성균관대학교 인터랙션사이언스학과 / Sungkyunkwan University Interaction Science
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이관민 Professor

Communication

현재
- Professor
o Department of Interaction Science, Sunkyunkwan University, Seoul, Korea, 03063
- Director
o Interaction Science Research Center, Sungkyunkwan University

Tel: 82-2- 740-1863 (Korea),
Email: kwanminlee@gmail.com
약력
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.
주요저서
● Jung, Y., & Lee, K. M. (in press). Human-Computer Interaction. In P. Rössler. (Ed.). The International Encyclopedia of Media Effects. Hoboken, NJ: Wiley.
● 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.
● Lee, K. M. (2009). Presence theory. In S. Littlejohn & K. Foss (Eds.). Encyclopedia of Communication Theory (pp. 793-796). Thousand Oaks, CA: Sage.
● 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.
● 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.
● 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.
● 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.
● 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.
● Lee, K.M. (1995). Research on the open market and structural changes in Korea television industries. Sogang Nonjip, 9th Annual Edition, 171-188.
연구분야
- Human-Technology Interaction; Human Computer Interaction; Human Robot Interaction
- Digital Media and Contents; Computer Games; New Media; IPTV
- Evolutionary Perspectives on Virtual Human Experience
- Feelings of Presence, Immersion, and Involvement
수상경력
o USC-Mellon Awards for Excellence in Mentoring (Highest award for professional mentorship at USC). Center for Excellence in Teaching, University of Southern California, 2007.

o KACA Distinguished Young Scholar Award. The 30th Anniversary Conference of Korean American Communication Association, Chicago, IL, 2008.

o Top Paper Awards
  AEJMC Annual Conference, 2011
  ICA Annual Conferences, 2001, 2002

   HCI Annual Conference, 2007

o Endowed Fellowships

   Nathan Maccoby Fellowship, Stanford University, 2002

   Lily M. and Henry J. Budde Fellowship, Stanford University, 2001

  The Stanford Asia Pacific Scholars Fellowship, Stanford University, 2000

o Major awards of Samsung products that I directed as the head of UX Group and C-Lab

  -Samsung Smart TV (2014)

    Best of Innovations Award, CES (Consumer Electronics Show), USA / iF Design Award, Germany
  -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

   -Samsung Smart TV AR (2013)

     Red Dot Award, Communication Design, Germany

  - Samsung Smart TV Voice & Motion Control (2012)

     Good Design Award, Japan

  - Movable TV (2015)

    Prototype commercialized, branded, and marketed as “Galaxy View” by Samsung Mobile Division, USA, EU, S. Korea.

  - Mirror Display (2015)

     Prototype displayed, IFA, Germany

     Prototype displayed at Raemian Model House, S. Korea

   -Smart Signage, Digital Mirror (2015)

    Commercial prototype displayed, 8-Seconds & BeanPole flagship stores, S. Korea

 

논문편수 및 연구과제 건수
  • Park, N., Jung, Y., & Lee, K. M.(revise & resubmit). Effects of distance in social interactions andmovement of virtual co-viewers on viewers’ watching experiences in social TV. Journal of Computer-Mediated-Communication.
  • Jung, Y., Park, N., & Lee, K.M.(in press). Effects of trait hostility, mapping interface, and characteridentification on aggressive thoughts and enjoyment after playing a violentvideo game. Cyberpsychology &Behavior.
  • Jin, S., Phua, J., & Lee, K.M.(2015). Telling stories about breastfeeding through Facebook: The impact ofuser-generated content (UGC) on pro-breastfeeding attitudes. Computers in Human Behavior, 46, 6-17.
  • Kang, S., Lee, K. M., & Cerda,Y. (2015). U.S. television news about the smartphone: A framing analysis ofissues, sources, and aspects. OnlineJournal of Communication and Media Technologies, 5(1), 174-196.
  • Park, E. K., Lee, K. M., & Shin,D. H. (2015). Social Responses to Conversational TV VUI: Apology and Voice. International Journal of Technology andHuman Interaction, 11(1), 17-32.
  • Park. N., Song, H., Lee, K. M.(2014). Social networking sites and other media use, acculturation stress, andpsychological well-being among East Asian college students in the UnitedStates. Computers in Human Behavior, 36, 138-146.
  • Park, N., Rhoads, M., Hou, J., &Lee, K. M. (2014). Understanding the acceptance of teleconferencing systems amongemployees: An extension of the technology acceptance model. Computers in Human Behavior, 39, 118-127. 
  • Song, H., Kim, J., & Lee, K. M.(2014). Virtual body vs. real body in exergames: Reducing social physiqueanxiety in exercise experiences. Computersin Human Behavior, 36, 282-285.
  • Cho, E. J., Lee, K. M., Cho, S. M.,& Choi, Y. H. (2014). Effects of Stereoscopic Movies: The Positions ofStereoscopic Objects and the Viewing Conditions. Displays, 35, 59-65.
  • Cho, E. J. & Lee, K. M. (2013).Effects of 3D Display: A Comparison between Shuttered and Polarized Displays. Displays, 34, 353-358.
  • Song, H., Kim, J., Tenzek, K. E.,& Lee, K. M. (2013). The effects of competition and competitiveness uponintrinsic motivation in exergames.  Computers in Human Behavior, 29(4),1702-1708.
  • Lee, K. W., Lee, K. M., & Choo,H.S. (2012). Impression formation in mobile communication with multimediacaller identification. InternationalJournal of Mobile Communications, 10, 323-336.
  • Hou, J., Nam, Y., Peng, W., &Lee, K. M. (2012). Effects of screen size, viewing angle, and players'immersion tendencies on game experience. Computersin Human Behavior, 28, 617-623.
  • Gearhart, S., Kang, S., & Lee,K. M. (2011).  Self-presentation onsocial network sites: Development of a self-identity expression scale and itsrelationship with social competence. IowaJournal of Communication, 43, 29-51.
  • Lee, K. M., Jeong, E. J., Park, N.,& Ryu, S. (2011). Effects of Interactivity in Educational Games: AMediating Role of Social Presence on Learning Outcomes. International Journal of Human Computer Interaction, 27(7),620-633.
  • Park, N., Jung, Y., & Lee, K. M.(2011). Intention to Upload Video Content on the Internet: The Role of SocialNorms and Ego-involvement. Computers inHuman Behavior, 27(5), 1996-2004.
  • Kwon, Y., Lee, C., Lee, K., &Nam, K. (2011). The Inhibitory Effect of Phonological Syllables, Rather ThanOrthographic Syllables, as Evidenced in Korean Lexical Decision Tasks.  Psychologia,54(1), 1-14.
  • Lee, K. M., Jung, Y., & Nass, C.(2010). Can User Choice Alter Experimental Findings in Human ComputerInteraction?: Similarity Attraction Versus Cognitive Dissonance in SocialResponses to Synthetic Speech. InternationalJournal of Human-Computer Interaction, 27(4), 307-322.
  • Song, H., Peng, W., & Lee, K. M.(2010). Promoting Exercise Self-Efficacy with an Exergame. Journal of Health Communication, 16(2), 148-162.
  • Lee, K. M., Peng, W., & Klein,J. (2010). Will the experience of playing a violent role in a video gameinfluence people's judgments of violent crimes? Computers in Human Behavior, 26(5), 1019-1023.
  • 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 inmind. Presence: Teleoperators and VirtualEnvironments, 19(3), 265-279.
  • Park, N., & Lee, K. M. (2010).Wireless Cities: Local Governments' Involvement in the Shaping of Wi-FiNetworks. Journal of Broadcasting &Electronic Media, 54(3), 425-442.
  • Park, N., Lee, K. M., Annie Jin, S.A., & Kang, S. (2010). Effects of pre-game stories on feelings of presenceand evaluation of computer games. InternationalJournal of Human-Computer Studies, 68(11), 822-833.
  • Jin, S. & Lee, K. M. (2010). Theinfluence of regulatory fit and interactivity on brand satisfaction and trustin E-Health marketing inside 3D virtual worlds (Second Life). Cyberpsychology & Behavior, 13(6), 673-680.
  • Park, N., & Lee, K. M. (2007).Effects of online news forum on corporate reputation. Public Relation Review, 33, 346-348.
  • Park, N., Lee, K. M., & Cheong,P. H. (2007). User acceptance of e-learning in higher education: An applicationof the technology acceptance model.Journal of Computer-Mediated Communication, 13 (1), article 9.http://jcmc.indiana.edu/vol13/issue1/park.html
  • 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 ofPersonality Recognition, Social Responses, and Social Presence in Human-RobotInteraction. Journal of Communication,56, 754-772.
  • Lee, K. M., Jung, Y., Kim, J., &Kim, S. (2006). Are Physically Embodied Social Agents Better Than DisembodiedSocial Agents?: The Effects of Physical Embodiment, Tactile Interaction, andPeople's Loneliness in Human-Robot Interaction. International Journal of Human-Computer Studies, 64, 962-973.
  • Lee, K. M. (2006). Effects ofInternet 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 fornavigation. International Journal ofHuman 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’slong-term cognitive developments on its social presence and people’s socialresponses toward it. Human CommunicationResearch, 31, 538-563.
  • Lee, K. M., & Jung, Y. (2005).Evolutionary nature of virtual experience. Journalof Cultural and Evolutionary Psychology, 3, 159-178.
  • Lee, K. M. & Nass, C. (2005).Social-psychological origins of feelings of presence: Creating social presencewith machine-generated voices. MediaPsychology, 7, 31-45.
  • Lee, K. M. (2004). Why presenceoccurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and VirtualEnvironments, 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. InternationalJournal of Human Computer Studies, 61, 71-83.
  • Lee, K. M., & Nass, C. (2004).The multiple source effect and synthesized speech: Doubly disembodied languageas a conceptual framework. HumanCommunication Research, 30, 182-207.
  • Lee, K. M. (2002). Modeling theregional differences in 3G standardization: the Entrepreneur, the Committee,and the Gambler. Communications andStrategies, 47, 11-32.
  • Lai, J., Mitchell, S., Viveros, M.,Wood, D., & Lee, K. M. (2002). Ubiquitous access to unified messaging: AStudy 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 ofrecognition, similarity-attraction, and consistency-attraction. Journal of Experimental Psychology, Applied,7(3), 171-181.
  • Lee, K. M. (2000). MUDs andself-efficacy. Educational MediaInternational, 37(3), 177-183.

국제 저널 편집 위원 활동(Current Editorial Board Member)

- Human Communication Research (교육과학부 선정 World Top 10% 저널)
- Journal of Communication (교육과학부 선정 World Top 10% 저널)
- Media Psychology (SSCI 저널)
- Korean Prospect (Founding Member)
- The Open Communication Journal
- The Ergonomics Open Journal
- International Journal of Mobile and Blended Learning
- The Open Business Journal


초청강연(Keynote Speeches & Invited Talks)