성균관대학교
Search

QUICK
MENU

상단으로 이동  
Close
Search
 

경영전문대학원 소개

  • home
  • 경영전문대학원 소개
  • 교수 소개
  • 전임교수

교수소개 - 전임교수

  • 교수 경영정보
  • 서아영
CV1

관심분야

 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