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Dooyoung Jung

dblp:179/4184 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0002-5381-4847ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Databases, data management, data science and information retrieval · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 87% Usability and user experience research · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › behavior change
behavior change intervention
0.512021
Wait, Let's Think about Your Purchase Again: A Study on Interventions for Supporting Self-Controlled Online Purchases · WWW 2021
Health and well-being technologies
digital well-being
0.512021
Wait, Let's Think about Your Purchase Again: A Study on Interventions for Supporting Self-Controlled Online Purchases · WWW 2021
Usability and user experience research
user study
0.112021
Wait, Let's Think about Your Purchase Again: A Study on Interventions for Supporting Self-Controlled Online Purchases · WWW 2021

Methods — techniques the papers use, named apart from their topics

user study · 0.5online survey · 0.5
YearPublicationVenuePosition
2021 Wait, Let's Think about Your Purchase Again: A Study on Interventions for Supporting Self-Controlled Online Purchases
abstract
As online marketplaces adopt new technologies to encourage consumers’ purchases (e.g., one-click purchases), the number of consumers who impulsively buy products also increases. Although some interventions have been introduced for consumers’ self-controlled purchases, there have been few studies that evaluate the effectiveness of the techniques in the real environment. In this paper, we conducted an online survey with 118 consumers in their 20s to investigate their impulse buying behaviors and self-control strategies. Based on the survey results and literature surveys, we developed interventions that can assist consumers in controlling their online purchase habits, including Reflection, Distraction, Desire Reduction, and Salient Cost. For evaluation, we enrolled 107 participants in a user study on a real-world e-commerce site. The results indicate that all interventions were effective in reducing impulse buying urges, with variations in user experiences. Our findings and design implications are discussed.
Yunha Han, Hwiyeon Kim, Hyeshin Chu, Joohee Kim, Hyunwook Lee, Seunghyeong Choe, Dooyoung Jung, Dongil Chung, Bum Chul Kwon, Sungahn Ko
WWW7
2017 "Drop the beat": virtual reality based mindfulness and cognitive behavioral therapy for panic disorder - a pilot study
abstract
In this paper, we present a virtual reality based content/system called the "Drop the beat" designed to help the mindfulness and train one to overcome panic disorder. The two main elements of the proposed system are the (1) use of 360-degree video for presenting the panic inducing situation and, (2) facilitation of the mindfulness through a compelling scenario and immersive experience with multimodal feedback. In particular, we hypothesized that the direct observance and tangibly feeling for the beating heart in one's hand would help the user train to rationalize and overcome the situation (and e.g. effectively bring down one's heart rate back to a normal level). We conducted a small pilot study, administering the proposed VR content to five panic disorder patients and report the interim results.
Eunbi Seol, Seulki Min, Sungho Seo, Seoyeon Jung, Youngil Lee, Jaedong Lee, Gerard Jounghyun Kim, Chungyean Cho, Seungmoo Lee, Chul-Hyun Cho, Seungmoon Choi, Dooyoung Jung
VRST12