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Imagination
is the beginning of creation

The Imagine X Lab is an interdisciplinary team based at the Graduate School of Technology and Innovation Management, Hanyang University, Seoul.

Our activities and project videos available on;

  • Imagine X Lab
  • Imagine X Lab

Special Interest Groups

 

Legal Design

Medical HCI

Patent Analytics

Human-Centered AI

Multisensory Guideline

Digital Fairness

Recent Projects

 
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Learning analytics for Open College

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CHEM VR Library

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IoT Parking Sensors and Sharing Parking Lot Project - Social Innovation

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VR can predict dementia prognosis?

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How Interior Lights Trigger Affect?

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Visualization of Worker-centric Job Scheduling

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Workout programmes for stroke outpatients at the public gym

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VR Dental Practices

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Gamification Toolkit for Creative Ideation Process

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Scientific Sensorium: A Multisensory Device with Sound-induced Vibration

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Intelligent Block and Interactive Smart Toy System

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Multi-sensory Perception of Acceleration

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New Factory for New People at New Purpose

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Rainbow Writing

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See More

Videos

 
CHEM VR PLAY VIDEO
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A serious game, “Don Quixote”
13:39

A serious game, “Don Quixote”

Can Serious Games Assess Decision-Making Biases? Comparing Gaming Performance, Questionnaires, and Interviews Kyoungwon Seo, Hokyoung Ryu , Jieun Kim Abstract : The limitations of self-report questionnaires and interview methods for assessing individual differences in human cognitive biases have become increasingly apparent. These limitations have led to a renewed interest in alternative modes of assessment, including for implicit and explicit aspects of human behavior (i.e., dual-process theory). Acknowledging this, the present study was conducted to develop and validate a serious game, “Don Quixote,” for measuring specific cognitive biases: the bandwagon effect and optimism bias. We hypothesized that the implicit and explicit game data would mirror the results from an interview and questionnaire, respectively. To examine this hypothesis, participants (n = 135) played the serious game and completed a questionnaire and interview in a random order for cross-validation. The results demonstrated that the implicit game data (e.g., response time) were highly correlated with the interview data. On the contrary, the explicit game data (e.g., game score) were comparable to the results from the questionnaire. These findings suggest that the serious game and the underlying intrinsic nature of its game mechanics (i.e., evoking instant responses under time pressure) are of importance for the further development of cognitive bias measures in both academia and practice. European Journal of Psychological Assessment. https://doi.org/10.1027/1015-5759/a000485. © 2018 Hogrefe Publishing.

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