Young June Sah

ORCID: 0000-0003-3901-148X
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About
Contact & Profiles
Research Areas
  • Media Influence and Health
  • Virtual Reality Applications and Impacts
  • AI in Service Interactions
  • Digital Marketing and Social Media
  • Behavioral Health and Interventions
  • Social Robot Interaction and HRI
  • Death Anxiety and Social Exclusion
  • Social and Intergroup Psychology
  • Education and Learning Interventions
  • Impact of Technology on Adolescents
  • Psychology of Moral and Emotional Judgment
  • Usability and User Interface Design
  • Spatial Cognition and Navigation
  • Technology Adoption and User Behaviour
  • Digital Games and Media
  • Speech and dialogue systems
  • Educational Games and Gamification
  • Evolutionary Psychology and Human Behavior
  • Social Media and Politics
  • Action Observation and Synchronization
  • Interactive and Immersive Displays
  • Digital Communication and Language
  • Consumer Perception and Purchasing Behavior
  • Gender and Technology in Education
  • Psychological and Temporal Perspectives Research

Sogang University
2020-2023

Dankook University
2020

Sungkyunkwan University
2011-2019

Kangwon National University
2019

Michigan State University
2015-2018

Korea Advanced Institute of Science and Technology
2008

A chatbot equipped with a conversational user interface often allows its users to feel as if they are conversing human being. The current study examined whether users' perception of mind within is associated their feeling co-presence, closeness, and intention use the influence reinforced when presents social cues in language. laboratory experiment (N = 64) revealed that more participants perceived behind chatbot, co-presence interpersonal closeness experienced chatbot. associations became...

10.1080/10447318.2019.1699748 article EN International Journal of Human-Computer Interaction 2019-12-06

This study investigates older adults’ perceptions of mobile phone use during face-to-face interactions and social gatherings. Data were derived from 9 semistructured focus group interviews. Study participants adult residents Michigan, US ( N = 77). Focus groups held in both urban rural locations our sample was heterogeneous terms race socioeconomic status. Older adults this reported that the behavior displayed by their younger family members gatherings breaches expectations regarding...

10.1177/2050157918758129 article EN Mobile Media & Communication 2018-04-09

The online environment for video conferencing lacks cues compared to offline, so one can hear the interlocutor's criticism more sensitively, and fear of presenting in front camera hinder participation meeting. It is known that interface design affords a role improving public speaking has possibility changing user behavior. To examine how affects debating participation, 2 (visual anonymity: avatar vs. face) × (self-affirmation no self-affirmation) between-subjects experiment was conducted....

10.1080/10447318.2022.2041897 article EN International Journal of Human-Computer Interaction 2022-04-23

Drawing on the self-concept activation and goal-priming account of priming effect, this study examined how self-concept—i.e., ideal self, ought actual self—can be harnessed as a model for avatar customization in digital games to promote healthy-eating behavior. Female participants (N = 133) customized an game reflect either ideal, ought, or self. Participants then selected food items their within well themselves eat afterward. Results suggest that using ought-self avatar, extent which they...

10.1080/15213269.2016.1234397 article EN Media Psychology 2016-10-11

Contrary to the traditional concept of artificial intelligence, explainable intelligence (XAI) aims provide explanations for prediction results and make users perceive system as being reliable. However, despite its importance, only a few studies have investigated how an XAI should be designed. This study investigates people attribute perceived ability systems based on attributional qualities power status anthropomorphism affect attribution process. In laboratory experiment, participants (N =...

10.1080/0144929x.2020.1846789 article EN Behaviour and Information Technology 2020-11-19

While gamification has been studied, applied, and sometimes contested within a variety of contexts (especially education business), the concept avatarification -- utilization virtual self-representations mediated environment is relatively new great potential for enhancing learning contexts. Building on previous work which suggests that people behave consistently with their avatars' characteristics, present research aims to develop an understanding how avatars can be integrated into student...

10.1109/hicss.2016.15 article EN 2016-01-01

When a robot is said to be specialist in particular domain, does it alter the nature and quality of human-robot interaction? This study examines effects specialization functions, along with individual difference immersive tendencies, on users' trust, perception, activity, memory. In controlled experiment, 38 participants were taught physical exercise lesson from either or generalist humanoid for 6 min. Results showed that had participants' affective trust; tendency predicted active...

10.1145/1957656.1957751 article EN 2011-03-06

Users of voice user interface (VUI) often encounter errors, such as when a VUI attempts to recognize user's inputs or execute tasks. Conversation is prone and in the collaborative perspective, communicators manage common ground together handle erroneous situations. Adopting view conversation, we propose that can address different types errors by providing users with feedback aid them developing communicate more effectively. To test this proposal, conducted 2 (error type: recognition vs....

10.1080/10447318.2018.1561069 article EN International Journal of Human-Computer Interaction 2019-01-07

The current study examined how voice control and a virtual agent in smart TV interplay influencing users’ evaluation of the TV. In 2 (input modality: vs. remote controller) X 2(agent type: realistic cartoonlike agent) between-subjects experiment, participants (N = 64) used evaluated an educational context. Results revealed negative effects control, especially when it accompanied agent. Those who to rated agentless humanlike, attractive, intelligent intimate than did those controller Also,...

10.1080/0144929x.2019.1685003 article EN Behaviour and Information Technology 2019-10-31

The development of information and communication technologies has helped a television become networked digitized media device. Simultaneously, televiewers have changed from passive to interactive. This research suggests an interactive advertising model that uses TV program, investigates means encouraging viewer be more with the system. efficiency system, level user satisfaction behavior are studied through experiment, survey interview. results were analyzed discern reactions content-related...

10.1109/isbmsb.2008.4536639 article EN 2008-03-01

The watching-eye effect proposes that others’ eyes cause people to behave in a prosocial manner. current study tested this the context of an online news website, by investigating whether icon influences users’ attention themselves and expressions their opinions comment section. In experiment, participants (N = 741) used website presence (vs. absence) watching eye as visual cue for imagined audience, who reportedly presented Results showed did influence participants’ private public...

10.1080/0144929x.2022.2114937 article EN Behaviour and Information Technology 2022-08-23

Action identification theory (Vallacher & Wegner, 2012) posits that individuals become open to new meanings of actions when the are represented in their minds as concrete details (i.e., understanding identities), rather than abstract identities). Based on this, we predicted video game interactivity renders players susceptible ideas performed a game, by causing them conceive details. In 2 (medium type: interactive vs. non-interactive) x (meaning hunting: beneficial harmful)...

10.5817/cp2019-4-4 article EN cc-by-nc-nd Cyberpsychology Journal of Psychosocial Research on Cyberspace 2019-11-07

While participatory websites provide users with two distinctive contexts, such as posting opinions and lurking, not many studies examine how contexts affect the ways in which are influenced by peer opinions. In a 2 (context: vs. lurking) X 3 (peer-opinion composition: balanced, lopsided, or unanimous) between-subjects experiment, participants ( N = 334) revealed their public poll an anonymous survey. After reading unanimous opinion comments, both lurking groups agreed to greater extent than...

10.1177/08944393211070527 article EN Social Science Computer Review 2022-03-01

This study examined the effects of customization and intuitiveness control on feeling identification embodiment, actual running performance game players after playing a digital runner developed for this research. A 2 (avatar design: customized vs. not customized) × controls: intuitive intuitive) within-subjects experiment ( N = 44) found that with avatar increased embodiment in avatar. However, using unintuitive controls diminished identification. Customizing an Further, participants’ was...

10.3389/frvir.2022.873689 article EN cc-by Frontiers in Virtual Reality 2022-06-23

While extensive efforts have been made to harness benefit of computing technologies in education, little attention focuses on how such lead students’ positive attitudes toward science and technology. Building the technology acceptance model motivation literature, current study proposed that hands-on experiences with devices allow students perceive their use as being useful enjoyable, which turn leads general. Data collected from a pedagogical intervention support our predictions regarding...

10.1177/0002764220919140 article EN American Behavioral Scientist 2020-06-01

Sangwon Leea & Young June Saha* a Department of Interaction Science, Sungkyunkwan University, Seoul, South KoreaSangwon Lee is an associate professor in the department University. He has obtained his PhD degree Industrial Engineering at Pennsylvania State University 2010. His research interests include human-computer interaction, user experience, affective computing, and modeling.Young Sah (PhD, Michigan University) adjunct psychological behavioral effects media technologies their cognitive...

10.1080/10447318.2019.1625569 article EN International Journal of Human-Computer Interaction 2019-06-06

Agreeableness is one of the key personalities expected to a virtual agent as social interactant, agent's primary role provide help and assistance. Based on theoretical background Computers-Are-Social-Actors (CASA) paradigm, this study aims identify factors affecting perceived agreeableness agents. Focusing reciprocity rule users' need for help, an online experiment was conducted with 2 (help type: reciprocal vs. unconditional) x (need help: wanted not wanted) between-subjects design. The...

10.1109/imcom51814.2021.9377323 article EN 2023 17th International Conference on Ubiquitous Information Management and Communication (IMCOM) 2021-01-04
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