Highly Cited

Articles with more than 500 citations as of April, 2026:

  • Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27-50. – Top 3 Most Frequently Cited Articles in Communication Theory; Cited more than 3030
  • 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 1150
  • 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 880
  • 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 725
  • ……
  • See more in My Google Scholar Profile

Recent publications after 2010

  • Lee, S., Kim, T., Kim, S., Lee, K.M., Park, N., & Song, H. (2025). Bringing People into the story: How virtual reality journalism affects the feeling of presence, Digital Journalism.  https://doi.org/10.1080/21670811.2025.2553157.
  • Lee, K. M., Wu, D-Y., Hsu, C-Y., & Cheng, P-W. (2024). Replicable Innovation: Bridging Theory and Real-World Applications. Information Society Studies, 47, pp. 1-15. https://doi.org/10.29843/JCCIS.202407_(47).0001
  • Sun, S., Kim, J.H., Lee, K.M. and Nan, D. (2024), “Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)”, Internet Research, 34 (1), pp. 58-78. https://doi.org/10.1108/INTR-07-2022-0487
  • Lee, K. M., Moon, Y., Park, I., & Lee, J. (2024). Voice orientation of conversational interfaces in vehicles. Behaviour and Information Technology, 43 (3), 433-444. doi:10.1080/0144929X.2023.2166870
  • 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., & 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. doi:10.1075/is.20030.lee
  • Lee, K. M. & Sah, Y. J. (2022). Cultural Differences in Digital Game Experiences: Psychological Responses to Avatar and Game Environments. International Journal of Gaming & Computer-Mediated Simulations, 14(1), 1-15. doi: 10.4018/IJGCMS.313186
  • Stavropoulos, V., Ratan, R., & Lee, K. M. (2022). User-avatar bond: Risk and opportunities in gaming and beyond. Frontiers in Psychology, 13 doi:10.3389/fpsyg.2022.923146
  • 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. doi: 10.2196/24086.
  • 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.
  • Ratan, R., Earle, K., Rosenthal, S., Chen, V. H. H., Gambino, A., Goggin, G., Stevens, H., Li, B., & 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,  https://doi.org/10.1016/j.chbr.2021.100076.
  • 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, 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 & 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.
  • Jung S., Lee K.M., Biocca F. (2015) Voice Control System and Multiplatform Use: Specialist Vs. Generalist?. In: Yamamoto S. (eds) Human Interface and the Management of Information. Information and Knowledge Design. HIMI 2015. Lecture Notes in Computer Science, vol 9172. Springer, Cham. https://doi.org/10.1007/978-3-319-20612-7_57
  • 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.
  • ……
  • See My Google Scholar Profile for a complete list of my previous publications