KWAN MIN LEE
Associate Professor (Tenured)
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
Books
· Lee, K. M., Watt, J., & Biocca, F. (eds.) (Prospectus under preparation). Social Scientific Approaches to Computer Game Research.
Referred Journal Articles
· 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.
·
Park, N., & Lee, K. M. (in press). Effects
of online news forum on corporate reputation. Public Relation Review.
· Park, N., Lee, K. M., & Cheong, P. H. (in press). User acceptance of e-learning in higher education: An application of the technology acceptance model. Journal of Computer-Mediated Communication.
Chapters in Books and
Articles in Referred Conference Proceedings
· 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: 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.
· Lee,
K. M. (in press). The media equation. In W. Donsbach (Ed.). International
Encyclopedia of Communication.
Washington, D. C.: ICA (International Communication Association).
· Lee,
K. M. (in press). Interactivity. In W. Donsbach (Ed.). International
Encyclopedia of Communication.
Washington, D. C.: ICA (International Communication Association).
· Lee, K. M., Peng,
W., & Park, N. (in press). Effects of video and computer games. In J.
Bryant, & Oliver, M. B. (Eds.) Media Effects: Advances in Theory and
Research (3rd edition). Mahwah, NJ: Lawrence Erlbaum Associates.
Other Publications
· Ryu, S.H., Kim, M. K., Lee, K. M., Jung, Y. J., Suk, S. H., & Kim, B. Y. (2005). Research Report on the Effects of Educational Games. Book-length Research Report to the Ministry of Education, S. Korea & Korea Game Development Agency (KGDA). Seoul, S. Korea: Kangwon National University, S. Korea.
· Lee, K. M. (2004). Impact of Information Technologies on Society and Mind: Review of US Literature. . Book-length Research Report to Korea Information Strategy Development Institute (KISDI). Seoul, S. Korea: Korea Information Strategy Development Institute (KISDI).
Research Grants
Principle
Investigator
·
Feelings
of Social Presence in Human-Robot Interaction (2007). Grants for Advancing
Scholarship in the Humanities and Social Sciences. University of Southern
California. $25,000. –Submitted but Not Funded.
·
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
Co-Principle
Investigator
·
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.
Sub Contractor
·
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.
·
Human Communication Research
·
Journal of Communication
·
Media Psychology
·
Korean Prospect (Founding Member)
·
The Open Communication Journal
·
International Journal of Mobile and Blended
Learning
· Nominated for Faculty Fellow at Center for Excellence in Research, 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.
· Member of Advisory Board, Digital Interactive Systems Corporation (http://www.discoverconsole.com). 2006 – Present.
· 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