Kwan Min Lee
Biographic Data
| ID | 215643 |
|---|---|
| NAME | Kwan Min Lee |
| GIVEN NAMES | Kwan Min |
| FAMILY NAME | Lee |
| SIGNATURE | LEE K M |
| AFFILIATIONS | Nanyang Technological University |
| ORCID | 0000-0001-7582-3253 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 320 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 5 |
Bringing People into the Story: How Virtual Reality Journalism Affects the Feeling of Presence
Virtual reality (VR) journalism can offer immersive experiences, enhancing the audience’s empathy and issue involvement. In the literature, however, the term VR refers to different types of technology, which may obscure the clear effects of VR journalism. Guided by the framework for immersive virtual environment (FIVE), this paper investigated the effects of VR journalism focusing on two different features of VR: device-focused (i.e., head-mounte…
Voice orientation of conversational interfaces in vehicles
Connected vehicles have become a promising platform for conversational agents. However, drivers might struggle to control systems that feature multiple AI agents. To improve the usability of increasingly complex systems and the user’s interaction experience, the integration of various conversational agents needs to be carefully considered. This study aims to investigate the following: What constitutes an efficient, user-friendly arrangement of th…
Associations Between Big-Five Personality Traits and Attitudes and Perception Towards Health Behaviours
Despite efforts to promote exercise and healthy diets, global prevalence of obesity continues to rise. This pervasiveness of obesity is alarming as it is a key contributing factor of ischemic heart disease, a leading cause of death worldwide. The issue of obesity is exacerbated in Malaysia, where 50.1% of all adults were considered obese in 2020. Given the severity of the issue, the identification of alternative factors to promote exercise become…
Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)
Purpose Massive multiplayer online role-playing games (MMORPGs) are representative metaverse games that are thriving in academia and the industry. This study aims to develop an integrated model based on Yee's motivations and the Proteus effect to explore individuals' intentions of playing MMORPGs. Design/methodology/approach The data were gathered by conducting an online survey ( n = 441) for the players of World of Warcraft, an MMORPG. The colle…
Polite speech strategies and their impact on drivers’ trust in autonomous vehicles
Virtual reality advertising with brand experiences: The effects of media devices, virtual representation of the self, and self-presence
Virtual reality (VR) is gaining mainstream attention, but little is known about the effects of VR advertising (VR ad). This study examined 360-degree video-based advertising, which presented an entire view of the scene and allowed users to pan around the view interactively. In particular, the study sought to answer the following questions: (a) does the effect of VR ad vary when it is viewed with different media devices?; (b) what is the effect of…
To which world regions does the valence-dominance model of social perception apply
Over the past 10 years, Oosterhof and Todorov’s valence–dominance model has emerged as the most prominent account of how people evaluate faces on social dimensions. In this model, two dimensions (valence and dominance) underpin social judgements of faces. Because this model has primarily been developed and tested in Western regions, it is unclear whether these findings apply to other regions. We addressed this question by replicating Oosterhof an…
Presence
Presence refers to the psychological state in which the virtuality of experience is unnoticed. It occurs when technology users do not recognize the technology‐mediated nature of experiencing or the artificiality of experienced objects such as computer agents or social robots. There are three types of presence: physical presence, social presence, and self‐presence. Three factors that affect feelings of presence—the objective quality of technologie…
U.S. Television News about the Smartphone: A Framing Analysis of Issues, Sources, and Aspects
This study examines TV news networks’ coverage of the smartphone from the news framing perspective. A content analysis was conducted on 2,792 TV news transcripts about the smartphone from four major TV news networks (ABC, CBS, NBC, and CNN) in the US during the time period from 2000 to 2012 in terms of issues, sources, and episodic/thematic aspects. Results found that US TV news emphasized ease of use, performance, and Apple issues. News sources …
University Instructors’ Acceptance of Electronic Courseware: An Application of the Technology Acceptance Model
This study examines the factors that influence instructors’ adoption and use of an Internet-based course management system and tests the applicability of the Technology Acceptance Model (TAM), introduced byDavis (1986), in the context of e-learning practices in higher education. Using data from an online survey of a university’s instructors (N = 191), a path analysis revealed that perceived ease of use of the system had a significant impact on pe…
Children?s Responses to Computer-Synthesized Speech in Educational Media: Gender Consistency and Gender Similarity Effects
This study examines children’s social responses to gender cues in synthesized speech in a computer-based instruction setting. Eighty 5th-grade elementary school children were randomly assigned to one of the conditions in a full-factorial 2 (participant gender) × 2 (voice gender) × 2 (content gender) experiment. Results show that children apply gender-based social rules to synthesized speech. More specifically, children evaluate synthesized speech…
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
Can Robots Manifest Personality: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human–Robot Interaction
Personality is an essential feature for creating socially interactive robots. Studies on this dimension will facilitate enhanced human–robot interaction (HRI). Using AIBO, a social robotic pet developed by Sony, we examined the issue of personality in HRI. In this gender-balanced 2 (AIBO personality: introvert vs. extrovert) by 2 (participant personality: introvert vs. extrovert) between-subject experiment (N = 48), we found that participants cou…
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
This study tests the effect of long-term artificial development of a robot on users' feelings of social presence and social responses toward the robot. The study is a 2 (developmental capability: developmental versus fully matured) × 2 (number of participants: individual versus group) between-subjects experiment (N= 40) in which participants interact with Sony's robot dog, AIBO, for a month. The results showed that the developmental capability fa…
The Multiple Source Effect and Synthesized Speech: Doubly-Disembodied Language as a Conceptual Framework
Two experiments examine the effect of multiple synthetic voices in an e-commerce context. In Study 1, participants (N = 40) heard five positive reviews about a book from five different synthetic voices or from a single synthetic voice. Consistent with the multiple source effect, results showed that participants hearing multiple synthetic voices evaluated the reviewed books more positively, predicted more favorable public reaction to the books, an…
Presence, Explicated
This article reviews previous literature on presence, with a particular focus on its conceptualization and typologies. It first compares various types of presence-related terms (e.g., telepresence, virtual presence, mediated presence, copresence, and presence) and suggests that of those terms the term presence works best for the systematic study of human interaction with media and simulation technologies. After an extensive explication process, p…
Presence, Explicated
This article reviews previous literature on presence, with a particular focus on its conceptualization and typologies. It first compares various types of presence-related terms (e.g., telepresence, virtual presence, mediated presence, copresence, and presence) and suggests that of those terms the term presence works best for the systematic study of human interaction with media and simulation technologies. After an extensive explication process, p…
Can Robots Manifest Personality: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human–Robot Interaction
Personality is an essential feature for creating socially interactive robots. Studies on this dimension will facilitate enhanced human–robot interaction (HRI). Using AIBO, a social robotic pet developed by Sony, we examined the issue of personality in HRI. In this gender-balanced 2 (AIBO personality: introvert vs. extrovert) by 2 (participant personality: introvert vs. extrovert) between-subject experiment (N = 48), we found that participants cou…
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
University Instructors’ Acceptance of Electronic Courseware: An Application of the Technology Acceptance Model
This study examines the factors that influence instructors’ adoption and use of an Internet-based course management system and tests the applicability of the Technology Acceptance Model (TAM), introduced byDavis (1986), in the context of e-learning practices in higher education. Using data from an online survey of a university’s instructors (N = 191), a path analysis revealed that perceived ease of use of the system had a significant impact on pe…
Children?s Responses to Computer-Synthesized Speech in Educational Media: Gender Consistency and Gender Similarity Effects
This study examines children’s social responses to gender cues in synthesized speech in a computer-based instruction setting. Eighty 5th-grade elementary school children were randomly assigned to one of the conditions in a full-factorial 2 (participant gender) × 2 (voice gender) × 2 (content gender) experiment. Results show that children apply gender-based social rules to synthesized speech. More specifically, children evaluate synthesized speech…
To which world regions does the valence-dominance model of social perception apply
Over the past 10 years, Oosterhof and Todorov’s valence–dominance model has emerged as the most prominent account of how people evaluate faces on social dimensions. In this model, two dimensions (valence and dominance) underpin social judgements of faces. Because this model has primarily been developed and tested in Western regions, it is unclear whether these findings apply to other regions. We addressed this question by replicating Oosterhof an…
The Multiple Source Effect and Synthesized Speech: Doubly-Disembodied Language as a Conceptual Framework
Two experiments examine the effect of multiple synthetic voices in an e-commerce context. In Study 1, participants (N = 40) heard five positive reviews about a book from five different synthetic voices or from a single synthetic voice. Consistent with the multiple source effect, results showed that participants hearing multiple synthetic voices evaluated the reviewed books more positively, predicted more favorable public reaction to the books, an…
Presence, Explicated
This article reviews previous literature on presence, with a particular focus on its conceptualization and typologies. It first compares various types of presence-related terms (e.g., telepresence, virtual presence, mediated presence, copresence, and presence) and suggests that of those terms the term presence works best for the systematic study of human interaction with media and simulation technologies. After an extensive explication process, p…
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
This study tests the effect of long-term artificial development of a robot on users' feelings of social presence and social responses toward the robot. The study is a 2 (developmental capability: developmental versus fully matured) × 2 (number of participants: individual versus group) between-subjects experiment (N= 40) in which participants interact with Sony's robot dog, AIBO, for a month. The results showed that the developmental capability fa…
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
Can Robots Manifest Personality: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human–Robot Interaction
Personality is an essential feature for creating socially interactive robots. Studies on this dimension will facilitate enhanced human–robot interaction (HRI). Using AIBO, a social robotic pet developed by Sony, we examined the issue of personality in HRI. In this gender-balanced 2 (AIBO personality: introvert vs. extrovert) by 2 (participant personality: introvert vs. extrovert) between-subject experiment (N = 48), we found that participants cou…
University Instructors’ Acceptance of Electronic Courseware: An Application of the Technology Acceptance Model
This study examines the factors that influence instructors’ adoption and use of an Internet-based course management system and tests the applicability of the Technology Acceptance Model (TAM), introduced byDavis (1986), in the context of e-learning practices in higher education. Using data from an online survey of a university’s instructors (N = 191), a path analysis revealed that perceived ease of use of the system had a significant impact on pe…
Children?s Responses to Computer-Synthesized Speech in Educational Media: Gender Consistency and Gender Similarity Effects
This study examines children’s social responses to gender cues in synthesized speech in a computer-based instruction setting. Eighty 5th-grade elementary school children were randomly assigned to one of the conditions in a full-factorial 2 (participant gender) × 2 (voice gender) × 2 (content gender) experiment. Results show that children apply gender-based social rules to synthesized speech. More specifically, children evaluate synthesized speech…
U.S. Television News about the Smartphone: A Framing Analysis of Issues, Sources, and Aspects
This study examines TV news networks’ coverage of the smartphone from the news framing perspective. A content analysis was conducted on 2,792 TV news transcripts about the smartphone from four major TV news networks (ABC, CBS, NBC, and CNN) in the US during the time period from 2000 to 2012 in terms of issues, sources, and episodic/thematic aspects. Results found that US TV news emphasized ease of use, performance, and Apple issues. News sources …
Presence
Presence refers to the psychological state in which the virtuality of experience is unnoticed. It occurs when technology users do not recognize the technology‐mediated nature of experiencing or the artificiality of experienced objects such as computer agents or social robots. There are three types of presence: physical presence, social presence, and self‐presence. Three factors that affect feelings of presence—the objective quality of technologie…
Virtual reality advertising with brand experiences: The effects of media devices, virtual representation of the self, and self-presence
Virtual reality (VR) is gaining mainstream attention, but little is known about the effects of VR advertising (VR ad). This study examined 360-degree video-based advertising, which presented an entire view of the scene and allowed users to pan around the view interactively. In particular, the study sought to answer the following questions: (a) does the effect of VR ad vary when it is viewed with different media devices?; (b) what is the effect of…
To which world regions does the valence-dominance model of social perception apply
Over the past 10 years, Oosterhof and Todorov’s valence–dominance model has emerged as the most prominent account of how people evaluate faces on social dimensions. In this model, two dimensions (valence and dominance) underpin social judgements of faces. Because this model has primarily been developed and tested in Western regions, it is unclear whether these findings apply to other regions. We addressed this question by replicating Oosterhof an…
Polite speech strategies and their impact on drivers’ trust in autonomous vehicles
Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)
Purpose Massive multiplayer online role-playing games (MMORPGs) are representative metaverse games that are thriving in academia and the industry. This study aims to develop an integrated model based on Yee's motivations and the Proteus effect to explore individuals' intentions of playing MMORPGs. Design/methodology/approach The data were gathered by conducting an online survey ( n = 441) for the players of World of Warcraft, an MMORPG. The colle…
Voice orientation of conversational interfaces in vehicles
Connected vehicles have become a promising platform for conversational agents. However, drivers might struggle to control systems that feature multiple AI agents. To improve the usability of increasingly complex systems and the user’s interaction experience, the integration of various conversational agents needs to be carefully considered. This study aims to investigate the following: What constitutes an efficient, user-friendly arrangement of th…
Associations Between Big-Five Personality Traits and Attitudes and Perception Towards Health Behaviours
Despite efforts to promote exercise and healthy diets, global prevalence of obesity continues to rise. This pervasiveness of obesity is alarming as it is a key contributing factor of ischemic heart disease, a leading cause of death worldwide. The issue of obesity is exacerbated in Malaysia, where 50.1% of all adults were considered obese in 2020. Given the severity of the issue, the identification of alternative factors to promote exercise become…
Bringing People into the Story: How Virtual Reality Journalism Affects the Feeling of Presence
Virtual reality (VR) journalism can offer immersive experiences, enhancing the audience’s empathy and issue involvement. In the literature, however, the term VR refers to different types of technology, which may obscure the clear effects of VR journalism. Guided by the framework for immersive virtual environment (FIVE), this paper investigated the effects of VR journalism focusing on two different features of VR: device-focused (i.e., head-mounte…
Psychology (13 works) · Computer Science (10 works) · Social Psychology (8 works) · Human–computer interaction (6 works) · Social Psychology (6 works) · Virtual Reality Applications and Impacts (6 works) · Artificial Intelligence (4 works) · Feeling (4 works) · Media Influence and Health (4 works) · Social Robot Interaction and HRI (4 works)