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Meet The Team

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Lab Director

Youjeong Kim, Ph.D.
 

Associate Professor of Journalism

School of Communication and Information

University of Hawaii at Manoa

ykim77@hawaii.edu 

https://sci.manoa.hawaii.edu/youjeong-kim/

Dr. Youjeong Kim’s primary focus is on the effects of immersive new media, such as virtual environments and video games. These technologies have significantly impacted communication dynamics and lifestyles. Dr. Kim’s research aims to provide theoretical insights into new media technologies, including interactivity and presence, to understand user behavior and enhance quality of life in health, education, and marketing. She also develops new media intervention programs for groups in need, such as older adults, obese children, and autistic children, to improve their well-being through innovative applications of interactive technologies.

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VR Tech Lead

Silvia De Benedicts
 

MS Student in Computer Science

University of Hawaii at Manoa

silviadb@hawaii.edu

https://www.silvia-debenedictis.com/

Silvia is a Computer Science graduate student focused on building immersive digital experiences across web, mobile, and virtual reality. Blending creativity with technology, she designs interactive apps, games, and tools that transform learning, storytelling, and data exploration into engaging, hands-on experiences. Her work aims to help people explore, understand, and connect with the world in new and meaningful ways.

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Lab Member

Suah Cho
 

PhD Student in Communication & Information Sciences

University of Hawaiʻi at Mānoa​

Dr. Youjeong Kim’s primary focus is on the effects of immersive new media, such as virtual environments and video games. These technologies have significantly impacted communication dynamics and lifestyles. Dr. Kim’s research aims to provide theoretical insights into new media technologies, including interactivity and presence, to understand user behavior and enhance quality of life in health, education, and marketing. She also develops new media intervention programs for groups in need, such as older adults, obese children, and autistic children, to improve their well-being through innovative applications of interactive technologies.

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