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- 교수 경영정보
- 서아영
- 2024 SKKU Fellowship
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- 02-760-0574
- aysuh@skku.edu
- 경영관 3층 33323호실
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관심분야
Technology for well-being Gamification Extended reality Human-AI collaboration Machine creativity
학력
- Ph.D. Ewha Womans University
- M.B.A. Ewha Womans University
- B.A. Ewha Womans University
약력/경력
- 2025.01~ 현재: 경영대학 부학장
- 2025.01~ 현재: 경영연구소 소장
- 2024.09 ~ 현재: 교수학습혁신센터장
- 2024.09 ~ 현재: 성균관대학교 경영대학 경영학과 교수
- 2023.09 ~ 2025.08: 성균관대학교 응용AI융합학부/AI응용운영 전공 주임교수
- 2020.09 ~ 2024. 08: 성균관대학교 경영대학 경영학과 부교수
- 2019.07 ~ 2020. 08: 부교수, City University of Hong Kong
- 2013. 08 ~ 2019. 06: 조교수, City University of Hong Kong
학술지 논문
- (2026) Restorative VR technology: The role of embodied interactivity and environmental embeddedness in mental well-being. JOURNAL OF ENVIRONMENTAL PSYCHOLOGY. 111, 103003
- (2026) Digital human avatars as virtual influencers shape climate engagement and pro-environmental commitment. JOURNAL OF BUSINESS RESEARCH. 116049,
- (2025) Increasing immersive virtual reality platform loyalty: The role of embodiment. INFORMATION & MANAGEMENT. 63, 1
- (2024) How virtual reality influences collaboration performance: A team-level analysis. INFORMATION TECHNOLOGY & PEOPLE.
- (2024) How users cognitively appraise and emotionally experience the metaverse: focusing on social virtual reality. INFORMATION TECHNOLOGY & PEOPLE. 37, 4
- (2023) The physical body as a computing interface: Theoretical conceptualization of embodied affordances and empirical validation. TELEMATICS AND INFORMATICS. 82, -
- (2022) Anthropomorphism in AI-enabled technology: A literature review. ELECTRONIC MARKETS. 32, 4
- (2022) Meaningful engagement with a gamified knowledge management system: theoretical conceptualization and empirical validation. INDUSTRIAL MANAGEMENT & DATA SYSTEMS. 122, 5
- (2022) How the use of mobile fitness technology influences older adults' physical and psychological well-being. COMPUTERS IN HUMAN BEHAVIOR. 131, -
- (2021) Online service or virtual community? Building platform loyalty in reward-based crowdfunding. INTERNET RESEARCH. 31, 1
- (2021) We-intention to continue playing mobile multiplayer games: the role of social play habit. INTERNET RESEARCH. 31, 4
- (2019) The Influence of Social Power on Knowledge Utilization. JOURNAL OF COMPUTER INFORMATION SYSTEMS. 61, 6
- (2018) Empathy or perceived credibility? An empirical study on individual donation behavior in charitable crowdfunding. INTERNET RESEARCH. 28, 3
- (2018) Enhancing User Engagement through Gamification. JOURNAL OF COMPUTER INFORMATION SYSTEMS. 58, 3
- (2018) The state of immersive technology research: A literature analysis. COMPUTERS IN HUMAN BEHAVIOR. 86, -
- (2017) How Gamification of an Enterprise Collaboration System Increases Knowledge Contribution: An Affordance Approach. JOURNAL OF KNOWLEDGE MANAGEMENT. 21, 2
- (2017) Understanding Teleworkers’ Technostress and Its Influence on Job Satisfaction. INTERNET RESEARCH. 29, 1
- (2017) Gamification in the Workplace: The Central Role of the Aesthetic Experience. JOURNAL OF MANAGEMENT INFORMATION SYSTEMS. 34, 1
- (2015) Sustainability of a virtual community: Integrating individual and structural dynamics. JOURNAL OF THE ASSOCIATION FOR INFORMATION SYSTEMS. 16, 6
- (2011) The influence of virtuality on social networks within and across work groups: A multilevel approach. JOURNAL OF MANAGEMENT INFORMATION SYSTEMS. 28, 1
수상/공훈
- Best Reviewer Award, Korea Chapter of Association for Information Systems (KrAIS) Summer Workshop, 2024
- Best Paper Award, Korea Society of Management Information System (KMIS) conference, 2022
- Teaching Excellence Award 2020, School of Creative Media, City University of Hong Kong
- Best Paper Award of HICSS 2018 (Digital and Social Media Track)
- Best Paper Award of HCI International 2018 (Augmented Cognition)
- Outstanding Associate Editor Award 2018 of Internet Research
- Best Paper Award of ISICO 2017
- Best Reviewer Award of Asia Pacific Journal of Information Systems, Korea Society of Management Information Systems 2011
- Excellent Research Paper Award, Annual International Conference by Korea Society of Management Information Systems 2009
- Best Research Paper Award, Annual International Conference by Korea Society of Management Information Systems 2008
- Best Teaching Award, College of Business Administration, Ewha Womans University, 2006
학술회의논문
- (2025) A Collaborative Creative Process in the Age of AI: A Comparative Analysis of Machine and Human Creativity. Hawaii International Conference on System Sciences (HICSS) 2025. 미국
- (2024) Evaluating the Short-Term Economic Impacts of FinTech Innovations: A Focus on Cryptocurrencies and CBDCs. Pacific Asia Conference on Information Systems. 베트남
- (2024) Generative AI-Created Visual Content and Aesthetic Evaluation: Bridging Human Intuition and Analytical Judgment. Pacific Asia Conference on Information Systems. 베트남
- (2024) Integrating Technology with Mindfulness: A Neuropsychological Investigation into Digital Meditation’s Impact on Mental Well-being. Pacific Asia Conference on Information Systems. 베트남
- (2024) Harnessing Technology for Mental Well-being: An EEG Comparison of VR and Mobile-Based Mindfulness Meditation Interventions. Hawaiian International Conference on System Sciences (HICSS 2024). 미국
- (2022) Identifying Metaverse Characteristics and their Influence on Continuance Intention: Evidence from Zepeto, Roblox, and Ifland. 2022 KMIS Conference. 대한민국
- (2021) A Literature Review on a Neuro-Psychological Approach to Immersive Technology Research. International Conference on Human-Computer Interaction. 스위스
- (2021) Machinelike or Humanlike? A Literature Review of Anthropomorphism in AI-Enabled Technology. 54th Hawaii International Conference on System Sciences. 미국
- (2021) The Role of Spatial Ability in Learning with Virtual Reality: A Literature Review. he 54th Hawaii International Conference on System Sciences. 미국
- (2020) Recommendation or Advertisement? The Influence of Advertising-Disclosure Language with Pictorial Types on Influencer Credibility and Consumers’ Brand Attitudes. International Conference on Human-Computer Interaction. 덴마크
- (2020) Exploring the Effects of Immersive Virtual Reality on Learning Outcomes: A Two-Path Model. International Conference on Human-Computer Interaction. 덴마크
- (2020) How Gamification Increases Learning Performance? Investigating the Role of Task Modularity. International Conference on Human-Computer Interaction. 덴마크
- (2019) User Adaptation to Cybersickness in Virtual Reality: A Qualitative Study. 27th European Conference on Information Systems. 스웨덴
- (2018) Enhancing audience engagement through immersive 360-degree videos: An experimental study. International Conference on Human-Computer Interaction. 미국
- (2018) The Effects of 360-Degree VR Videos on Audience Engagement: Evidence from the New York Times. International Conference on Human-Computer Interaction. 미국



