- Virtual Reality Applications and Impacts
- Face Recognition and Perception
- Media Influence and Health
- Digital Games and Media
- Asian Culture and Media Studies
- Action Observation and Synchronization
- Sexuality, Behavior, and Technology
- Visual Attention and Saliency Detection
- Computational and Text Analysis Methods
- Color perception and design
- Digital Marketing and Social Media
- Technology Adoption and User Behaviour
- Psychosocial Factors Impacting Youth
- Bullying, Victimization, and Aggression
- IoT-based Smart Home Systems
- Fire Detection and Safety Systems
- Consumer Behavior in Brand Consumption and Identification
- Behavioral Health and Interventions
Monash University Malaysia
2021
Nanyang Technological University
2015-2020
Kyung Hee University
2014
ESports refers to professional video gaming that is typically broadcasted with a live commentary on TV or the Internet. Despite rapid growth of eSports industry and its potential for valuable advertising platform, there has not been much discussion about effective strategies placement virtual ads in eSports. Based previous research, one advertisement factor (i.e. ad animation) in-game dynamics) are identified tested an experiment (N = 116) 2 (ad animation: static vs. animated ads) × (in-game...
This study examined the role of display size and mode in increasing users' sense being together with their psychological immersion a virtual character. Using high-resolution three-dimensional character, this employed 2×2 (stereoscopic vs. monoscopic mode×actual human small display) factorial design an experiment 144 participants randomly assigned to each condition. Findings showed that stereoscopic had significant effect on both immersion. However, affected only together. Furthermore, was...
Online sexism against female gamers is reportedly common and pervasive, causing serious problems. To help solve these problems, the study identified various predictors of online game sexism, which hypothesised to predict actual in-game harassment. Different from previous studies, approaches problems perspective perpetrators rather than victims. We proposed a theoretical model that include three groups predictors: offline sexist beliefs (masculine norms hostile sexism), game-related factors...
Abstract Expanding the theory of planned behavior (TPB) model with non-volitional factors, this study investigated determinants purchase intention (PI) for probability-type items (PTI) in a popular mobile game. An online survey was conducted 534 players Summoners War. The overall results show that PI PTI is associated both rational and impulsive factors. Specifically, hierarchical regression analysis demonstrate along two TPB elements (attitude perceived control), individual factors...
The present study used both self-report and electroencephalogram (EEG) measures explored if users' sense of co-presence with communication counterparts' avatars would be salient when their own faces are morphed the avatars' faces. Thirty-four undergraduate female students participated in an EEG/ERPbased experiment. In experiment, each subjects who were assigned to either face condition or non-morphed was exposed image presentation avatar. data analyses indicated that felt significantly...
The present study was designed to investigate how users neurologically respond self-relevant virtual avatars when they identify the as themselves. In particular, using an electroencephalogram (EEG) measures, this aimed explore physiologically wearing their own faces. 25 undergraduate students participated in ERP-based experiment at a large university Seoul, Korea. 2×4 within-subjects factorial design, each subject exposed eight combinations of two types face presentations (photo faces vs....