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Jen Jiun Choi

Jen Jiun Choi

· Associate Professor of the Practice, Department of Mass Communication, Advertising and Public Relations

Boston University · Emerging Media

Active 1985–2024

h-index33
Citations3.9k
Papers18944 last 5y
Funding
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About

Jen Jiun Choi is an Associate Professor of the Practice of Design Strategy at Boston University’s College of Communication. She has over 15 years of industry experience leading cross-functional collaborations at the intersection of design, technology, and business. Her professional background includes being a founding designer at Waymo, where she pioneered the world’s first self-driving public service experiences, shaping autonomous mobility through a human-centered lens. She has also worked at Google within the social and enterprise divisions, applying Lean UX principles to transform 0–1 product team dynamics, and at Local Projects, creating award-winning digital exhibitions for museums and cultural institutions such as the September 11 Memorial Museum and the Cooper Hewitt Design Museum. Recognized by prestigious organizations including Cannes Lions, IXDA, D&AD, AIGA, MUSE, and NDA, she has established a notable presence in the design and innovation community.

Research topics

  • Physical therapy
  • Physical medicine and rehabilitation
  • Medicine
  • Surgery
  • Computer Science
  • Psychology

Selected publications

  • The Effect of Robot-Assisted Gait Training on Locomotor Function and Functional Capability for Daily Activities in Children with Cerebral Palsy: A Single-Blinded, Randomized Cross-Over Trial

    Brain Sciences · 2020 · 42 citations

    • Medicine
    • Physical therapy
    • Physical medicine and rehabilitation

    PURPOSE: The effectiveness of robot-assisted gait training (RAGT) in children with cerebral palsy (CP), especially in terms of improving the performance of daily activities, remains unclear. Therefore, we aimed to investigate the effectiveness of RAGT in children with CP. METHODS: = 10). Using a Walkbot-K system, the RAGT program comprised 3 × 30-min sessions/week for 6 weeks with a continued SC program. The SC program comprised 2-4 conventional physiotherapy sessions/week for 6 weeks. The Gross Motor Function Measure-88 (GMFM-88), the pediatric functional independence measure (WeeFIM), and the Canadian occupational performance measure (COPM) scores were assessed pre- and post-RAGT or SC periods and treatment, period, follow-up, and carry-over effects were analyzed. Energy expenditure and body composition were measured pre- and post-RAGT. RESULTS: = 0.038). CONCLUSION: RAGT had training benefits for children with CP. Specifically, it improved locomotor function and functional capability for daily activities. These effects were better in ambulatory children with CP. However, as SC interventions continued during the RAGT period, these improvements may be also related to multiple treatment effects.

  • Virtual reality rehabilitation in children with brain injury: a randomized controlled trial

    Developmental Medicine & Child Neurology · 2020 · 88 citations

    1st authorCorresponding
    • Computer Science
    • Physical medicine and rehabilitation
    • Physical therapy

    AIM: To investigate the efficacy of a virtual reality rehabilitation system of wearable multi-inertial sensors to improve upper-limb function in children with brain injury. METHOD: Eighty children (39 males, 41 females) with brain injury including cerebral palsy aged 3 to 16 years (mean age 5y 8mo, SD 2y 10mo) were assessed as part of a multicentre, single-blind, randomized controlled trial. The intervention group received a 30-minute virtual reality intervention and a 30-minute session of conventional occupational therapy while the control group received 60 minutes of conventional occupational therapy per session, with 20 sessions over 4 weeks. The virtual reality rehabilitation system consisted of games promoting wrist and forearm articular movements using wearable inertial sensors. The Melbourne Assessment of Unilateral Upper Limb Function-2 (MA-2), Upper Limb Physician's Rating Scale, Pediatric Evaluation of Disability Inventory Computer Adaptive Test, and computerized three-dimensional motion analysis were performed. RESULTS: Both groups (virtual reality, n=40; control, n=38) significantly improved after treatment compared to baseline; however, the virtual reality group showed more significant improvements in upper-limb dexterity functions (MA-2, virtual reality group: Δ=10.09±10.50; control: Δ=3.65±6.92), performance of activities of daily living, and forearm supination by kinematic analysis (p<0.05). In the virtual reality group, children with more severe motor impairment showed significant improvements compared to those with less severe impairment. INTERPRETATION: The virtual reality rehabilitation system used in this study, which consists of wearable inertial sensors and offers intensive, interactive, and repetitive motor training, is effective in children with brain injury. WHAT THIS PAPER ADDS: Both virtual reality rehabilitation and conventional occupational therapy were effective for upper-limb training. Virtual reality training was superior in improving dexterity, performance of activities of daily living, and active forearm supination motion. The effect of virtual reality training was significant in children with more severe motor impairments.

Frequent coauthors

  • Sung Hwan Hong

    Seoul National University Hospital

    93 shared
  • Eun Sook Park

    Yonsei University

    58 shared
  • Hye Jin Yoo

    Seoul National University Hospital

    48 shared
  • Heung Sik Kang

    Zhengzhou University

    41 shared
  • Dong‐wook Rha

    41 shared
  • Hee‐Dong Chae

    Seoul National University Hospital

    27 shared
  • Shin‐seung Yang

    Chungnam National University Hospital

    24 shared
  • Jin S. Yeom

    Seoul National University Bundang Hospital

    19 shared

Awards & honors

  • Recognized by Cannes Lions
  • Recognized by IXDA
  • Recognized by D&AD
  • Recognized by AIGA
  • Recognized by MUSE

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