성균관대학교
Search

QUICK
MENU

상단으로 이동  
Close
Search
 

경영전문대학원 소개

  • home
  • 경영전문대학원 소개
  • 교수 소개
  • 전임교수

교수소개 - 전임교수

  • 부교수 경영정보
  • 서아영

학력

  • Ph.D Ewha Wonams University
  • M.B.A Ewha Womans University
  • B.A Ewha Womans University

약력/경력

  • 2020.09 ~ present: Associate Professor (Tenured), Sungkyunkwan University
  • 2019.07 ~ 2020. 08: Associate Professor (Tenured), City University of Hong Kong
  • 2013. 08 ~ 2019. 06: Assistant Professor, City University of Hong Kong

관심분야

  • Technology for well-being;
  • Gamification;
  • Immersive technology;
  • Anthropomorphism of technology

연구키워드

  • Virtuality
  • Affordance
  • Meaningful engagement
  • Immersion
  • Augmented cognition
  • Social support for technology use

논문

[Peer-Reviewed Journal Articles (SSCI/SCI)]

  • Li, M., Suh, A. (2021). We-intention to Continue Playing Mobile Multiplayer Games: The Role of Social Play Habit, Internet Research, Forthcoming
  • Ryu, S., and Suh, A. (2020). Online service or virtual community? Building platform loyalty in reward-based crowdfunding. Internet Research, Forthcoming
  • Lee, J., Bock, G., and Suh, A. (2020) “The Influence of Social Power on Knowledge Utilization,” Journal of Computer Information Systems, Forthcoming
  • Suh, A., and Prophet J. (2018). “The State of Immersive Technology Research: A Literature Analysis”, Computers in Human Behavior, 86, 77-90.
  • Liu, L., Suh, A., Wagner, C. (2018). “Empathy or Perceived Credibility? An Empirical Study on Individual Donation Behavior in Charitable Crowdfunding,” Internet Research, 28(3), 623-651.
  • Suh, A., Wagner, C., and Liu, L. (2018). “Enhancing User Engagement through Gamification,” Journal of Computer Information Systems, 58 (3), 204-213.
  • Suh, A., Cheung, C., Ahuja, M., and Wagner, C. (2017). “Gamification in the Workplace: The Central Role of the Aesthetic Experience,” Journal of Management Information Systems, 34 (1), pp. 268-305.
  • Suh, A., and Wagner, C. (2017). “How Gamification of an Enterprise Collaboration System Increases Knowledge Contribution: An Affordance Approach” Journal of Knowledge Management, 21(2), pp.416-431.
  • Suh, A., and Lee, J. (2017). “Understanding Teleworkers’ Technostress and Its Influence on Job Satisfaction,” Internet Research, 27(1), pp. 140-159.
  • Liu, L., Suh, A., and Wagner, C. (2016). “Watching Online Videos Interactively: The Impact of Media Capabilities in Chinese “Danmaku” Video Sites,” Chinese Journal of Communication 9(3), pp. 283-303
  • Bock, G., Ahuja, M., Suh, A., and Yap, L. (2015). “Sustainability of a Virtual Community: Integrating Individual and Structural Dynamics,” Journal of the Association for Information Systems 16(6), pp. 418-447.
  • Lee, J., and Suh, A. (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(1), pp. 382-391.
  • Suh, A. (2013). “The Influence of Self-discrepancy between the Virtual and Real Selves in Virtual Communities,” Computers in Human Behavior 29(1), pp. 246-256.
  • Suh, A., Shin, K., Ahuja, M., and Kim, M. (2011). “The Influence of Virtuality on Social networks: A Multi-level Approach,” Journal of Management Information Systems 28(1), pp. 351-386.
  • Suh, A. and Shin, K. (2010). “Exploring the Effects of Online Social Ties on Knowledge Sharing: A Comparative Analysis of Collocated vs Dispersed Teams,” Journal of Information Science 36(4), pp. 443-463.
  • Bock, G., Suh, A., Shin, K., and Hu, A. (2010). “The Factors Affecting Success of Knowledge-based Systems at the Organizational Level,” Journal of Computer Information Systems 50(2), pp. 95-105.

[Other Peer-Reviewed Journal Articles]

  • Wagner, C., and Suh, A. (2015). “Opening the “Black Box” of Collective Intelligence: A Critical Reflection,” Issues in Information Systems 16(4), pp. 209-214.
  • Suh, A. (2018). “Sustaining the Use of Quantified-Self Technology: A Theoretical Extension and Empirical Test,” Asia Pacific Journal of Information Systems, 28(2), 114-132.
  • Li. R., Suh, A. (2015). Factors Influencing Information Credibility on Social Media Platforms: Evidence from Facebook Pages, Procedia Computer Science, 72, pp. 314-328.

수상

  • 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

학술활동

[Conference Proceedings]

  • Li, M., and Suh, A. (2021). Machinelike or Humanlike? A Literature Review of Anthropomorphism in AI-Enabled Technology. In Proceedings of the 54th Hawaii International Conference on System Sciences.
  • Lin, Y., and Suh, A. (2021). The Role of Spatial Ability in Learning with Virtual Reality: A Literature Review. In Proceedings of the 54th Hawaii International Conference on System Sciences.
  • Deng, X., Li, M., and Suh, A. (2020, July). Recommendation or Advertisement? The Influence of Advertising-Disclosure Language with Pictorial Types on Influencer Credibility and Consumers’ Brand Attitudes. In the Proceedings of International Conference on Human-Computer Interaction (pp. 234-248). Springer, Cham.
  • Lin, Y., Wang, G., and Suh, A. (2020, July). Exploring the Effects of Immersive Virtual Reality on Learning Outcomes: A Two-Path Model. In International Conference on Human-Computer Interaction (pp. 86-105). Springer, Cham.
  • Suh, A., and Li, M. (2020, July). How Gamification Increases Learning Performance? Investigating the Role of Task Modularity. In International Conference on Human-Computer Interaction (pp. 129-146). Springer, Cham.
  • Suh, A., and Cheung, C. “Revisiting User Engagement: Concepts, Themes, and Opportunities”, Proceedings of Pacific Asia Conference on Information Systems (PACIS 2019), Xian, China.
  • Wang, G., and Suh, A. “Disorder or Driver?: The Effects of Nomophobia on Work-Related Outcomes in Organizations,” Proceedings of ACM CHI Conference on Human Factors in Computing Systems (CHI 2018), Montreal, Canada.
  • Ahuja, M., Patel, P., and Suh, A. “The Influence of Social Media on Collective Action in the Context of Digital Activism: An Affordance Approach,” Proceedings of HICSS, IEEE. 2018, Big Island, Hawaii. (Best Paper Award, Digital and Social Media Track).
  • Suh, A., Wang, G., Gu, W., and Wagner, C. (2018). “Enhancing Audience Engagement through Immersive 360-degree Videos: An Experimental Study, Proceedings of International Conference on Augmented Cognition, Las Vegas, USA. (Best Paper Award)
  • Prophet, J., and Suh, A. (2018). “How Art Research is Eating Itself: A Survey of PhD Research Methods, 9th SAR International Conference on Artistic Research, Plymouth, UK.
  • Wang, G., Gu, W., and Suh, A. (2018). “The Effects of 360-degree VR Videos on Audience Engagement: Evidence from The New York Times,” Proceedings of International Conference on HCI in Business, Government, and Organizations, Las Vegas, USA.
  • Lee, J., Lee, H., and Suh, A. (2018). “Information Technology and Crafting of Job: Shaping Future of Work?” Proceedings of PACIS, Yokohama, Japan.
  • Suh, A. (2018). “Impact of gamification on changing nature of work”, Panel: Future of Work: Transformation and Emergence, PACIS, Yokohama, Japan.
  • Wagner, C., Suh, A. (2018). “Augmented Realities in the Enterprise,“ Society for Information Management Advanced Practices Council Meeting, Dallas, USA.
  • Suh, A. (2017). “Enhancing User Engagement through Enterprise Gamification: Identifying Motivational Affordances,” Proceedings of International Conference on Information Systems (ICIS 2017), Seoul, Korea.
  • Liu, L., Wagner, C., and Suh, A. (2017). “Understanding the Success of Pokémon Go: Impact of Immersion on Players’ Continuance Intention” HCI International 2017, Vancouver, Canada.
  • Liu, L., Suh, A., and Wagner, C. (2017). “Who Is with You? Integrating a Play Experience into Online Video Watching via Danmaku Technology,” Human-Computer Interaction: Interaction Contexts, Kurosu, M. (ed.), pp. 63-73, Springer
  • Liu, R., and Suh, A. (2017). “Self-Branding on Social Media: An Analysis of Style Bloggers on Instagram,” Information Systems International Conference, SCOPUS, Bali, Indonesia (Best Paper Award).
  • Suh, A., and Cheung, C. (2017). “Beyond Hedonic Enjoyment: Conceptualizing Eudaimonic Motivation for Personal Informatics Technology Usage,” Design, User Experience, and Usability: Designing Pleasurable Experiences, Markus, A., and Wang, W. (ed.), pp. 119-133. Springer.
  • Suh, A., and Liu, L. (2017). “Can the Social Media Affordances Contribute to Curbing Anti-Social Behavior Online? Revisiting Deindividuation Theory,” International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology (e-CASE & e-Tech 2017), Kyoto, Japan.
  • Liu, L., Suh, A., and Wagner, C. (2017). “Donation Behavior in Online Micro Charities: An Investigation of Charitable Crowdfunding Projects,” Proceedings of HICSS, IEEE. 2017, Big Island, Hawaii.
  • Altrock,S., and Suh, A. (2017). “Sharing Economy versus Access Economy: A Critical Reflection on Social Interactions between Peers,” HCI International 2017, Vancouver, Canada.
  • Suh, A., and Wagner, C. (2016). “Explaining a Virtual Worker’s Job Performance: The Role of Psychological Distance,” Foundations of Augmented Cognition: Neuroergonomics and Operational Neuroscience, Dylan D. Schmorrow; Cali M. Fidopiastis (ed.), pp. 241-252, Springer.
  • Liu, L., Suh, A., and Wagner, C. (2016). “Investigating Communal Interactive Video Viewing Experiences Online,” Human-Computer Interaction. Novel User Experiences, Masaaki Kurosu (ed.), pp. 538-548, Springer.
  • Suh, A. (2015). “Applying Game Design Elements in the Workplace,” Proceedings of International Conference on Information Systems (ICIS), 2015, Texas, USA.
  • Gu,Y., and Suh, A., and Liu, L. (2015). “Motivations and Obstacles for Seniors to Adopt Social Network Systems,” Proceedings of 19th Pacific Asia Conference on Information Systems (PACIS), 2015, Singapore.
  • Suh, A. (2015). “Measuring User Engagement in an Enterprise Gamified System,” Proceedings of CHI 2015 Workshop on Gamifying Research, Seoul, Korea.
  • Suh, A., and Bock, G. (2015). “The Impact of Enterprise Social Media on Task Performance in Dispersed Teams,” Proceedings of HICSS, IEEE, 2015, Kauai, Hawaii.
  • Suh, A., Wagner, C., and Liu, L. (2015). “The Effects of Game Dynamics on User Engagement in Gamified Systems,” Proceedings of HICSS, IEEE. 2015, Kauai, Hawaii.
  • Lee, J., Bock, G., and Suh, A. (2014). The Impact of Social Power on Transactive Memory Systems and Knowledge Utilization, Proceedings of Pacific Asia Conference on Information Systems (PACIS), June 2014, Chengdu, China.
  • Wagner, C., and Suh, A. (2014). “The Wisdom of Crowds: Impact of Collective Size and Expertise Transfer on Collective Performance,” Proceedings of HICSS, IEEE, 2014, Big Island, Hawaii.
  • Suh, A., and Bock, G. (2014). “Exploring the Optimal Network Configuration in Virtual Teams: A Multi-level Perspective,” Proceedings of OASIS Pre-ICIS Workshop, Dec. 2014, Milan, Italy.
  • Wagner, C., and Suh, A. (2013). “Opening the “Black Box” of Collective Intelligence,” Proceedings of 10th Conference on eLearning for Knowledge-Based Society, December 2013, Thailand.
  • Bock, G., Ahuja, M., Suh, A. (2013). “Sustainability of a Virtual Community: Integrating Individual and Structural Dynamics,” Proceedings of IEEE International Technology Management Conference, June 2013, Hague, Netherlands.
  • Wagner, C., and Suh, A. (2013). “The Role of Task Difficulty in the Effectiveness of Collective Intelligence,” Proceedings of IEEE International Conference on Digital Ecosystems and Technologies (DEST), California, U.S.A.
  • Suh, A. and Wagner, C. (2013). “Factors Affecting Individual Flaming in Virtual Communities,” Proceedings of 46th HICSS, IEEE, Hawaii (Nominated for best paper).
  • Suh, A. and Shin, K. (2012). “Self-discrepancy, Perceived Privacy Rights, and Contribution in Virtual Communities,” Proceedings of 45th HICSS, IEEE, Hawaii (Nominated for best paper).

[Editorial Work - Senior Editor]

  • 2020 ~ present: Internet Research (SSCI, 2019 JCR IF: 4.708)
  • 2019 ~ present: IT & People (SSCI, 2019 JCR IF: 2.495)

[Editorial Work - Associate Editor]

  • 2015 ~ 2020: Internet Research
  • 2018 ~ Present: Asia Pacific Journal of Information Systems
  • 2016 ~ Present: Information Systems Review
  • 2014 ~ Present: Journal of Intelligence and Information Systems:
  • 2016: Information & Management: Special Issue on Smart Tourism
  • 2017: Decision Support Systems: Special Issue on Omnichannel Business: Opportunities and Challenges’ at Decision Support Systems
  • 2020: Information Systems Journal: Special Issue on Polarization and Social Media

링크 Link