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
·
Product Design and Feelings of Presence. LG Techno-Conference, Palo Alto, CA,
Nov. 18, 2006.
·
Feelings of Presence in Virtual Experience. Annenberg Research Seminar, Annenberg School
for Communication, University of Southern California, Los Angeles, CA,
Nov. 13, 2006.
·
Virtual Experience. Science Studies Colloquium, University of
California, San Diego, La Jolla, CA. Nov. 6, 2006.
·
Why Presence Occurs. Online, Offline, & The Concept of
Presence: When Games and VR Collide. Workshop hosted by USC’s Institute for
Creative Technologies. Marina del Rey, CA. Oct. 25-27, 2006.
·
Making Renaissance Scholars of 21st
Century at USC. Korea
Press Center, Seoul, Korea,
September 28th. 2006.
·
Interacting with Virtual Social Actors. School of Communication. Northwestern
University. Evanstone, IL. January 11th. 2006.
·
Social Presence in Virtual Experience. International Conference on Digital Contents
and Communication, Seoul National University, Sponsored by Korea Culture
& Content Agency (KOCCA) (http://www.kocca.or.kr),
Seoul, S. Korea, December 16th, 2005
·
Presence and Computer Games. NCSoft Inc. (www.ncsoft.com), S. Korea, May 13th.
2005.
·
Online Gaming: Just for fun - or Enterprise
Tool for Engaging Customers and Education. Keynote Speaker, Speak & Spark, Center for Telecommunication
Management (CTM), University Club, USC, January 28th, 2005.
·
Network-Centric Defense Technologies and
Emerging Commercial Telecom Applications. Speak & Spark, Center for Telecommunication Management (CTM),
November 5th, 2004.
·
Implications of Digital Technologies on the
Future of Journalism, Informal
Lecture to the Delegation of the Press Arbitration Commission (PAC) of
S. Korea (www.pac.or.kr), University of
Southern California, October 29th, 2004.
·
Asia, Next Generation Networks, and Global
Competition Workshop.
Berkeley Roundtable of International Economy (BRIE), University of
California, Berkeley, August 25th. 2003
·
Personality in Voice User Interfaces. Information Science Institute (ISI),
Marina del Rey, CA., September 17th. 2002
·
Social Responses to Synthesized Speech. ASC Research Seminar. Annenberg School for
Communication, University of Southern California. Los Angeles, CA,
February, 17th, 2002.
·
Social Responses to Synthesized Speech. ASC Colloquium Series. Annenberg School for
Communication, University of Pennsylvania. Philadelphia, PA., February,
8th, 2002.
·
Social Responses to Synthesized Speech. Department of Communication, University
of Michigan, January 19, 2002.
·
Social Responses to Synthesized Speech. Department of Communication, Cornell
University, December, 12, 2001.
·
Social Responses to Synthesized Speech. School of Journalism and Mass
Communication, University of Kansas, December 5, 2001.
·
Social Responses to Synthesized Speech. School of Journalism and Mass
Communication, Ohio State University, November, 8th, 2001.
·
Social Responses to Synthesized Speech. Department of Language, Literature, and
Communication, Rensselaer Polytechnic Institute, Oct 26, 2001
REFERRED CONFERENCE
PRESENTATIONS
·
Lee, K. M., Ryu, S., & Jung, E. (2007). Effects
of Networked Interactivity in Educational Games: Mediating Effects of Social
Presence. Paper accepted for presentation at Annual International Workshop
on Presence. Barcelona, Spain, Oct., 2007.
·
Lee, K. M. (2007). Social Presence in Human
Robot Interaction. Paper presented at the Annual Conference of the
International Communication Association (ICA), San Francisco, USA, May, 2007.
·
Park, N., & Lee, K. M. (2007). Effects of Discussions in Online News Forum
on Corporate Reputation. Paper presented at the Annual Conference of the
International Communication Association (ICA), San Francisco, USA, May, 2007.
·
Ryu, S., Y. Jang, Lee, K. M., Lee, J., Kim, B.,
& Y. Hong (2007). A Study on Effects of Edu-Games: Focused on Narratives
and Platforms. Paper presented at HCI 2007 Conference. Pyungchang, S.
Korea, February 5-8. 2007.
· Peng, W., Klein, J., & Lee, K. M. (2006). Will Role Playing Video Game Influence How You Judge? Favoritism towards Similar Roles and Social Judgments towards Criminality. Paper presented at the Annual Conference of the International Communication Association (ICA), Dresden, Germany, June, 2006
·
Yates, D., Lee, K. M., Omar, E. (2006). Leveraging
presence in the design of mobile services: Challenges, opportunities, and value
creation. Paper presented at Helsinki
Mobility Roundtable, Helsinki, Finland, June, 2006.
· Lee, K. M. (2005). Presence as a mediator for psychological effects of computer games. Panel presentation at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005
· Lee, K. M., & Jung, Y. (2005). Evolutionary nature of virtual experience. Paper presented at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005
· Lee, K. M., Jin, S., Park, N., & Kang, S. (2005). Effects of narrative on feelings of presence in computer-game playing. Paper presented at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005
· Jung, Y., & Lee, K. M. (2005). Are physically embodied social agents better than disembodied social agents?: Effects of embodiment, tactile interaction, and people’s loneliness in human-robot interaction. Paper presented at the Annual Conference of the International Communication Association (ICA), New York, NY, May, 2005
· Lee, K. M., Jin, S., Park, N., & Kang, S. (2004). Effects of narrative on feelings of presence in computer/video games. Paper presented at USC Game Summit. Los Angeles, CA, Oct., 2004.
· Jung, Y., & Lee, K. M. (2004). Effects of physical embodiment on social presence of social robots. Paper presented at the 7th Annual International Workshop on Presence. Valencia, Spain, Oct., 2004.
· Lee, K. M., Park, N., & Song, H. (2004). Can a robot be perceived as a developing creature? Paper presented at the Annual Conference of the International Communication Association (ICA), New Orleans, LA, May, 2004
· Yan, C., Peng, W., Lee, K. M., Jin, S. (2004). Can robots have personality? An empirical study of personality manifestation, social responses, and social presence in human-robot interaction. Paper presented at the Annual Conference of the International Communication Association (ICA), New Orleans, LA, May, 2004
· Peng, W., Lee, K. M. (2004). What do we know about computer and video games?: A comprehensive review of literature. Paper presented at the Annual Conference of the International Communication Association (ICA), New Orleans, LA, May, 2004
· Lee, K.M., Song, H., & Park, N. (2003). Effects of artificial developments on social presence of social robots. Paper presented at the 6th Annual International Workshop on Presence. Aalborg, Denmark. Oct, 2003.
· Lee, K. M. (2003). What is presence and why it occurs. The 6th Annual International Workshop on Presence. Aalborg, Denmark. Oct, 2003.
· 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. The 6th Annual International Workshop on Presence, Aalborg, Denmark. Oct, 2003.
· Lee, K.M. (2003). Playing computer games with a large screen: The effect of screen size on presence, mood, and social responses to game characters. Annual Conference of the International Communication Association (ICA), San Diego, CA, May, 2003.
· Lee, K.M. (2003). Presence, explicated. Annual Conference of the International Communication Association (ICA), San Diego, CA, May, 2003.
· Lai, J., & Lee, K. M. (2002). Choosing speech or touchtone modality for navigation within a telephony natural language system. 7th International Conference on Spoken Language Processing (ICSLP 2002), Denver, CO, September 16 - 20, 2002.
· Lee, K. M. (2002). Can multiple computer voices manifest multiple human sources?: The effect of multiple synthetic voices on persuasion in e-commerce. Annual Conference of the International Communication Association (ICA), Seoul, S. Korea, June 2002.
· Lee, K.M. (2001). Internet use and political efficacy, Annual Conference of the Association for Education in Journalism and Mass Communication (AEJMC), Washington, D.C., August 5 - 8, 2001.
· Lee, K.M. & Nass, C. (2001). Social presence of social actors: Creating social presence with machine-generated Voices. Presence 2001: 4th Annual International Workshop, Philadelphia, PA, May, 2001.
· Lee, K.M. (2001). Modeling the regional differences in the 3G mobile standardization process: The entrepreneur, the committee, and the gamble. Annual Conference of the International Communication Association (ICA), Washington, D.C., May, 2001.
· Lee, K.M. (2000). TTS Personality and choice: The value of user choice in interface design. Experiments in Voice User Interface Seminar, Center for the Study of Language and Information (CSLI), Stanford University, June, 2000.
· Lee, K.M. (1999). An experimental test of similarity-attraction. Automated Social Interaction and Internet Commerce, Center for the Study of Language and Information (CSLI), Stanford University, November, 1999.
· Lee, K.M. (1999). Media use explicated. Communication as Meaning: The Western States Communication Conference, Communication Graduate Student Association, April, 1999.
· Lee, K.M. (1997). Will the use of the Internet increase political efficacy?, "The Global Village: Past, Present and Future”: 11th Annual Communication Research Conference, Ohio University, Oct. 24-25, 1997.
Graduate Courses
·
COMM
620. Studies in Communication Theory: Minds and Media
o
General
Instructor Evaluations [GIE]: 5.00
out of 5 (Spring/04); 4.80 out of 5 (Spring/03)
·
COMM
631. Minds and Media: Evolutionary Psychology and Communication
o
GIE: 4.75 out of 5 (Summer/07); 5.00 out of 5 (Spring/06); 5.00 out of 5 (Spring/05)
·
COMM/CMGT
533. Emerging Communication Technologies
o
GIE: 5.00
out of 5 (Fall/07); 4.78 out of
5 (Summer/07); 4.67 out of 5 (Fall/06); 4.80 out of 5 (Spring/06)
Undergraduate Courses
·
COMM 473
Advanced Issues in Communication Technologies
o
GIE:
5.00 out of 5 (Fall/04)
·
COMM 495
Social and Psychological Issues of Computers and Interfaces
o
GIE:
4.86 out of 5 (Spring/03); 3.89 out of 5 (Fall/03)
·
COMM340
Cultures of New Media
o
GIE:
5.00 out of 5 (Fall/07)
·
COMM 301
Empirical Research in Communication
o
GIE:
3.68 out of 5 (Spring/04); 3.12 out of 5 (Fall/03)
Teaching Honors and Awards
· USC-Mellon Awards for Excellence in Mentoring. Center for Excellence in Teaching, University of Southern California, April 17th, 2007.
· Selected to provide USC WELCOME WEEK 2007 MICRO-SEMINAR on “Virtual Experience and Feelings of Presence” to incoming freshmen. May, 2007.
· Nominated for Provost Award for Teaching with Technology. Center for Technology Enhanced Learning. University of Southern California, Spring, 2007.
· Certificate of Recognition as an Exceptional Mentor, Inaugural Mellon Mentoring Honors Reception, Center for Excellence in Teaching, University of Southern California, April 19th, 2005
Advising
· Ph.D. Advisee
o Annenberg School for Communication: Robby
Ratan (2006)
· Ph.D. Dissertation Committees
o Annenberg School for Communication: Wei Peng
(2006); Namkee Park (2007); Seung-A Jin (2007); Hayeon Song (2007)
o Marshall School of Business: David N. Yates
(2006)
o Department of Computer Science: Boyoon Jung
(2004)
o Rossier School of Education: Hiroshi M.
Sasaki (2006)
· Ph.D. Qual Committees
o Annenberg School for Communication: Wei Peng
(2004); Namkee Park (2005); Seung-A Jin (2005); Younbo Jung (2005); Hayeon Song
(2006); Elaine Chan (2006)
· M.A. Thesis Advisee
o Annenberg School for Communication: Jay Moon
(2007)
· Undergraduate Honor Theses
o Katharine Liao
(2004); Adrian Kann (2003); Arbi Derzakharian (2003); Tommy Hung Keng Lim (2003)
· Graduate Research Assistants
o Robby Ratan (2006), Wei Peng (2004; 2005);
Younbo Jung (2004); Chang Yan (2003); Seung-A Jin (2003); Namkee Park (2006; 2003;
2002)
· Graduate Independent Studies
o Hayeon Song (2003); Elizabeth Hoffman (2007).
· Undergraduate Independent Studies
o Brian Woo (2005); Alexander Cooley (2007);
Julian Klein (2004); Jonnie Chiu (2003)
Notable Student Placement
· Ph.D. Student Co-Authors:
o Namkee Park: Assistant Professor at University
of Oklahoma
o Nathan David Yates: Assistant Professor at
University of Maryland
o Younbo Jung: Assistant Professor at Nanyang
Technological University
o SeungA Jin: Assistant Professor at Boston College
· Undergraduate Honor Seminar and MA Theses Advisees:
o David Bosko: Received Full Scholarship from
Harvard Law School.
o Katharine Liao: Law School at Boston
University
o Dennis
Bullock: Received Full Fellowship from Claremont
Graduate University
o Jay Moon: Ph.D. Program, University of Texas,
Austin
Society
Community
Academic Discipline
o Human
Communication Research
(since 2005)
o Journal
of Communication (since 2006)
o Media
Psychology (since 2006)
o Korean
Prospect (since 2005)
o The
Open Communication Journal (since 2008)
o International
Journal of Mobile and Blended Learning (since 2008)
o
Communication Research
o
Communication Theory
o
Journal of Communication
o
Human Communication Research
o
International Journal of Human Computer
Interaction
o
Journal of Computer-Mediated-Communication
o
Media Psychology
o
Presence:
Teleoperators and Virtual Environments
o
Social Sciences and Humanities Research
Council of Canada (January, 2008)
o
ACM
(Association for Computing Machinery) CHI (Computer Human Interaction)
Conference
o
ACM
(Association for Computing Machinery) CSCW (Computer Supported Cooperative
Works)
o
Annual
Conference of the Association for Education in Journalism and Mass
Communication (AEJMC)
o
Annual
Conference of the International Communication Association (ICA)
o
Annual
Conference of the National Communication Association (NCA)
o
Annual
International Workshop on Presence
USC
Annenberg School
Media Features and outreach