Ohbyung Kwon
Biographic Data
| ID | 6628382 |
|---|---|
| NAME | Ohbyung Kwon |
| GIVEN NAMES | Ohbyung |
| FAMILY NAME | Kwon |
| SIGNATURE | KWON O |
| AFFILIATIONS | Kyung Hee University |
| ORCID | 0000-0001-9686-6586 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
The privatization of space
Close to digital heritage? Proximity moderator effects in virtual reality heritage experience
This paper aims to advance immersive technology and cultural heritage research by investigating how and to what extent geographical, social and cognitive proximity moderate the effects of VR-based information systems on both heritage immersive experience (immersion and sense of presence) and users’ satisfaction and then, drive continuance intention using VR. Although research on digital experiences and innovation in cultural heritage has increase…
Effects of meta-human characteristics on user acceptance
Despite the potential of meta-humans in the virtual space, research on how consumers react to meta-humans is scarce.This study investigates the effects of meta-human characteristics on user acceptance.280 responses from the online survey were analysed using structural equation modelling.Findings revealed that meta-humans outshine digital humans in terms of performance and user acceptance.Users encountering digital humans are affected by the uncan…
The effects of Experience-Technology Fit (ETF) on consumption behavior
Purpose Traditionally, Task–Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather than tasks) be applied to non-work, cultural heritage environments? This is the question the authors ask in this study. This study proposes a new variation of TTF based on the experience economy model, namely Experience–Technology Fit (ETF), for the non-work env…
The effects of individual and organizational interventions on space tourism
There is limited theoretically informed research on sustainability in the space tourism market. An extended model of goal-directed behaviour (EMGB) is created and verified with individual and organizational interventions, comparing space tourism experienced and non-experienced travellers. Results revealed that individual intervention has fully significant effects on all MGB constructs, while organizational intervention has partially significant i…
The influence of virtual reality on the experience of religious cultural heritage content
Purpose The purpose of this study is to expand the experience economy model and to determine if this model provides a better understanding of the process of growing intention to continue using religious cultural heritage content delivered digitally and intention to visit religious cultural heritage sites. In particular, it examines the influence of spiritual experience on the evaluation of religious cultural heritage content, comparing delivery v…
What drives technology-enhanced storytelling immersion? The role of digital humans
Technology acceptance theories and factors influencing artificial Intelligence-based intelligent products
The Influence of Politeness Behavior on User Compliance with Social Robots in a Healthcare Service Setting
The influence of virtual reality on the experience of religious cultural heritage content
Purpose The purpose of this study is to expand the experience economy model and to determine if this model provides a better understanding of the process of growing intention to continue using religious cultural heritage content delivered digitally and intention to visit religious cultural heritage sites. In particular, it examines the influence of spiritual experience on the evaluation of religious cultural heritage content, comparing delivery v…
The Influence of Politeness Behavior on User Compliance with Social Robots in a Healthcare Service Setting
Technology acceptance theories and factors influencing artificial Intelligence-based intelligent products
What drives technology-enhanced storytelling immersion? The role of digital humans
The effects of individual and organizational interventions on space tourism
There is limited theoretically informed research on sustainability in the space tourism market. An extended model of goal-directed behaviour (EMGB) is created and verified with individual and organizational interventions, comparing space tourism experienced and non-experienced travellers. Results revealed that individual intervention has fully significant effects on all MGB constructs, while organizational intervention has partially significant i…
The influence of virtual reality on the experience of religious cultural heritage content
Purpose The purpose of this study is to expand the experience economy model and to determine if this model provides a better understanding of the process of growing intention to continue using religious cultural heritage content delivered digitally and intention to visit religious cultural heritage sites. In particular, it examines the influence of spiritual experience on the evaluation of religious cultural heritage content, comparing delivery v…
The effects of Experience-Technology Fit (ETF) on consumption behavior
Purpose Traditionally, Task–Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather than tasks) be applied to non-work, cultural heritage environments? This is the question the authors ask in this study. This study proposes a new variation of TTF based on the experience economy model, namely Experience–Technology Fit (ETF), for the non-work env…
Close to digital heritage? Proximity moderator effects in virtual reality heritage experience
This paper aims to advance immersive technology and cultural heritage research by investigating how and to what extent geographical, social and cognitive proximity moderate the effects of VR-based information systems on both heritage immersive experience (immersion and sense of presence) and users’ satisfaction and then, drive continuance intention using VR. Although research on digital experiences and innovation in cultural heritage has increase…
Effects of meta-human characteristics on user acceptance
Despite the potential of meta-humans in the virtual space, research on how consumers react to meta-humans is scarce.This study investigates the effects of meta-human characteristics on user acceptance.280 responses from the online survey were analysed using structural equation modelling.Findings revealed that meta-humans outshine digital humans in terms of performance and user acceptance.Users encountering digital humans are affected by the uncan…
The privatization of space
Computer Science (8 works) · Psychology (8 works) · Social Psychology (7 works) · Human–computer interaction (5 works) · Artificial Intelligence (3 works) · Business (3 works) · Marketing (3 works) · Technology Acceptance Model (3 works) · Tourism (3 works) · Usability (3 works)