Kwan Min Lee
Professor, Department of Interaction Science
Director, Interaction Science Research Center
Sungkyunkwan University, Seoul, S. Korea
Tel #: 82-2-740-1863 (S. Korea)
E-mail: kwanminlee at gmail dot com
Kwan M. LEE (Ph.D., Stanford) is the founding director of
Interaction Science Research Center and the founding WCU (World Class
University) professor of the Department of Interaction Science at Sungkyunkwan University. Previously, Lee was a tenured
associate professor at the Annenberg School for Communication, University of
Southern California (USC), the chair of the Communication & Technology
Division of the International Communication Association (ICA), and a vice
president of Samsung Electronics. At Samsung, Lee was the director of the User
Experience (UX) group and the Creative Lab (C-Lab), and led developments of new
products and services for its visual display (VD) division through: user
experience (UX) planning and strategy, open innovations and outside
partnerships, and internal incubations of creative projects at C-Lab.
Lee specializes in psychological effects of communication
and information technologies, user experience (UX), and human machine
interaction including human computer interaction (HCI) and human robot
interaction (HRI). Lee has published over 60 articles and book chapters at
major academic journals and textbooks in Communication, Human Computer
Interaction, and Psychology. His articles are frequently cited in the fields of
Communication and HCI, and are adopted widely as major course readings at
leading academic institutes such as Stanford, MSU, Penn, USC, etc. His research
findings have been covered by Washington Post, BBC News, USA Today, and other
major news agencies. Lee’s research funding exceeds 12 million US dollars. His
research has been supported by the National Science Foundation (USA), the
Annenberg Foundation, the Ministry of Education, Science, and Technology (S.
Korea), Korea Information Strategy Development Institute, Samsung Electronics,
and Hyundai Motors.
Lee received multiple top paper awards and a distinguished young scholar award from various academic associations such as ICA, AEJMC, KACA, and HCI. Lee also received three endowed fellowships from Stanford University. Lee received multiple teaching awards including USC Mellon Award for excellence in mentoring and teaching, and was nominated for Provost Award for Teaching with Technology. Lee has served editorial boards of more than 10 top academic journals including Journal of Communication, Human Communication Research, Media Psychology, International Journal of Human Computer Interaction, and Journal of Computer Mediated Communication. Lee is one of nine advisory board members of the MIT Cognet, and was an associate editor of MIT Press journal, Presence (2013-2014). Lee holds multiple international patents and patents pending in smart display interfaces, remote controller, gesture control, and multi media production.
· Sungkyunkwan University, Seoul, S. Korea.
o Professor (Tenured), Department of Interaction Science. (2011 - Present)
o Associate Professor (Tenured), Department of Interaction Science. (2008 - 2011)
o Director, WCU (World Class University) Program (Funded by the Ministry of Education, Science, & Technology, S. Korea). (December, 2008 – August, 2013)
o Director, Interaction Science Research Center. (2009 - 2011)
· University of Southern California
o Associate Professor (Tenured), Annenberg School for Communication. (2008 – 2014)
o Assistant Professor (2002 - 2008)
o Affiliated Faculty: Center for Robotics and Embedded Systems (2003 - 2009); Center for Telecommunication Management (2004 - 2009)
· Samsung Electronics, Seoul, S. Korea.
o Vice President, User Experience Group, Design Team, Visual Display Division (2013 - 2015)
o Director, Creative Lab (C-Lab), Future Strategy Team, Visual Display Division, (2014 - 2015)
o Executive Consultant. (2011- 2013)
· Hyundai Motors, Seoul, S. Korea.
o Advisor and consultant on smart car interface and future cars (2016)
· Samsung Advanced Institute of Technology (SAIT), Keehung, S. Korea.
o HRI (Human Robot Interaction) consultant. (2004)
· IBM T. J. Watson Research Center, Hawthorn, NY.
o Speech User Interface Designer & Consultant (2001)
· Quack.com (which later merged into AOL Time Warner Inc.), Mountain View, CA.
o Research Behavior Analyst, usability researcher and designer (2000)
· Advisory Board Member, MIT Cognet, MIT Press, 2015 - Present.
· Chair, Communication and Technology (CAT) Division, International Communication Association (ICA), 2012 - 2014.
· Vice Chair, Communication and Technology Division, International Communication Association (ICA), 2011 - 2012.
· Member of Advisory Board, KIPFA (Korea Internet Professional Association), Mar. 2010 - Present.
· Vice President, Korean American Communication Association (KACA), 2005 – 2007.
· Advisory Director of Community Research, Encino Chamber of Commerce, Encino, CA, USA., 2006
· Associate Editor, MIT Press, Presence: Teleoperators and Virtual Environments. 2013 – 2014
· Editorial Board Members.
o Media Psychology
o Journal of Communication (Previous)
o Human Communication Research (Previous)
o Journal of Computer Mediated Communication
o Asian Journal of Communication
o International Journal of Human-Computer Interaction
o International Journal of Mobile and Blended Learning
o Advances in Journalism and Communication
· Conference/Workshop Organizing Committee/Board Members.
o Program Committee Member, 11th annual Conference on the New Zealand ACM Special Interest Group on Human-Computer Interaction, Auckland, Massey University, New Zealand, July 8-9, 2010.
o Conference Program Co-Chair: The 12th Annual International Workshop on Presence, Los Angeles, CA (2009)
o Program Committee Member, HCI for the Ubiquitous Computing Environment (HCI4UCE), Kuala Lumpur, Malaysia, December 14 ~ 16, 2009.
o Program Committee Member. Meaningful Play, Michigan State University, E. Lansing, MI, USA (2008)
o Program Committee Member. The 11th Annual International Workshop on Presence, University of Padova, Italy (2008)
· Interaction Science (2009 - 2013). World Class University (WCU) Program, Ministry of Education. S. Korea. Grant Awarded: Approximately US$11,000,000.
· Smart TV User Experience (2011-2013). Samsung Electronics, US$ 810,000.
· 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
· April: Human Robot Interaction (2002-2003). Samsung Advanced Institute of Technology, $25,000
· Annenberg Games Workshop (2007). The Annenberg Foundation, $50,000.
· Annenberg Studies on Computer Games (2003-2004). The Annenberg Foundation, $250,000.
· AIBO Start-up Grant (2002-2004). Annenberg School for Communication, University of Southern California, $20,000
· Top Paper Awards
o AEJMC Annual Conference, 2011
o ICA Annual Conferences, 2001, 2002
o HCI Annual Conference, 2007
· KACA Distinguished Young Scholar Award. The 30th Anniversary Conference of Korean American Communication Association, Chicago, IL, 2008.
· USC-Mellon Awards for Excellence in Mentoring (Highest award for professional mentorship at USC). Center for Excellence in Teaching, University of Southern California, 2007.
· Nominated for Provost Award for Teaching with Technology. Center for Technology Enhanced Learning. University of Southern California, Spring, 2007
· Endowed Fellowships
o Nathan Maccoby Fellowship, Stanford University, 2002
o Lily M. and Henry J. Budde Fellowship, Stanford University, 2001
o The Stanford Asia Pacific Scholars Fellowship, Stanford University, 2000
· Major awards of Samsung products that I directed as the head of UX Group and C-Lab
o Samsung Smart TV (2014)
§ Best of Innovations Award, CES (Consumer Electronics Show), USA
§ iF Design Award, Germany
o Samsung UHD TV & Smart Hub Interface (2013)
§ Best of Innovations Award, CES (Consumer Electronics Show), USA
§ Editor Choice Award by Popular Mechanics, 2013, USA
§ Best Smart Platform Award, Best of Year Television Award, Reviewed.com, USA
o Samsung Smart TV AR (2013)
§ Red Dot Award, Communication Design, Germany
o Samsung Smart TV Voice & Motion Control (2012)
§ Good Design Award, Japan
o Movable TV (2015)
§ Prototype commercialized, branded, and marketed as “Galaxy View” by Samsung Mobile Division, USA, EU, S. Korea.
o Mirror Display (2015)
§ Prototype displayed, IFA, Germany
§ Prototype displayed at Raemian Model House, S. Korea
o Smart Signage, Digital Mirror (2015)
§ Commercial prototype displayed, 8-Seconds & BeanPole flagship stores, S. Korea
· Method and system for reproducing contents, and computer-readable recording medium thereof (co-inventor) – US Patents # 9,077,930; # 9,055,257; # 8,682,248.
· Display Apparatus and Method of Providing Information Thereof (co-inventor) – US Patent Pending 14/721,584.
· Method of Controlling Display Device and Remote Controller Thereof (co-inventor) – US Patent Pending 14/725,355.
· User Terminal Device, Method, for Controlling User Terminal Device, and Multimedia System Thereof (co-inventor) – US Patents Pending 14/702,178; 14/697,726.
· Display Apparatus and Method for Performing Videotelephony Using the Same (co-inventor) – US Patent Pending 14/708,719.
· Method and System for Reproducing Contents, and Computer-Readable Recording Medium Thereof (co-inventor) – US Patents Pending 14/728,388; 14/702,146.
· User Terminal Apparatus and Control Method Thereof (co-inventor) – US Patents Pending 14/587,361; 14/466,507.
· Method and system for reproducing contents, and computer-readable recording medium thereof (co-inventor) – US Patent Pending 14/168,661.
· Display Apparatus and Control Method Thereof (co-inventor) – US Patent Pending 14/071,967.
· Keynote Speech at the World Usability Congress. Psychology and Design of Smart Media. Graz, Austria. Oct. 19, 2016.
· Invited Speech. Psychology and Design of Smart Car. Hyundai Motors, Namyang, S. Korea, April 20, 2016.
· Invited Speech. Psychology and Design of Human-Technology Interaction. Michigan State University, E. Lansing, MI, USA, November 6, 2015.
· Keynote Speech at the Annual Opinion Mining Workshop. Psychology of Human Computer Interaction. Daum Soft, Seoul, S. Korea. April 26, 2013.
· Invited Speech. Creativity, Concepts, & Products. Hyundai Motors, Seoul, S. Korea, July 20, 2012.
· Invited Speech. Psychology of Smart TV. Special Lecture for Senior Managers in KBS(Korean Broadcasting System, Public Broadcasting in Korea), The Radio hall in KBS, Seoul, S.Korea, June 22. 2011.
· Invited Speech. Product Design and Feelings of Immersion. Special Lecture at the Department of Department of Digital Contents Convergence, Seoul National University, June 08, 2011.
· Invited Speech. User Experience in Human Car Interaction. Hyundai Mobis, Seoul, S. Korea, November, 23, 2011.
· Invited Speech. Psychology of Smart TV. CTO Forum. Korea Industry Technology Association, Intercontinental Hotel, Seoul, S. Korea, September 22. 2011.
· Invited Speech. The Effects of Social Presence in Designing HRI. 5th ACM/IEEE International Conference on HUMAN-ROBOT INTERACTION 2010. Osaka, Japan. March 2, 2010.
· Keynote speech. Interaction Science. 14th Annual Workshop on Information Communications Application Technology 2009: IT Fusion with Human Life. S. Korea, April. 8. 2009.
· Invited Talk. Strategies for the Development of Korean Serious Games. Korea Serious Game Forum, Ministry of Culture and Tourism, S. Korea. Dec. 10, 2008.
· Serious Games for Defense. Army Training & Doctrine Command, Republic of Korea, Daejeon, S. Korea, Oct. 23, 2008.
· Feelings of Presence in Interactive Media. Entertainment Meets Technology: KAIST (Korea Advanced Institute of Science and Technology) Info-Media Forum. KAIST Graduate School of Information and Media Management, Seoul, S. Korea, Sept. 26, 2008.
· A Comprehensive Review on Positive Effects of Games. The 1st World Game Culture Conference (Sponsored by Korea Game Development Agency), Daegu, S. Korea. Oct. 27, 2007.
· Mind and Media. Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology (KAIST). Taejeon, Korea, February 23-27, 2007.
· 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.
· Referred Journal Articles
o Park, N., Jung, Y., & Lee, K. M. (revise & resubmit). Effects of distance in social interactions and movement of virtual co-viewers on viewers’ watching experiences in social TV. Journal of Computer-Mediated-Communication.
o Jung, Y., Park, N., & Lee, K.M. (in press). Effects of trait hostility, mapping interface, and character identification on aggressive thoughts and enjoyment after playing a violent video game. Cyberpsychology & Behavior.
o Jin, S., Phua, J., & Lee, K.M. (2015). Telling stories about breastfeeding through Facebook: The impact of user-generated content (UGC) on pro-breastfeeding attitudes. Computers in Human Behavior, 46, 6-17.
o Kang, S., Lee, K. M., & Cerda, Y. (2015). U.S. television news about the smartphone: A framing analysis of issues, sources, and aspects. Online Journal of Communication and Media Technologies, 5(1), 174-196.
o Park, E. K., Lee, K. M., & Shin, D. H. (2015). Social Responses to Conversational TV VUI: Apology and Voice. International Journal of Technology and Human Interaction, 11(1), 17-32.
o Park. N., Song, H., Lee, K. M. (2014). Social networking sites and other media use, acculturation stress, and psychological well-being among East Asian college students in the United States. Computers in Human Behavior, 36, 138-146.
o Park, N., Rhoads, M., Hou, J., & Lee, K. M. (2014). Understanding the acceptance of teleconferencing systems among employees: An extension of the technology acceptance model. Computers in Human Behavior, 39, 118-127.
o Song, H., Kim, J., & Lee, K. M. (2014). Virtual body vs. real body in exergames: Reducing social physique anxiety in exercise experiences. Computers in Human Behavior, 36, 282-285.
o Cho, E. J., Lee, K. M., Cho, S. M., & Choi, Y. H. (2014). Effects of Stereoscopic Movies: The Positions of Stereoscopic Objects and the Viewing Conditions. Displays, 35, 59-65.
o Cho, E. J. & Lee, K. M. (2013). Effects of 3D Display: A Comparison between Shuttered and Polarized Displays. Displays, 34, 353-358.
o Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2013). The effects of competition and competitiveness upon intrinsic motivation in exergames. Computers in Human Behavior, 29(4), 1702-1708.
o Lee, K. W., Lee, K. M., & Choo, H.S. (2012). Impression formation in mobile communication with multimedia caller identification. International Journal of Mobile Communications, 10, 323-336.
o Hou, J., Nam, Y., Peng, W., & Lee, K. M. (2012). Effects of screen size, viewing angle, and players' immersion tendencies on game experience. Computers in Human Behavior, 28, 617-623.
o Gearhart, S., Kang, S., & Lee, K. M. (2011). Self-presentation on social network sites: Development of a self-identity expression scale and its relationship with social competence. Iowa Journal of Communication, 43, 29-51.
o Lee, K. M., Jeong, E. J., Park, N., & Ryu, S. (2011). Effects of Interactivity in Educational Games: A Mediating Role of Social Presence on Learning Outcomes. International Journal of Human Computer Interaction, 27(7), 620-633.
o Park, N., Jung, Y., & Lee, K. M. (2011). Intention to Upload Video Content on the Internet: The Role of Social Norms and Ego-involvement. Computers in Human Behavior, 27(5), 1996-2004.
o Kwon, Y., Lee, C., Lee, K., & Nam, K. (2011). The Inhibitory Effect of Phonological Syllables, Rather Than Orthographic Syllables, as Evidenced in Korean Lexical Decision Tasks. Psychologia, 54(1), 1-14.
o Lee, K. M., Jung, Y., & Nass, C. (2010). Can User Choice Alter Experimental Findings in Human Computer Interaction?: Similarity Attraction Versus Cognitive Dissonance in Social Responses to Synthetic Speech. International Journal of Human-Computer Interaction, 27(4), 307-322.
o Song, H., Peng, W., & Lee, K. M. (2010). Promoting Exercise Self-Efficacy with an Exergame. Journal of Health Communication, 16(2), 148-162.
o Lee, K. M., Peng, W., & Klein, J. (2010). Will the experience of playing a violent role in a video game influence people's judgments of violent crimes? Computers in Human Behavior, 26(5), 1019-1023.
o Lee, K. M., Yates, D., Clark, J., & Sawy, O. E. (2010). Value creation of mobile services through presence: Designing mobile information and entertainment applications with presence in mind. Presence: Teleoperators and Virtual Environments, 19(3), 265-279.
o Park, N., & Lee, K. M. (2010). Wireless Cities: Local Governments' Involvement in the Shaping of Wi-Fi Networks. Journal of Broadcasting & Electronic Media, 54(3), 425-442.
o Park, N., Lee, K. M., Annie Jin, S. A., & Kang, S. (2010). Effects of pre-game stories on feelings of presence and evaluation of computer games. International Journal of Human-Computer Studies, 68(11), 822-833.
o Jin, S. & Lee, K. M. (2010). The influence of regulatory fit and interactivity on brand satisfaction and trust in E-Health marketing inside 3D virtual worlds (Second Life). Cyberpsychology & Behavior, 13(6), 673-680.
o Park, N., & Lee, K. M. (2007). Effects of online news forum on corporate reputation. Public Relation Review, 33, 346-348.
o Park, N., Lee, K. M., & Cheong, P. H. (2007). User acceptance of e-learning in higher education: An application of the technology acceptance model. Journal of Computer-Mediated Communication, 13 (1), article 9. http://jcmc.indiana.edu/vol13/issue1/park.html
o 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.
o 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.
o 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.
o Lee, K. M. (2006). Effects of Internet use on college students’ political efficacy. Cyberpsychology & Behavior, 9, 415-422.
o 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.
o 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.
o Lee, K. M., & Jung, Y. (2005). Evolutionary nature of virtual experience. Journal of Cultural and Evolutionary Psychology, 3, 159-178.
o 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.
o Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13, 494-505.
o Lee, K. M. (2004). Presence, explicated. Communication Theory, 14, 27-50.
o 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.
o 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.
o Lee, K. M. (2002). Modeling the regional differences in 3G standardization: the Entrepreneur, the Committee, and the Gambler. Communications and Strategies, 47, 11-32.
o 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.
o 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.
o Lee, K. M. (2000). MUDs and self-efficacy. Educational Media International, 37(3), 177-183.
· Book Chapters
o Jung, Y., & Lee, K. M. (in press). Human-Computer Interaction. In P. Rössler. (Ed.). The International Encyclopedia of Media Effects. Hoboken, NJ: Wiley.
o Lee, K. M., & Park, N. (in press). Presence. In S. Jensen, K. B. (Ed.). International Encyclopedia of Communication Theory and Philosophy. Wiley-Blackwell-ICA International Encyclopedias of Communication Series. Hoboken, NJ: Wiley.
o Lee, K. M. (2009). Presence theory. In S. Littlejohn & K. Foss (Eds.). Encyclopedia of Communication Theory (pp. 793-796). Thousand Oaks, CA: Sage.
o Lee, K., Peng, W., & Park, N. (2009). Effects of computer/video games, and beyond. In J. Bryant, & M. B. Oliver (Eds.), Media Effects: Advances in Theory and Research (pp. 551-566). New York: Routledge.
o Lee, K. M. (2008). The media equation. In W. Donsbach (Ed.). The International Encyclopedia of Communication, Volume VII (pp. 2904-2907). Malden, MA: Blackwell Publishing.
o Lee, K. M. (2008). Interactivity in reception. In W. Donsbach (Ed.). The International Encyclopedia of Communication, Volume V (pp. 2322-2326). Malden, MA: Blackwell Publishing.
o 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, NY: Peter Lang.
o 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.
o Lee, K.M. (1995). Research on the open market and structural changes in Korea television industries. Sogang Nonjip, 9th Annual Edition, 171-188.
MEDIA FEATURES AND OUTREACH
· In-depth report on how I made a new Samsung TV interface and how it was accepted at CES (Consumer Electronics Show) 2013. Joongang Iibo (one of three major newspapers in S. Korea in terms of circulation), “New TV that recommends channels based on user face, voice, and previous content choices”, Jan. 20, 2013.
· Interview in Chosun Daily Newspaper (#1 Newspaper in S. Korea in terms of circulation), “Post-Jobs, Struggling Apple” December. 12. 2011.
· Interview in Chosun Daily Newspaper (#1 Newspaper in S. Korea in terms of circulation), “MS & Samsung, The Counterattack in Smartphone Industry” October. 1. 2011.
· In-depth report to introduce the department of Interaction Science (Where I participated as the founding director) in SKKU in Hankook Daily Newspaper (one of the major newspaper in S. Korea in terms of circulation), “Convergence, Technology and Social Science” Jun. 14. 2010.
· Interview in Chosun Daily Newspaper (#1 Newspaper in S. Korea in terms of circulation), “Apple Effects” February. 3. 2010.
· Interview in Chosun Daily Newspaper (#1 Newspaper in S. Korea in terms of circulation), “Why has S. Korea not been able to produce game products like Nintendo Wii?” April 24, 2009.
· My studies on human robot interaction appeared at the Science section of JoongAng Daily Newspaper (one of top three major newspapers in S. Korea in terms of circulation) at September 26, 2008 under the title of “Grown-up Robots vs. Growing Robots.”
· A full transcript of my forum discussion was published at Game Industry Journal, 18 (2), (pp. 20-34), 2007, under the title of “Game is a dynamic new language.”
· Interview in Greater Good magazine published by UC Berkeley, “Can Robots Feel Your Pain?” (pp. 4-5), August 2007.
· Interview with OCLC (Online Computer Library Center) (http://www.oclc.org/) on the future of online community and online library search. Dublin, OH., Nov. 13. 2006.
· Quoted in Online Journalism Review (www.ojr.org), “It feels relevant: biological tactility in news media,” September 25, 2006.
· Interview with McKinsey & Company on the issue of Human Robot Interaction in domestic settings, April 26, 2006.
· Interview in USA Today, “TiVo's Ripple Effect: Water-Cooler Chill”, March 23, 2005.
· Interview in The Detroit Press, “TiVo transforms TV gossip: Digital video recorder users have to be careful not to overhear plot twists of still-unseen shows”, April 20, 2005.
· Interview in The Washington Post, “Computer Voices Carry”, October 8, 2001.
· A study featured in BBC News, “Robots Say It with Feeling”, October 1, 2001.
· A study featured in Science Daily, “We "Hear" Personality In Computer-Generated Speech And The More It Sounds Like Us, The More We Like It” October 1, 2001.