Academic Appointments
- Nanyang Technological University, Singapore., 2017 – Present
- Korea Foundation Professor in CKS and New Media (Tenured), Wee Kim Wee School of Communication and Information.
- Director, UX (User Experience) Lab
- Director, Cognition & Behavioral Sciences Lab
- Professor (Courtesy), Nanyang Business School
- Professor (Courtesy), School of Computer Science and Engineering
- Fellow, Nanyang Entrepreneurship Academy (NTUPreneur)
- Fellow, NTU Institute of Science and Technology for Humanity (NISTH)
- Fellow, Nanyang Technopreneurship Center (NTC) (2019 – 2022)
- Fellow, Institute on Asian Consumer Insight (ACI), Nanyang Business School
- Member, NTU Teaching Council
- Member, Faculty Senate on University Development
- National Yang Ming Chiao Tung University (NYCU), Taiwan. 2023
- Distinguished Chair Professor (Visiting), Department of Communciation & Technology.
- MIT Media Lab, MIT, Cambridge, MA, USA, 2013
- Visiting Scientist
- Sungkyunkwan University, Seoul, S. Korea. 2008 -2017
- World Class University (WCU) Professor (Tenured), Department of Interaction Science.
- Director, Interaction Science Research Center.
- Director & PI (Principal Investigator), WCU (World Class University) Program (Funded by the Ministry of Education, Science, & Technology, S. Korea).
- University of Southern California. 2002 – 2013
- Associate Professor (Tenured), Annenberg School for Communication.
- Affiliated Faculty: Center for Robotics and Embedded Systems; Center for Telecommunication Management
- Stanford University. 1998 – 2002
- RA (Research Assistant), SRCT (Social Responses to Communication Technologies) Lab
- Head Graduate (Ph.D.) TA (Teaching Assistant), Department of Communication
- The Asia Pacific Scholar Fellow
Industry Appointments
- Samsung Electronics, Seoul, S. Korea. 2011 – 2015
- Vice President, User Experience Group, Visual Display Division
- Director, Creative Lab (C-Lab), Future Strategy Team
- Executive Advisor to President of Samsung Electronics
- IBM T. J. Watson Research Center, Hawthorn, NY. 2001
- Speech User Interface Designer & Consultant
- Quack.com (which later merged into AOL Time Warner Inc.), Mountain View, CA, USA. 2000
- Research Behavior Analyst, usability researcher and designer
Advising/Consultancy
- CJ Group, Seoul, S. Korea.
- Corporate Advisor, CJ Future Management Research Center
- 에피카 (Korea’s Mobility Startup), Seoul, S. Korea.
- Chief Scientific Advisor (CSA)
- 두물머리 (Korea’s RoboAdvisor Fintech Startup), Seoul, S. Korea.
- Advisor
- Hyundai Motors, Seoul, S. Korea.
- Advisor and consultant on smart car interface and future cars
- Samsung Electronics, Seoul, S. Korea.
- 최고위자문역
- Samsung Advanced Institute of Technology (SAIT), Keehung, S. Korea.
- HRI (Human Robot Interaction) consultant.
Articles (Journal)
Highly Cited (Articles with more than 500 citations as of December, 2023):
Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27-50. – Top 3 Most Frequently Cited Articles in Communication Theory; Cited more than 2200 as of December 2023
Nass, C., & Lee, K. M. (2001). Does computer-synthesized speech manifest personality? Experimental tests of recognition, similarity-attraction, and consistency-attraction. Journal of Experimental Psychology: Applied, 7(3), 171-181. – One of the first social science experiments on Speech User Interface (SUI); Cited more than 700 as of December 2023
Lee, K. M., Peng, W., Jin, S. A., & Yan, C. (2006). Can robots manifest personality?: An empirical test of personality recognition, social responses, and social presence in human–robot interaction. Journal of Communication, 56(4), 754-772. – The first publication on Human-Robot Interaction (HRI) in the field of Communication; Cited more than 600 as of December 2023
Lee, K. M., Jung, Y., Kim, J., & Kim, S. R. (2006). 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. International Journal of Human Computer Studies, 64(10), 962-973. – Cited more than 500 as of December 2023
See More
Lee, K. M., Moon, Y., Park, I., & Lee, J. G. (2023). Voice orientation of conversational interfaces in vehicles. Behaviour and Information Technology, Article in press.
Sun, S., Kim, J.H., Lee, K.M. and Nan, D. (2023), “Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)”, Internet Research, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/INTR-07-2022-0487
Pal, A., Gopi, S., & Lee, K. M. (2023). Fintech agents: Technologies and theories. Electronics, 12(15), 3301. https://doi.org/10.3390/electronics12153301
Lee, K. M., Lee, J. G., & Sah, Y. J. (2022). Interacting with an embodied interface: Effects of embodied agent and voice command on smart TV interface. Interaction Studies, 23(1), 116-142.
Lee, J., & Lee, K. M. (2022). Polite speech strategies and their impact on drivers’ trust in autonomous vehicles. Computers in Human Behavior, 127. https://doi.org/10.1016/j.chb.2021.107015.
Wang, X., Shi, J., & Lee, K. M. (2022). The digital divide and seeking health information on smartphones in Asia: Survey study of ten countries. Journal of Medical Internet Research, 24(1), e24086.
Ratan, R., Earle, K., Rosenthal, S., Chen, V. H. H., Gambino, A., Goggin, G., … & Lee, K. M. (2021). The (digital) medium of mobility is the message: Examining the influence of e-scooter mobile app perceptions on e-scooter use intent. Computers in Human Behavior Reports, 3, 100076.
Song, H., Kim, J., Nguyen, T., Lee, K.M. & Park, N. (2021) Virtual reality advertising with brand experiences: the effects of media devices, virtual representation of the self, and self-presence, International Journal of Advertising, 40(7), 1096-1114, DOI: 10.1080/02650487.2020.1834210.
Wang, X. & Lee, K. M. (2020). The paradox of technology innovativeness and risk perceptions – A profile of Asian smartphone users. Telematics and Informatics, 51, https://doi.org/10.1016/j.tele.2020.101415.
Lee, J-G., Lee, K. M., & Ryu, S-H. (2019). Vehicle politeness in driving situations. Future Internet, 11, 1-10.
Hou, J., Rashid, J., & Lee, K. M. (2017). Cognitive map or medium materiality? Reading on paper and screen. Computers in Human Behavior, 67, 84-94.
Jung, Y., Park, N., & Lee, K.M. (2015). Effects of trait hostility, mapping interface, and character identification on aggressive thoughts and enjoyment after playing a violent video game. CyberPsychology and Behavior, 18, 711-717.
Jin, S., Phua, J., & Lee, K.M. (2015). Telling stories about breastfeeding through Facebook: The impact of user-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 of issues, sources, and aspects. Online Journal 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 and Human Interaction, 11(1), 17-32.
Park. N., Song, H., Lee, K. M. (2014). Social networking sites and other media use, acculturation stress, and psychological well-being among East Asian college students in the United States. Computers in Human Behavior, 36, 138-146.
Park, N., Rhoads, M., Hou, J., & Lee, K. M. (2014). Understanding the acceptance of teleconferencing systems among employees: 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 physique anxiety in exercise experiences. Computers in Human Behavior, 36, 282-285.
Cho, E. J., Lee, K. M., Cho, S. M., & Choi, Y. H. (2014). Effects of Stereoscopic Movies: The Positions of Stereoscopic 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 upon intrinsic 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 multimedia caller identification. International Journal 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. Computers in Human Behavior, 28, 617-623.
Gearhart, S., Kang, S., & Lee, K. M. (2011). Self-presentation on social network sites: Development of a self-identity expression scale and its relationship with social competence. Iowa Journal of Communication, 43, 29-51.
Lee, K. M., Jeong, E. J., Park, N., & Ryu, S. (2011). Effects of Interactivity in Educational Games: A Mediating 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 Social Norms and Ego-involvement. Computers in Human Behavior, 27(5), 1996-2004.
Kwon, Y., Lee, C., Lee, K., & Nam, K. (2011). The Inhibitory Effect of Phonological Syllables, Rather Than Orthographic 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 Computer Interaction?: Similarity Attraction Versus Cognitive Dissonance in Social Responses to Synthetic Speech. International Journal 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 game influence 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 in mind. Presence: Teleoperators and Virtual Environments, 19(3), 265-279.
Park, N., & Lee, K. M. (2010). Wireless Cities: Local Governments’ Involvement in the Shaping of Wi-Fi Networks. 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 presence and evaluation of computer games. International Journal of Human-Computer Studies, 68(11), 822-833.
Jin, S. & Lee, K. M. (2010). The influence of regulatory fit and interactivity on brand satisfaction and trust in 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 application of 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 of Personality Recognition, Social Responses, and Social Presence in Human-Robot Interaction. Journal of Communication, 56, 754-772.
Lee, K. M., Jung, Y., Kim, J., & Kim, S. (2006). 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. International Journal of Human-Computer Studies, 64, 962-973.
Lee, K. M. (2006). Effects of Internet 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 for navigation. International Journal of Human 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’s long-term cognitive developments on its social presence and people’s social responses toward it. Human Communication Research, 31, 538-563.
Lee, K. M., & Jung, Y. (2005). Evolutionary nature of virtual experience. Journal of Cultural and Evolutionary Psychology, 3, 159-178.
Lee, K. M. & Nass, C. (2005). Social-psychological origins of feelings of presence: Creating social presence with machine-generated voices. Media Psychology, 7, 31-45.
Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 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. International Journal of Human Computer Studies, 61, 71-83.
Lee, K. M., & Nass, C. (2004). The multiple source effect and synthesized speech: Doubly disembodied language as a conceptual framework. Human Communication Research, 30, 182-207.
Lee, K. M. (2002). Modeling the regional differences in 3G standardization: the Entrepreneur, the Committee, and the Gambler. Communications and Strategies, 47, 11-32.
Lai, J., Mitchell, S., Viveros, M., Wood, D., & Lee, K. M. (2002). Ubiquitous access to unified messaging: A Study 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 of recognition, similarity-attraction, and consistency-attraction. Journal of Experimental Psychology, Applied, 7(3), 171-181.
Lee, K. M. (2000). MUDs and self-efficacy. Educational Media International, 37(3), 177-183.