The NOVEL occupies a unique position in
the virtual reality psycho-therapy. It was founded Professor
Sun I.Kim and the late In Young Kim, Jeonghun Ku in Hanyang
university who first applied virtual reality technology into
Since opening its doors in the spring of 1999, the NOVEL has
pursued an educational and research mission that has helped
to treat psycho-patients having acrophobia, agoraphobia, claustrophobia,
and fear of public speaking using virtual reality technology.
True of the vision of its founders, today's Laboratory continues
to focus on the VR psycho-therapy, and is now exploring new
frontiers, such as intelligent virtual reality, autonomous avatar.
These themes outline a future where patients interact with virtual
avatar with the atoms of our virtual world, and where creative
virtual avatar not only respond to patient's reaction, but also
understand patient's emotions and thinking. The Laboratory is
beginning the 21st century with plans to stand up as one of
the best world VR therapy Laboratories.
Research trends in Lab.
1. Development of interaction technologies
between Virtual Environment and User Interaction technology
is users feel that they are truly present in the simulated world
and that their experience in the virtual world matches what
they would experience in the environment being simulated.
We had various interaction technologies
such as joystick, tracker, electric grove, etc. At recently,
we developed MR-Compatible Virtual Reality system using marker
based tracking system.
2. Analyzing brain mechanism on Virtual
Virtual Reality has been used to study a variety of basic research
questions involving perception, attention, memory, spatial navigation,
and memory deficits in neurosurgical patients. Functional MRI
(fMRI) has become the primary neuroimaging tool for neurobehavioral
research, yet experiments designed for use in fMRI studies are
often abstract, contrived and devoid of real-life context. Combining
Virtual Reality and fMRI could potentially lead to a better
understanding of the relation between what people are thinking
and experiencing, and their associated patterns of brain activity.
3. Virtual Reality applications in medicine
Virtual Reality has been used in medicine. We developed 'Driving
simulation' for PTSD patients, 'Virtual Supermarket' for improving
ADL and 'Cue Exposure Treatment'.
At recently, we developed Virtual Reality system for cognitive
and behavioral therapy. We are developing 'Virtual Reality navigation
system' for dementia, 'Virtual Reality social speaking' for
social phobia, and 'Virtual Reality alcohol craving system'
for a heavy drinker.