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

 

education

 

 

Academic appointments

 
University of Southern California
·      Associate Professor (Tenured), Annenberg School for Communication (2008 – Present)
·      Assistant Professor, Annenberg School for Communication (2002 - 2008)
·      Affiliated Faculty, Center for Robotics and Embedded Systems (2003 - Present)
·      Research Affiliate, Center for Telecommunication Management (2004 - Present)
·      Faculty Associate, Korean Studies Institute (2005 – Present)
·      Faculty Supervisor, Annenberg London Program, London, UK. (2007-2008)
 
University of California, Los Angeles
·      Visiting Professor, Department of Communication Studies (June, 2005 – Dec., 2005)

 

 

Publications

 

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.

 

 

EDITORIAL BOARDs

 

·       Human Communication Research

·       Journal of Communication

·       Media Psychology

·       Korean Prospect (Founding Member)

·       The Open Communication Journal

·       International Journal of Mobile and Blended Learning

 

professional Awards and honors

 

·       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.

 

industry consultancies and Experience

 

·       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