KWAN MIN LEE

Associate Professor

Annenberg School for Communication

University of Southern California

3502 Watt Way, Suite 326A

Los Angeles, CA 90089-0281, USA

Tel: 1-213-740-3935

E-mail: kwanmin.lee@usc.edu

 

 

Academic appointments

 
University of Southern California
·       Associate Professor (Tenured), Annenberg School for Communication (2008 – Present)
·       Assistant Professor, Annenberg School for Communication (2002 - 2008)
·       Affiliated Faculty, Center for Robotics and Embedded Systems (2003 - Present)
·       Research Affiliate, Center for Telecommunication Management (2004 - Present)
·       Faculty Associate, Korean Studies Institute (2005 – Present)
·       Faculty Supervisor, Annenberg London Program, London, UK. (2007-2008)
 
University of California, Los Angeles
·       Visiting Professor, Department of Communication Studies (June, 2005 – Dec., 2005)

 

education

 

Publications

 

Referred Journal Articles

 

·       Lee, K. M., Yate, D., Clark, J., & El Sawy, O. (in press). Value Creation of Mobile Services through Presence: Designing Mobile Information and Entertainment Applications with Presence in Mind. Presence: Teleoperators and Virtual Environments.

 

·       Song, H., Peng, W., & Lee, K. M. (in press). Promoting exercise self-efficacy with an exergame. Journal of Health Communication.

 

·       Lee, K. M., Jung, Y., & Nass, C. (in press). Can user choice alter experimental findings in human computer interaction?: Similarity attraction vs. cognitive dissonance in social responses to synthetic speech. International Journal of Human Computer Interaction.

 

·       Lee, K. M., Peng, W., & Klein, J. (in press). Will the Experience of Playing a Violent Role in a Video Game Influence People's Judgments of Violent Crimes? Computers in Human Behavior.

 

·       Jin, S. & Lee, K. M. (in press).  The Influence of Regulatory Fit and Interactivity on Brand Satisfaction and Trust in E-Health Marketing inside 3D Virtual Worlds (Second Life). Cyberpsychology & Behavior

 

·       Park, N., & Lee, K. M. (in press). Wireless cities: Local governments’ involvement in the shaping of Wi-Fi networks. Journal of Broadcasting & Electronic Media.

 

·       Park, N., & Lee, K. M. (2007). Effects of online news forum on corporate reputation. Public Relation Review, 33, 346-348.

 

·       Park, N., Lee, K. M., & Cheong, P. H. (2007). User acceptance of e-learning in higher education: An application of the technology acceptance model. Journal of Computer-Mediated Communication, 13 (1), article 9. http://jcmc.indiana.edu/vol13/issue1/park.html

 

·       Lee, K. M., Liao, K., & Ryu, S. (2007). Children’s learning through computer-synthesized speech: Gender-consistency and gender-similarity effects. Human Communication Research, 22, 310-329.

 

·       Lee, K. M., Peng, W., Yan, C., & Jin, S. (2006). Can Robots Manifest Personality?: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human-Robot Interaction. Journal of Communication, 56, 754-772.

 

·        Lee, K. M., Jung, Y., Kim, J., & Kim, S. (2006). Are Physically Embodied Social Agents Better Than Disembodied Social Agents?: The Effects of Physical Embodiment, Tactile Interaction, and People's Loneliness in Human-Robot Interaction. International Journal of Human-Computer Studies, 64, 962-973.

 

·       Lee, K. M. (2006). Effects of Internet use on college students’ political efficacy. Cyberpsychology & Behavior, 9, 415-422.

 

·       Lee, K. M., & Lai, J. (2005). Speech vs. touch: A comparative study of the use of speech and DTMF keypad for navigation. International Journal of Human Computer Interaction, 19, 343-360.

 

·       Lee, K. M., Park, N., & Song, H. (2005). Can a robot be perceived as a developing creature?: Effects of a robot’s long-term cognitive developments on its social presence and people’s social responses toward it. Human Communication Research, 31, 538-563.

 

·       Lee, K. M., & Jung, Y. (2005). Evolutionary nature of virtual experience. Journal of Cultural and Evolutionary Psychology, 3, 159-178.

 

·       Lee, K. M. & Nass, C. (2005). Social-psychological origins of feelings of presence: Creating social presence with machine-generated voices. Media Psychology, 7, 31-45.

 

·       Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13, 494-505.

 

·       Lee, K. M. (2004). Presence, explicated. Communication Theory, 14, 27-50.

 

·       Jonsson, I., Nass, C., & Lee, K. M. (2004). Mixing personal computer and handheld interfaces and devices: Effects on perceptions and attitudes. International Journal of Human Computer Studies, 61, 71-83.

 

·       Lee, K. M., & Nass, C. (2004). The multiple source effect and synthesized speech: Doubly disembodied language as a conceptual framework. Human Communication Research, 30, 182-207.

 

·       Lee, K. M., Park, N., & Jin, S. (2004). Computer gameesui narrativewa interactivity. Game Sanup Journal: Journal of Game Industry & Culture, 4, 105-127. (Note: Published in S. Korea).  Reprinted in Special Edition of Journal of Game Industry & Culture, 5, 51-74.

 

·       Lee, K. M., & Peng, W. (2004). Effects of playing computer/video games. Journal of Media Economics & Culture, 2 (3), 7-52.

 

·       Lee, K. M. (2002). Modeling the regional differences in 3G standardization: the Entrepreneur, the Committee, and the Gambler. Communications and Strategies, 47, 11-32.

 

·       Lai, J., Mitchell, S., Viveros, M., Wood, D., & Lee, K. M. (2002). Ubiquitous access to unified messaging: A Study of Usability and the Limits of Pervasive Computing. International Journal of Human Computer Interaction, 14 (3), 385-404.

 

·       Nass, C., & Lee, K. M. (2001). Does computer-generated speech manifest personality?: Experimental tests of recognition, similarity-attraction, and consistency-attraction. Journal of Experimental Psychology, Applied, 7(3), 171-181.

 

·       Lee, K. M. (2000). MUDs and self-efficacy. Educational Media International, 37(3), 177-183.

 

Chapters in Books and Articles in Referred Conference Proceedings

 

·       Lee, K. M. (2009). Presence theory. In S. Littlejohn & K. Foss (Eds.). Encyclopedia of Communication Theory (pp. 793-796). Thousand Oaks, CA: Sage.

 

·       Jung, Y., Koay, J., Ng., J., Wong, G., & Lee, K. M. (2009). Games for a better life: Effects of playing Wii games on the well-being of seniors in a long-term care facility. Proceedings of the 6th Australasian Conference on Interactive Entertainment 2009(IE 2009), Australia.

 

·       Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2009). The effects of competition on intrinsic motivation in exergames and the conditional indirect effects of presence. Proceedings of the 12th Annual International Workshop on Presence. Los Angles, CA.

 

·       Lee, K., Peng, W., & Park, N. (2009).  Effects of computer/video games, and beyond. In J. Bryant, & M. B. Oliver (Eds.), Media Effects: Advances in Theory and Research (pp. 551-566). New York: Routledge.

 

·       Lee, K. M. (2008). The media equation. In W. Donsbach (Ed.). The International Encyclopedia of Communication, Volume VII (pp. 2904-2907). Malden, MA: Blackwell Publishing.

 

·       Lee, K. M. (2008). Interactivity in reception. In W. Donsbach (Ed.). The International Encyclopedia of Communication, Volume V (pp. 2322-2326). Malden, MA: Blackwell Publishing.

 

·       Lee, K. M. (2006). Phenomenological understanding of social responses to synthesized speech. In P. Messaris, & L. Humphreys (Eds.). Digital Media: Transformations in Human Communication (pp. 127-138). New York, NY: Peter Lang.

 

·       Lee, K. M., Park, N., & Jin, S. (2006). Narrative and interactivity in computer games. In P. Vorderer, & J. Bryant (Eds.) Playing Video Games: Motives, Responses, and Consequence (pp. 259-274). Mahwah, NJ: Lawrence Erlbaum Associates.

 

·       Jung, Y., & Lee, K. M. (2004). Effects of physical embodiment on social presence of social robots. Proceedings of Presence 2004, 80-87.

 

·       Lee, K. M., & Nass, C. (2003). Designing social presence of social actors in human computer interaction. Proceedings of the CHI 2003 Conference on Human Factors in Computing Systems, 289-296.

 

·       Lee, K. M. & Peng, W. (2003). Effects of screen size on physical presence, self presence, mood, and attitude toward virtual characters in computer/video game playing. Programme Book of the 6th Annual International Workshop on Presence, Abstract only in p. 23.

 

·       Morishima, Y., Nass, C., Bennett, C., & Lee, K. M. (2001). Effects of "Gender" of Computer-Generated Speech on Credibility. Technical Report of IEICE, 101 (349), 7-12.

 

·       Nass, C. & Lee, K. M. (2000). Does computer-generated speech manifest personality?: An experimental test of similarity-attraction. Proceedings of the CHI 2000 Conference on Human Factors in Computing Systems, 329-336.

 

·       Lee, K.M. (1995). Research on the open market and structural changes in Korea television industries. Sogang Nonjip, 9th Annual Edition, 171-188.

 

 

Papers Under Review
 

·       Jin, S. & Lee, K. M. (revise-and-resubmit).  Cyberpsychology & Behavior

 

·       Jung, Y. & Lee, K. M. (under review). Media Psychology.

 

·       Jung, Y. & Lee, K. M. (under review). CyberPsychology & Behavior.

 

·       Jung, Y., Park, N., & Lee, K. M. (under review). Journal of Communication.

 

·       Park, N., Lee, K. M., Jin, S-A., & Kang, S. (under review). International Journal of Human-Computer Studies.

 

·       Lee, K. M., Jeong, E. J., Park, N., & Ryu, S. (under review). International Journal of Human-Computer Interaction.

                                                                                                                                 

·       Park, N., Jung, Y., Lee, K. M. (under review). Journal of Communication.

 

·       Lee, K. M., Jeong, E. J., & Ryu, S. (under review). Cyberpsyhology & Behavior.

 

 

Working Papers

·       Media use, explicated – with R. Ratan

·       Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. Intrinsic motivation in exergames: Competition, competitiveness, and the conditional indirect effects of presence.

·       Leadership and online game experience – with Y. Jang & S. Ryu

·       Roomba with N. Park.

·       Cultural Visual Perception – with Sha

·       Forced Learning – with Kwon

·       Screen size – with Jove and Yujung

·       Multiple public opinion

·       Lettering personality – with choo

·       Lettering expertise – with choo

 

Research Grants

 

Principal Investigator/Co-Principal Investigator/Collaborators/Sub-Contractors

 

·       Interaction Science (2009 - 2013). World Class University (WCU) Project, Ministry of Education, Science, and Engineering. Department of Interaction Science, Sungkyunkwan University, Approximately $10 Million.

 

·       Effects of New Interface Devices in Computer Games (2007). ASC Games Group, Annenberg School for Communication, $1,000.

 

·       Effects of New Interface Devices in Computer Games (2007). ASC Games Group, Annenberg School for Communication, $1,000.

 

·       Leveraging Social Presence in Mobile Commerce (2004-2005). Center for Telecommunication Management, University of Southern California, Internal CTM fund for a course buyout, $6,000.

 

·       Effects of Narratives in Game Experience (2003-2004). ASCGames Group, Annenberg School for Communication, $20,000

 

·       Information Technology impact on Society and Mind (2003-2004). Korea Information Strategy Development Institute (KISDI), S. Korea, $15,000

 

·       New Faculty Start-up Grant (2002-2004). Annenberg School for Communication, University of Southern California, $20,000

 

·       Robot Motivator: Towards Adaptive Health Games for Productive Long-Term Interaction, Robert Wood Johns Foundation, $100,000.

 

·       Robert Wood Johnson Foundation (Co-PI), Health Games Research, $298,527.71, not funded (April, 2009).

 

·       TRANSDUCER-CO (tCO): Connecting the digital and physical worlds through a network of seamless information exchange interfaces. National Research Foundation, Proposal Number (NRF2008IDM-IDM004-019), Singapore, Singapore $ 1,400,300–Submitted but not funded (2008 - 2013).

 

·       Annenberg Games Workshop (2007). The Annenberg Foundation, $50,000.

 

·       Interactive Biology Learning Modules for the 2020Classroom (2004). National Science Foundation, NSF Proposal Number (0437854), $1,846,393 – Submitted but Not Funded.

 

·       Annenberg Studies on Computer Games (2003-2004). The Annenberg Foundation, $250,000.

 

·       Acquisition of an Assistive Humanoid Robot Platform for a Human Centered Robotics Laboratory (2006–2009). National Science Foundation, NSF Award Number (0619937), $ 500,000.

 

·       Institute for Socially Optimized Learning in Virtual Environments (2005). National Science Foundation, NSF Proposal Number (0542012), $ 19,999,674 – Submitted but Not Funded.

 

EDITORIAL BOARDs

 

·       Human Communication Research

·       Journal of Communication

·       Media Psychology

·       Asian Journal of Communication

·       Korean Prospect (Founding Member)

·       The Open Communication Journal

·       The Ergonomics Open Journal

·       International Journal of Mobile and Blended Learning

·       The Open Business Journal

·       International Journal of Online Pedagogy and Course Design (IJOPCD)

 

 

professional Awards and honors

 

·       Top Faculty Paper Award, Communication and Technology Division, Annual Conference of International Communication Association, Singapore, June 22, 2010

 

·       KACA Distinguished Young Scholar Award, Hybridization of Reality: The 30th Anniversary Conference of Korean American Communication Association, Chicago, IL, August 5, 2008.

 

·       One of 17 National Board Members for Serious Games Committee (Chair: SangHee Lee, the former Minister of Science and Technology, S. Korea) Appointed by the Minister of Culture and Tourism, S. Korea. July 17, 2008.

 

·       Canadian Government National Grant Application Reviewer, Social Sciences and Humanities Research Council of Canada, January, 2008.

 

·       Nominated for Faculty Fellow at Center for Excellence in Research, Annenberg School for Communication, University of Southern California, Spring, 2007.

 

·       Best Paper Award, Humanities and Social Science Division, HCI 2007 Conference: Over the Rainbow. Pyungchang, S. Korea, February 5-8, 2007.

 

·       Certificate of Achievement in Professional Grant Proposal Writing, The Grant Institute, April, 2005

 

·       Recognized by Essential Science Indicators as having a publication listed among the top 1% of articles cited in the field according to the ISI Web of Science – 2004.

 

·       Top Student Paper Award, Communication and Technology (CAT) Division, Annual Conference of the International Communication Association (ICA), Seoul, July 15-18, 2002.

 

·       Nathan Maccoby Graduate Fellowship for Best Dissertation, Stanford University, Spring/2002.

 

·       Top Paper Award, Communication and Technology (CAT) Division, Annual Conference of the International Communication Association (ICA), Washington, D.C., May 24-28, 2001.

 

·       Top Student Paper Award, Communication and Technology (CAT) Division, Annual Conference of the International Communication Association (ICA), Washington, D.C., May 24-28, 2001.

 

·       Lily M. and Henry J. Budde Fellowship, Stanford University, 2001 – 2002.

 

·       The Stanford Asia Pacific Scholars Fellowship, The Asia/Pacific Scholars Program, Stanford University, 1999-2000.

 

·       Stanford University Fellowship, Dept. of Communication, Stanford Univ., 1998 – 1999.

 

·       Korean Presbyterian Church of Metro Detroit (K.P.C.M.D.) Scholarship, Oct. 1997.

 

·       Graduate Office Scholarship, Dept. of Telecommunication, Michigan State Univ., Summer/ 97, Fall/ 97, Spring/ 98.

 

·       Top Paper Award ($5,000 cash prize and round trip air fare to Korea). Humanity, Society, and the 21st century: Worldwide Internet Essay Contest. Lee, K.M.(1997). Information Privacy in Cyberspace, Seoul, Korea, May 1997.

 

·       Top Paper Award ($800 cash prize). Fifth Annual Information and Telecommunication Thesis Competition (sponsored by LG Telecomm, Inc.). Lee, K.M.(1997). Will the use of the Internet realize electronic democracy? May 1997.

 

·       Top Paper Award ($500 cash prize). Forth Annual SK Open Thesis Competition (sponsored by SunKyung Co.). Lee, K.M. (1997). Policy for the protection of information privacy in information age. April, 1997.

 

·       University Scholarship, Sogang University, Fall/ 93, Spring/ 90.

 

·       University Entrance Scholarship (for Top 0.5% admitted students), Sogang University, February, 1990.

 

industry consultancies and Experience

 

·       Member of Advisory Board, Digital Interactive Systems Corporation (http://www.discoverconsole.com). 2006 – 2008.

 

·       HRI (Human Robot Interaction) Consultant, Samsung Electronics Co., Keehung, S. Korea. Area: Human Robot Interaction Research & Design. 2004

 

·       Ph.D. Summer Research Intern, IBM T. J. Watson Research Center. Hawthorne, NY. Area: Human Computer Interaction Research & Design; DTMF experiment; Usability Experiments, Test & Analysis.  2001

 

·       Research Behavior Analyst, Quack.com (now part of AOL Time Warner, Inc.). Area: User Log Analysis; Phone Ad Effects Study; Usability Tests; Build Internal Usability Library; Interface design. 2000

 

 

Invited Talks, Workshops, and keynote speeches

 

·       Invited Speech. The Effects of Social Presence in Designing HRI. Workshop on Interaction Science Perspective on HRI: Designing Robot Morphology. 5th ACM/IEEE International Conference on HUMAN-ROBOT INTERACTION 2010. Osaka, Japan. March 2, 2010.

 

·       Keynote speech. Interaction Science. 14th Annual Workshop on Information Communications Application Technology 2009: IT Fusion with Human Life. S. Korea, April. 8. 2009.

 

·       Invited Talk. Strategies for the Development of Korean Serious Games. Korea Serious Game Forum, Ministry of Culture and Tourism, S. Korea. Dec. 10, 2008.

 

·       Serious Games for Defense. Army Training & Doctrine Command, Republic of Korea, Daejeon, S. Korea, Oct. 23, 2008.

 

·       Feelings of Presence in Interactive Media. Entertainment Meets Technology: KAIST (Korea Advanced Institute of Science and Technology) Info-Media Forum. KAIST Graduate School of Information and Media Management , Seoul, S. Korea, Sept. 26, 2008.

 

·       A Comprehensive Review on Positive Effects of Games. The 1st World Game Culture Conference (Sponsored by Korea Game Development Agency), Daegu, S. Korea. Oct. 27, 2007.

 

·       Mind and Media. Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology (KAIST). Taejeon, Korea, February 23-27, 2007.

 

·       Product Design and Feelings of Presence. LG Techno-Conference, Palo Alto, CA, Nov. 18, 2006.

 

·       Feelings of Presence in Virtual Experience. Annenberg Research Seminar, Annenberg School for Communication, University of Southern California, Los Angeles, CA, Nov. 13, 2006.

 

·       Virtual Experience. Science Studies Colloquium, University of California, San Diego, La Jolla, CA. Nov. 6, 2006.

 

·       Why Presence Occurs. Online, Offline, & The Concept of Presence: When Games and VR Collide. Workshop hosted by USC’s Institute for Creative Technologies. Marina del Rey, CA. Oct. 25-27, 2006.

 

·       Making Renaissance Scholars of 21st Century at USC. Korea Press Center, Seoul, Korea, September 28th. 2006.

 

·       Interacting with Virtual Social Actors. School of Communication. Northwestern University. Evanstone, IL. January 11th. 2006.

 

·       Social Presence in Virtual Experience. International Conference on Digital Contents and Communication, Seoul National University, Sponsored by Korea Culture & Content Agency (KOCCA) (http://www.kocca.or.kr), Seoul, S. Korea, December 16th, 2005

 

·       Presence and Computer Games. NCSoft Inc. (www.ncsoft.com), S. Korea, May 13th. 2005.

 

·       Online Gaming: Just for fun - or Enterprise Tool for Engaging Customers and Education. Keynote Speaker, Speak & Spark, Center for Telecommunication Management (CTM), University Club, USC, January 28th, 2005.

 

·       Network-Centric Defense Technologies and Emerging Commercial Telecom Applications. Speak & Spark, Center for Telecommunication Management (CTM), November 5th, 2004.

 

·       Implications of Digital Technologies on the Future of Journalism, Informal Lecture to the Delegation of the Press Arbitration Commission (PAC) of S. Korea (www.pac.or.kr), University of Southern California, October 29th, 2004.

 

·       Asia, Next Generation Networks, and Global Competition Workshop. Berkeley Roundtable of International Economy (BRIE), University of California, Berkeley, August 25th. 2003

 

·       Personality in Voice User Interfaces. Information Science Institute (ISI), Marina del Rey, CA., September 17th. 2002

 

·       Social Responses to Synthesized Speech. ASC Research Seminar. Annenberg School for Communication, University of Southern California. Los Angeles, CA, February, 17th, 2002.

 

·       Social Responses to Synthesized Speech. ASC Colloquium Series. Annenberg School for Communication, University of Pennsylvania. Philadelphia, PA., February, 8th, 2002.

 

·       Social Responses to Synthesized Speech. Department of Communication, University of Michigan, January 19, 2002.

 

·       Social Responses to Synthesized Speech. Department of Communication, Cornell University, December, 12, 2001.

 

·       Social Responses to Synthesized Speech. School of Journalism and Mass Communication, University of Kansas, December 5, 2001.

 

·       Social Responses to Synthesized Speech. School of Journalism and Mass Communication, Ohio State University, November, 8th, 2001.

 

·       Social Responses to Synthesized Speech. Department of Language, Literature, and Communication, Rensselaer Polytechnic Institute, Oct 26, 2001

 

REFERRED CONFERENCE PRESENTATIONS

 

·       Jung, Y., Lee, K. M. , & Park, N. (2010). How to play matters: Effects of trait hostility, mapping interface, and character identification on aggressive thoughts and enjoyment after playing a violent video game. Paper to be presented at the Annual Conference of International Communication Association, Singapore.

 

·       Park, N., Lee, K. M., & Jung, Y. (2010). Determinants of uploading user generated video content on the Internet: Toward an integrated model. Paper to be presented at the Annual Conference of International Communication Association, Singapore.

 

·       Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2010). Intrinsic motivation in exergames: Competition, competitiveness, and the conditional indirect effects of presence. Paper to be presented at the annual conference of the International Communication Association, Singapore.

 

·       Song, H., Peng, W., & Lee, K. M. (2009). Promoting exercise self-efficacy with an exergame: The effect of seeing oneself on screen among individuals with high vs. low body image dissatisfaction. Paper presented at the annual conference of the International Communication Association, Chicago, IL.

 

·       Song, H., Peng, W., & Lee, K. M. (2008). I like to see myself on screen: Effects of seeing oneself on screen and body image dissatisfaction on exercise experiences in playing an exercise video game. Paper presented at the conference of Meaningful Play, East Lansing, MI., Oct. 2008.

 

·       Jung, E., Park, N., Ryu, S., & Lee, K. M. (2008). Effects of Interactivity in Serious Educational Games. Paper presented at the Annual Conference of the International Communication Association (ICA), Montreal, Canada, May, 2008.

 

·       Jung, Y., Lee, K. M., & Nass, C., (2007). Effects of the User Choice on Social Responses to Computer-Synthesized Speech. Paper presented at the annual meeting of the National Communication Association (NCA), Chicago, IL, Nov. 2007.

 

·       Lee, K. M., Jung, E., Park, N., Ryu, S. (2007). Effects of Networked Interactivity in Educational Games: Mediating Effects of Social Presence. Paper accepted for presentation at Annual International Workshop on Presence. Barcelona, Spain, Oct., 2007.

 

·       Lee, K. M. (2007). Social Presence in Human Robot Interaction. Paper presented at the Annual Conference of the International Communication Association (ICA), San Francisco, USA, May, 2007.

 

·       Park, N., & Lee, K. M. (2007). Effects of Discussions in Online News Forum on Corporate Reputation. Paper presented at the Annual Conference of the International Communication Association (ICA), San Francisco, USA, May, 2007.

 

·       Ryu, S., Jang, Y., Lee, K. M., Lee, J., Kim, B., & Hong, Y. (2007). A Study on Effects of Edu-Games: Focused on Narratives and Platforms. Paper presented at HCI 2007 Conference. Pyungchang, S. Korea, February 5-8. 2007. 

 

·       Peng, W., Klein, J., & Lee, K. M. (2006). Will Role Playing Video Game Influence How You Judge? Favoritism towards Similar Roles and Social Judgments towards Criminality. Paper presented at the Annual Conference of the International Communication Association (ICA), Dresden, Germany, June, 2006

 

·       Yates, D., Lee, K. M., Omar, E. (2006). Leveraging presence in the design of mobile services: Challenges, opportunities, and value creation.  Paper presented at Helsinki Mobility Roundtable, Helsinki, Finland, June, 2006.

 

·       Lee, K. M. (2005). Presence as a mediator for psychological effects of computer games. Panel presentation at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005

 

·       Lee, K. M., & Jung, Y. (2005). Evolutionary nature of virtual experience. Paper presented at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005

 

·       Lee, K. M., Jin, S., Park, N., & Kang, S. (2005). Effects of narrative on feelings of presence in computer-game playing. Paper presented at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005

 

·       Jung, Y., & Lee, K. M. (2005). Are physically embodied social agents better than disembodied social agents?: Effects of embodiment, tactile interaction, and people’s loneliness in human-robot interaction. Paper presented at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005

 

·       Lee, K. M., Jin, S., Park, N., & Kang, S. (2004). Effects of narrative on feelings of presence in computer/video games. Paper presented at USC Game Summit. Los Angeles, CA, Oct., 2004.

 

·       Jung, Y., & Lee, K. M. (2004). Effects of physical embodiment on social presence of social robots. Paper presented at the 7th Annual International Workshop on Presence. Valencia, Spain, Oct., 2004.

 

·       Lee, K. M., Park, N., & Song, H. (2004). Can a robot be perceived as a developing creature? Paper presented at the Annual Conference of the International Communication Association (ICA), New Orleans, LA, May, 2004

 

·       Yan, C., Peng, W., Lee, K. M., Jin, S. (2004). Can robots have personality? An empirical study of personality manifestation, social responses, and social presence in human-robot interaction. Paper presented at the Annual Conference of the International Communication Association (ICA), New Orleans, LA, May, 2004

 

·       Peng, W., Lee, K. M. (2004). What do we know about computer and video games?: A comprehensive review of literature. Paper presented at the Annual Conference of the International Communication Association (ICA), New Orleans, LA, May, 2004

 

·       Lee, K.M., Song, H., & Park, N. (2003). Effects of artificial developments on social presence of social robots. Paper presented at the 6th Annual International Workshop on Presence. Aalborg, Denmark. Oct, 2003.

 

·       Lee, K. M. (2003). What is presence and why it occurs. The 6th Annual International Workshop on Presence. Aalborg, Denmark. Oct, 2003.

 

·       Lee, K. M. & Peng, W. (2003). Effects of screen size on physical presence, self presence, mood, and attitude toward virtual characters in computer/video game playing. The 6th Annual International Workshop on Presence, Aalborg, Denmark. Oct, 2003.

 

·       Lee, K.M. (2003). Playing computer games with a large screen: The effect of screen size on presence, mood, and social responses to game characters. Annual Conference of the International Communication Association (ICA), San Diego, CA, May, 2003.

 

·       Lee, K.M. (2003). Presence, explicated. Annual Conference of the International Communication Association (ICA), San Diego, CA, May, 2003.

 

·       Lai, J., & Lee, K. M. (2002). Choosing speech or touchtone modality for navigation within a telephony natural language system. 7th International Conference on Spoken Language Processing (ICSLP 2002), Denver, CO, September 16 - 20, 2002.

 

·       Lee, K. M. (2002). Can multiple computer voices manifest multiple human sources?: The effect of multiple synthetic voices on persuasion in e-commerce. Annual Conference of the International Communication Association (ICA), Seoul, S. Korea, June 2002.

 

·       Lee, K.M. (2001). Internet use and political efficacy, Annual Conference of the Association for Education in Journalism and Mass Communication (AEJMC), Washington, D.C., August 5 - 8, 2001.

 

·       Lee, K.M. & Nass, C. (2001). Social presence of social actors: Creating social presence with machine-generated Voices. Presence 2001: 4th Annual International Workshop, Philadelphia, PA, May, 2001.

 

·       Lee, K.M. (2001). Modeling the regional differences in the 3G mobile standardization process: The entrepreneur, the committee, and the gamble. Annual Conference of the International Communication Association (ICA), Washington, D.C., May, 2001.

 

·       Lee, K.M. (2001). Social responses to computer-synthesized voices. Annual Conference of the International Communication Association (ICA), Washington, D.C., May, 2001.

 

·       Lee, K.M. (2000). TTS Personality and choice: The value of user choice in interface design. Experiments in Voice User Interface Seminar, Center for the Study of Language and Information (CSLI), Stanford University, June, 2000.

 

·       Lee, K.M. (1999). An experimental test of similarity-attraction. Automated Social Interaction and Internet Commerce, Center for the Study of Language and Information (CSLI), Stanford University, November, 1999.

 

·       Lee, K.M. (1999). Media use explicated. Communication as Meaning: The Western States Communication Conference, Communication Graduate Student Association, April, 1999.

 

·       Lee, K.M. (1997). Will the use of the Internet increase political efficacy?, "The Global Village: Past, Present and Future”: 11th Annual Communication Research Conference, Ohio University, Oct. 24-25, 1997.

 

Teaching

 

Graduate Courses

 

·       COMM 620. Studies in Communication Theory: Minds and Media

o   General Instructor Evaluations [GIE]: 5.00 out of 5 (Spring/04); 4.80 out of 5 (Spring/03)

·       COMM 631. Minds and Media: Evolutionary Psychology and Communication

o   GIE: 4.86 out of 5 (Fall/09); 4.75 out of 5 (Summer/07); 5.00 out of 5 (Spring/06); 5.00 out of 5 (Spring/05)

·       COMM/CMGT 533. Emerging Communication Technologies

o   GIE: 4.46 out of 5 (Fall/09); 4.43 out of 5(Summer/09); 5.00 out of 5 (Fall/07); 4.78 out of 5 (Summer/07); 4.67 out of 5 (Fall/06); 4.80 out of 5 (Spring/06)

 

Undergraduate Courses

 

·       COMM 473 Advanced Issues in Communication Technologies

o   GIE: 5.00 out of 5 (Fall/04)

·       COMM 495 Social and Psychological Issues of Computers and Interfaces

o   GIE: 4.86 out of 5 (Spring/03); 3.89 out of 5 (Fall/03)

·       COMM340 Cultures of New Media

o   GIE: 5.00 out of 5 (Fall/07)

·       COMM 301 Empirical Research in Communication

o   GIE: 3.68 out of 5 (Spring/04); 3.12 out of 5 (Fall/03)

 

Teaching Honors and Awards

 

·       USC-Mellon Awards for Excellence in Mentoring. Center for Excellence in Teaching, University of Southern California, April 17th, 2007.

 

·       Selected to provide USC WELCOME WEEK 2007 MICRO-SEMINAR on “Virtual Experience and Feelings of Presence” to incoming freshmen. May, 2007.

 

·       Nominated for Provost Award for Teaching with Technology. Center for Technology Enhanced Learning. University of Southern California, Spring, 2007.

 

·       Certificate of Recognition as an Exceptional Mentor, Inaugural Mellon Mentoring Honors Reception, Center for Excellence in Teaching, University of Southern California, April 19th, 2005

 

Advising

 

·       Ph.D. Dissertation Committees

o   Annenberg School for Communication: Wei Peng (2006); Namkee Park (2007); Seung-A Jin (2007); Hayeon Song (2007); Robby Ratan (2008)

o   Marshall School of Business: David N. Yates (2006)

o   Department of Computer Science: Boyoon Jung (2004)

o   Rossier School of Education: Hiroshi M. Sasaki (2006)

 

·       Ph.D. Qual Committees

o   Annenberg School for Communication: Wei Peng (2004); Namkee Park (2005); Seung-A Jin (2005); Younbo Jung (2005); Hayeon Song (2006); Elaine Chan (2006); Robby Ratan (2007)

 

·       M.A. Thesis Advisee

o   Annenberg School for Communication: Jay Moon (2007)

 

·       Undergraduate Honor Theses

o   Katharine Liao (2004); Adrian Kann (2003); Arbi Derzakharian (2003); Tommy Hung Keng Lim (2003)

 

·       Graduate Research Assistants

o   Adam Kahn (2009), Robby Ratan (2006), Wei Peng (2004; 2005); Younbo Jung (2004); Chang Yan (2003); Seung-A Jin (2003); Namkee Park (2006; 2003; 2002)

 

·       Graduate Independent Studies

o   Hayeon Song (2003); Elizabeth Hoffman (2007).

 

·       Undergraduate Independent Studies

o   Brian Woo (2005); Alexander Cooley (2007); Julian Klein (2004); Jonnie Chiu (2003)

 

Notable Student Placement

 

·       Ph.D. Student Co-Authors:

o   Namkee Park: Assistant Professor at University of Oklahoma

o   Nathan David Yates: Assistant Professor at University of Maryland

o   Younbo Jung: Assistant Professor at Nanyang Technological University

o   SeungA Jin: Assistant Professor at Boston College

 

·       Undergraduate Honor Seminar and MA Theses Advisees:

o   David Bosko: Received Full Scholarship from Harvard Law School.

o   Katharine Liao: Law School at Boston University

o   Dennis Bullock: Received Full Fellowship from Claremont Graduate University

o   Jay Moon: Ph.D. Program, University of Texas, Austin

 

Services

 

Society

 

·       Member of Special Committee, Presidential Council on Information Society (www.cis.go.kr), The Blue House, S. Korea, 2010 – Present

   

·       National Board Members for Serious Games Committee (Chair: SangHee Lee, the former Minister of Science and Technology, S. Korea) Appointed by the Minister of Culture and Tourism, S. Korea. July 17, 2008 - Now.

 

 

Community

 

 

Academic Discipline

 

·       Chair-Elect, Communication and Technology Division, International Communication Association (ICA), Tenure: 4 years (2010-2013).

 

·       Member of Advisory Board, MIT Cognet (http://cognet.mit.edu/). 2010 – Present

 

o   Human Communication Research (since 2005)

o   Journal of Communication (since 2006)

o   Media Psychology (since 2006)

o   Asian Journal of Communication (since 2008)

o   Korean Prospect (since 2005)

o   The Ergonomics Open Journal (since 2008)

o   The Open Communication Journal (since 2008)

o   International Journal of Mobile and Blended Learning (since 2008)

o   The Open Business Journal (since 2008)

o   International Journal of Online Pedagogy and Course Design (since 2009)

 

o   Program Committee Member, 11th annual Conference on the New Zealand ACM Special Interest Group on Human-Computer Interaction, Auckland, Massey University, New Zealand, July 8-9, 2010.

o   Conference Program Co-Chair: The 12th Annual International Workshop on Presence, Los Angeles, CA (2009)

o   Program Committee for Social Science Division, HCI (Human Computer Interaction) 2010 Korea, International Board Member, Pyungchang, S. Korea, 2010.

o   Program Committee Member, HCI for the Ubiquitous Computing Environment (HCI4UCE), Kuala Lumpur, Malaysia, December 14 ~ 16, 2009.

o   Program Committee Member, Workshop on Mobile Communications 2009 (MC 2009), The 2009 International Conference on Computational Science and its Applications, June 29 – July 2. 2009. Yongin, S. Korea.

o   Program Co-Chair. The 12th Annual International Workshop on Presence, Los Angeles, CA (2009)

o   Program Committee Member. Meaningful Play, Michigan State University, E. Lansing, MI, USA (2008)

o   Program Committee Member. The 11th Annual International Workshop on Presence, University of Padova, Italy (2008)

 

o   MIT Press (2010)

 

o   Communication Research

o   Communication Theory

o   Journal of Communication

o   Human Communication Research

o   International Journal of Human Computer Interaction

o   Journal of Computer-Mediated-Communication

o   Media Psychology

o   Presence: Teleoperators and Virtual Environments

 

o   International Research Fellowship Program (IRFP).  National Science Foundation (2010)

o   Social Sciences and Humanities Research Council of Canada (January, 2008)

 

 

 

 

o   ACM (Association for Computing Machinery) CHI (Computer Human Interaction) Conference

o   ACM (Association for Computing Machinery) CSCW (Computer Supported Cooperative Works)

o   Annual Conference of the Association for Education in Journalism and Mass Communication (AEJMC)

o   Annual Conference of the International Communication Association (ICA)

o   Annual Conference of the National Communication Association (NCA)

o   Annual International Workshop on Presence

 

USC

 

 

 

 

 

Annenberg School

 

 

 

 

 

 

 

 

Media Features and outreach