Human-AI Interaction • Play Experience • Inclusive AI

Exploring what play becomes when AI enters our ludic space.

I research what it means to play with and against AI across games and leisure.

Currently a PhD student at KAIST GSCT, my research sits at the intersection of Human-AI Interaction and play experience. I am driven by the question: What changes when intelligent autonomous agents enter our ludic space? My expertise lies in designing and developing Inclusive AI agents that support a diverse range of players, including those with disabilities.

Let’s connect to discuss AI, HCI, and what the future of play will look like when autonomous agents evolve alongside us, and for those who come after.

Education

Korea Advanced Institute of Science and Technology (KAIST)
| Ph.D. Student, Graduate School of Culture Technology
Korea Advanced Institute of Science and Technology (KAIST)
| M.S., Graduate School of Culture Technology
Handong Global University
| B.A. in ICT Convergence & Product Design
Ateneo de Manila University
| Management of Applied Chemistry

Research Projects

Development and Evaluation of the Inclusive Conversational AI Service for Game Accessibility Enhancement
2024.05 – 2027.04 | KAIST | National Research Foundation of Korea (NRF) | Student Researcher Lead
  • Led user research and prototype development for an inclusive conversational AI assistant designed to support gamers with disabilities across diverse play contexts.
  • Conducted interviews, participatory design workshops, and iterative concept development to identify accessibility needs and translate them into AI-supported interaction scenarios.
  • Contributed to the design of a research and collaboration framework connecting academia, industry, and rehabilitation stakeholders to inform future accessibility guidelines and real-world deployment.
  • Collaborators: Samsung Electronics (Corporate Design Center), Nexon Intelligence Labs, Smilegate D&I, Korea National Rehabilitation Center, and SpecialEffect (UK).
Preserving the Haenyeo Legacy: Serious Games for Social Impact
2025.06 – 2025.09 | KAIST | Leverhulme Trust International Fellow | Student Researcher
  • Contributed to the design of a serious game project aimed at preserving and communicating the cultural heritage of the Jeju Haenyeo, with a focus on intergenerational knowledge transmission.
  • Helped develop game concepts and narrative structures that connect Haenyeo practices, environmental change, and women’s community knowledge in an accessible interactive format.
  • Supported international research collaboration and field-based design discussions examining how serious games can contribute to cultural sustainability and community resilience.
  • Partners: Brunel University London (Games Research Lab), Jeju Haenyeo Museum, and the Haenyeo communities of Sinrye-ri, Daepyeong-ri, and Yeongnak-ri.
Real-Time XR Interface Technology for Environmental Adaptation
2024.04 – 2025.06 | KAIST | Institute for Information & Communication Technology Planning & Evaluation (IITP) | Student Researcher
  • Participated in the development of an XR interface system for dynamically adapting virtual content to real-world environmental and spatial conditions.
  • Contributed to the design and implementation of interaction concepts involving adaptive virtual objects and multimodal interface behavior in mixed-reality settings.
  • Supported research on immersive visual-haptic feedback to improve presence and environmental responsiveness in XR experiences.
  • Partners: Fraunhofer Institute (Germany), NYU, UniSA, Anipen, and bHaptics.
Defense Technology Research: Camouflage Effectiveness
2023.04 – 2024.02 | Handong Global University | Korea Aerospace Industries (KAI) | Student Researcher
  • Performed computational and visual evaluation of KF-21 Boramae camouflage effectiveness across altitude, terrain, and meteorological conditions to assess detectability under varied operational environments.
  • Processed environmental imagery and simulation-based datasets to analyze the interaction between aircraft surface patterns, background context, and visibility performance.
  • Developed camouflage colorways and pattern configurations for applied defense design, with selected proposals incorporated into real project outputs.
Smart City Infrastructure & AI Object Tracking
2023.01 – 2024.02 | Handong Global University | Student Researcher
  • Engineered IoT-based roadside sensing hardware for urban data acquisition, including enclosure design and rapid prototyping through 3D-printed sensor housings.
  • Supported AI-driven traffic object tracking pipelines by contributing to data preprocessing, detection workflow refinement, and model-level optimization for real-world road scenes.
  • Improved detection robustness in dense urban environments through anchor-box optimization and applied computer vision experimentation for high-traffic conditions.

Honors & Awards

Grand Prize (최우수상) – Edu4.0 Q TA Activities
2026.02 | KAIST

Recognized for outstanding teaching support and excellence in presenting TA activity cases for the Edu4.0 Q model.

Selected Entrepreneurial Team (Climate Tech)
2024.03 | Asan Nanum Foundation

Selected through Chung Ju-yung Startup Competition & Asan UniverCT as a representative startup team in the climate-tech track. Secured early-stage funding and mentorship through the KAIST and Asan Nanum Foundation ecosystem.

Grand Prize (최우수상, 한동대학교 총장상) (HGU President’s Award)
2024.01 | Pohang Culture & Arts Factory Hackathon

Led the technical implementation of a large-scale Unreal Engine media facade prototype demonstrating a smart-city experience concept. Co-hosted by Pohang City, Pohang Cultural Foundation, KT, and Handong Global University.

Excellence Award (우수상)
2023.06 | National Metaverse Developer Contest (MSIT)

Engineered a gamified digital therapeutic for eye muscle rehabilitation utilizing Meta Quest Pro’s advanced eye-tracking capabilities. Recognized for innovation by the Korea Metaverse Industry Association and Skonec Entertainment, and awarded by the CEO of Skonec Entertainment.

Outstanding Student Research Award (우수상)
2023.11 | Korea Multimedia Society (KMMS)

Authored and presented research on eye-tracking-based VR interactive games, analyzing oculomotor responses to enhance immersion and accessibility in virtual environments.

Handong Global University President’s Award (한동대학교 총장상)
2022.11 | Handong Global University

Startup Idea Competition. Conceptualized a high-impact startup business model integrating ESG principles with augmented reality technology, and the proposal was evaluated as the top entry for technical feasibility and social impact potential.

Outstanding Student Research Award (우수상)
2022.05 | Korea Multimedia Society (KMMS)

Conducted experimental research on VR exposure therapy for cynophobia, proposing novel spatiotemporal design factors to increase treatment efficacy.

Top 14 Finalist
2021.05 | Seoul National University (SNU) Business School

DB-SNUbiz Global Startup Challenge. Distinguished as a Top 14 finalist in a competitive global startup challenge with a prize pool of $91,000, pitching a blockchain-based solution to a panel of venture capitalists and industry experts.

Publications

Chae, J., Seo, G., Jeong, S., & Doh, Y. Y. (2026). Design principles of Game AI Assistant (GAIA) for players with disabilities: Accessibility needs and ethical concerns. Proceedings of the 31st International Conference on Intelligent User Interfaces (IUI ’26). ACM.

Park, E., Chae, J., Eum, K., Choi, E., Oh, H., & Doh, Y. Y. (2025). Press start to continue: A thematic analysis of the iterative process of hardcore players with disabilities adapting to gameplay difficulties. Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’25). ACM. Co-first Author.

Chae, J., & Doh, Y. Y. (2025). The identity and role of game NPCs: Past, present, and future. Proceedings of the 1st DiGRA Korea Conference 2025.

Oh, H., Eum, K., Park, E., Chae, J., Seo, J., Choi, E., & Doh, Y. Y. (2025). RAG-Enhanced LLM Chatbot for Game Accessibility: Development and Evaluation of GAIA. Korea HCI Conference 2025. Co-second Author.

Choi, E., Chae, J., & Doh, Y. Y. (2024). Prompting-Based LLM Framework for Ethical Decision-Making in the Trolley Dilemma: Embedding Hofstede's Cultural Dimensions Theory (PLETH). Korean Artificial Intelligence Association Conference 2024. Co-first Author.

Eum, K., Park, E., Chae, J., & Doh, Y. Y. (2024). GAIA: A game AI assistant service framework integrating problem-solving and emotion regulation strategies. Korea Computer Graphics Society Conference 2024. Co-first Author.

Park, E., Chae, J., Kim, K., Yi, H. W., Lootah, M. K., & Doh, Y. Y. (2024). Challenges and opportunities of game NPC research using LLM: A scoping review. Korean Game Society Conference 2024. Co-first Author.

Kim, Y. B., & Chae, J. (2024). A technical literature review of distributed management structure: Focusing on the multi-label system of HYBE Co., Ltd. Korea Technology Innovation Society Conference 2024.

Kim, Y. B., & Chae, J. (2024). From BigHit to HYBE: Sentiment analysis and strategic transition through news data. Korea Society for Innovation Management & Economics Conference 2024.

Chae, J., Yoo, S., Lee, Y., Kim, Y., Kim, H., & Han, D. (2023). Analysis of the effects of positive and negative VR game contents on enhancing environmental awareness based on self-reliant and team-based play styles. Journal of the Korea Computer Graphics Society, 29(3), 137–147.

Chae, J., Kim, H., Kim, Y., Kim, M., Kim, S., & Han, D. (2023). A study on the effect of group commitment on improving awareness of recycling through gamification. Korea HCI Conference 2023.

Kim, Y., Chae, J., Lee, Y., Kim, H., Lee, Y., & Han, D. (2023). Enhancing participation in rehabilitation for diplopia through gamification. Korea Computer Graphics Society Conference 2023.

Lee, Y. S., Kim, Y., Kim, H., Chae, J., Lee, Y., & Han, D. (2023). Eye-tracking-based VR interactive games for eye movements. Korea Multimedia Society Conference 2023.

Yoon, D., Park, S., Song, Y., Chae, J., & Chung, D. (2023). Methodology for improving the performance of demand forecasting through machine learning. Preprint available at Research Square.

Yoo, S., Chae, J., Kim, H., Lee, Y., Kim, S., Kim, Y., & Han, S. (2022). Explored systematic exposure methods influenced by spatiotemporal factors in VR treatment for cynophobia. Korea Multimedia Society Conference 2022.

Park, S., Yoon, D., Chae, J., Song, Y., & Chung, D. (2022). Enhanced predictive model performance through clustering. Korea Society of Management Information Systems Conference 2022.

Park, S., Yoon, D., Song, Y., Chae, J., & Chung, D. (2022). Combined regression coefficient reduction method with clustering for performance enhancement. Korea Intelligent Information Systems Society Conference 2022.

Patents & Certifications

Artificial Intelligence-Based Technology Acceptance Prediction Method, Program, and Device
2022.12 | Korean Intellectual Property Office | Patent Application Publication No. 40-2022-0179493

Co-Patentor: Impactive AI Corp. Publication Date: December 23, 2022.

AI-900: Microsoft Azure, Machine Learning, and AI
Certification | Microsoft