Technology for well-being,
Gamification,
Immersive technology (AR/VR),
Anthropomorphism of technology
학력
Ph.D. Ewha Womans University
M.B.A. Ewha Womans University
B.A. Ewha Womans University
약력/경력
2024.09 ~ present: Professor, Sungkyunkwan University
2020.09 ~ 2024. 08: Associate Professor, Sungkyunkwan University
2019.07 ~ 2020. 08: Associate Professor, City University of Hong Kong
2013. 08 ~ 2019. 06: Assistant Professor, City University of Hong Kong
학술지 논문
(2023)
How Users Cognitively Appraise and Emotionally Experience the Metaverse: Focusing on Social Virtual Reality.
INFORMATION TECHNOLOGY & PEOPLE.
(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)
Sustaining the use of quantified-self technology: A theoretical extension and empirical test.
Asia Pacific Journal of Information Systems.
28,
2
(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
(2016)
Watching Online Videos Interactively: The Impact of Media Capabilities in Chinese.
CHINESE JOURNAL OF COMMUNICATION.
9,
3
(2015)
How do virtual community members develop psychological ownership and what are the effects of psychological ownership in virtual communities?.
COMPUTERS IN HUMAN BEHAVIOR.
45,
(2015)
Sustainability of a virtual community: Integrating individual and structural dynamics.
JOURNAL OF THE ASSOCIATION FOR INFORMATION SYSTEMS.
16,
6
(2013)
The influence of self-discrepancy between the virtual and real selves in virtual communities.
COMPUTERS IN HUMAN BEHAVIOR.
29,
1
(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
(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