from the Third National Health and Nutrition Examination Survey (1988-94) and the Nutrition Survey of the Elderly in New York State (1994). The authors used multiple logistic regression and a hierarchical logistic regression analyses to examine how functional impairments as well as
Recent evidence has suggested that reward modulates bottom-up and top-down attentional selection and that this effect persists within the same task even when reward is no longer offered. It remains unclear whether reward effects transfer across tasks, especially those engaging different modes of attention. We directly investigated whether reward-based contingency learned in a bottom-up search task was transferred to a subsequent top-down search task, and probed the nature of the transfer mechani
Estimating reward contingencies and allocating attentional resources to a subset of relevant information are the most important contributors to increasing adaptability of an organism. Although recent evidence suggests that reward- and attention-based guidance recruits overlapping cortical regions and has similar effects on sensory responses, the exact nature of the relationship between the two remains elusive. Here, using event-related fMRI on human participants, we contrasted the effects of rew
We propose the concept of relative translation gains, a novel Redirected Walking (RDW) method to create a mutual movable space between the Augmented Reality (AR) host's reference space and the Virtual Reality (VR) client's space. Previous RDW methods have focused on maximizing the movable space at the expense of aligning the coordinates between the AR and VR side, and could only be applied to collaborative scenarios involving sequential tasks. Our method solves these problems by adjusting the re
Providing realistic haptic feedback of virtual objects is critical for immersive VR experience, and there have been many approaches to simulate haptic properties. Most of them, however, are limited to a narrow modulation range of simulated perception. To overcome this limitation, the current paper examines the effect of multisensory pseudo-haptic feedback that combines control-to-display (C/D) ratio manipulation and electrical muscle stimulation (EMS) on simulated weight perception. In two exper
The efficiency of finding an object in a crowded environment depends largely on the similarity of nontargets to the search target. Models of attention theorize that the similarity is determined by representations stored within an "attentional template" held in working memory. However, the degree to which the contents of the attentional template are individually unique and where those idiosyncratic representations are encoded in the brain are unknown. We investigated this problem using representa
Feature-based attentional selection is accomplished by increasing the gain of sensory neurons encoding target-relevant features while decreasing that of other features. But how do these mechanisms work when targets and distractors share features? We investigated this in a simplified color–shape conjunction search task using ERP components (N2pc, P D , and SPCN) that index lateralized attentional processing. In Experiment 1, we manipulated the presence and frequency of color distractors while hol
Although recent developments in VR tracking technology have enabled VR to become more portable and convenient, VR must overcome limited traversable space to be used for more general purposes. Since future VR HMDs aim to embed bio-sensors, such as eye-tracking and electroencephalography (EEG), the present study investigates how bio-sensors could be integrated into VR locomotion and how usability could be improved. In this paper, teleportation methods were developed by combining eye-tracking, EEG,
Models of attention demonstrated the existence of top-down, bottom-up, and history-driven attentional mechanisms, controlled by partially segregated networks of brain areas. However, few studies have examined the specific deficits in those attentional mechanisms in intellectual disability within the same experimental setting. The aim of the current study was to specify the attentional deficits in intellectual disability in top-down, bottom-up, and history-driven processing of multisensory stimul
Most of the recent evidence suggests that stimuli that are rewarded strongly attract visual attention and consequently modulate neural activity in the visual cortex. This raises a possibility that reward and attentional systems in the brain are greatly interconnected. However, to date, control mechanisms of attentional and reward systems have been investigated independently, and the nature of this relationship remains poorly understood. To investigate the neural mechanisms of reward and attentio
ObjectivesZZThe purpose of this study was to correct the statistical errors in the previous article on “The Development of the ‘Mental Fitness’ Scale” (MFS) and to confirm the validity of factor structure via confirmatory factor analysis. MethodsZZBased on re-analysis of the factor structure of 25 preliminary items using the original dataset, we identified 22 items of the MFS and assessed test-retest reliability. Concurrent validity was assessed by correlating the new set of MFS with total score
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