Young June Sah

Dr. Young June Sah

Department of Media & Entertainment, Sogang University, Seoul 151-252, Korea

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 December 2019 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
SLSangwon Lee
Sangwon Lee
NLNaeun Lee
Naeun Lee
YSYoung June Sah
Young June Sah
A chatbot equipped with a conversational user interface often allows its users to feel as if they are conversing with a human being. The current study examined whether users’ perception of a mind within a chatbot is associated with their feeling of co-presence, closeness, and intention to use and whether the influence of mind perception is reinforced when the chatbot presents social cues in its language. A laboratory experiment (N = 64) revealed that the more participants perceived a mind behind a chatbot, the more co-presence and interpersonal closeness they experienced with the chatbot. The associations with co-presence and closeness became stronger when the chatbot used social cues. Furthermore, mind perception had an indirect effect on intention to use via closeness when social cues were presented. These findings imply the importance of mind perception and social cues in a chatbot’s language in creating a positive chatbot experience.

1 September 2015 in Computers in Human Behavior
Verified
Journal Article
Closed access
RRRabindra Ratan
Rabindra Ratan
YSYoung June Sah
Young June Sah


9 April 2018 in Mobile Media & Communication
Verified
Journal Article
Closed access
TKTravis Kadylak
Travis Kadylak
TMTaj W. Makki
Taj W. Makki
JFJessica Francis
Jessica Francis
SCShelia R. Cotten
Shelia R. Cotten
RRR. V. Rikard
R. V. Rikard
YSYoung June Sah
Young June Sah
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 were older adult residents of Michigan, US (N = 77). Focus groups were held in both urban and rural locations and our sample was heterogeneous in terms of race and socioeconomic status. Older adults in this study reported that the mobile phone behavior displayed by their younger family members during face-to-face interactions and family gatherings breaches their expectations regarding appropriate etiquette and manners. Specifically, participants reported they view mobile phone use during face-to-face interactions as disruptive to communication quality, offensive, and a potential signal of inattention, which may curtail intergenerational communication and hinder their sense of copresence. Limitations of our study and directions for future research are discussed.

2 October 2016 in Media Psychology
Verified
Journal Article
Closed access
YSYoung June Sah
Young June Sah
RRRabindra Ratan
Rabindra Ratan
HTHsin-Yi Sandy Tsai
Hsin-Yi Sandy Tsai
WPWei Peng
Wei Peng
ISIssidoros Sarinopoulos
Issidoros Sarinopoulos
Drawing on the self-concept activation and goal-priming account of the priming effect, this study examined how self-concept—i.e., ideal self, ought self, and 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 avatar in a digital game to reflect either the ideal, ought, or actual self. Participants then selected food items for their avatar within the digital game as well as food items for themselves to eat afterward. Results suggest that for participants using an ought-self avatar, the extent to which they were conscious of their health was positively related to healthier food choice both within and after playing the game. No such effect emerged for participants who used an ideal- or actual-self avatar, indicating that participants formed the goal of being healthy only with regard to the ought self. This study demonstrates that avatar customization in a digital game can serve a regulatory function by representing individuals’ duties and responsibilities, thus, causing them to adopt such attributes manifested in their avatar during and after the game.

23 April 2022 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
IPInyoung Park
Inyoung Park
YSYoung June Sah
Young June Sah
SLSuhyun Lee
Suhyun Lee
Daeho LeeDaeho Lee
Daeho Lee
The online environment for video conferencing lacks cues compared to offline, so one can hear the interlocutor's criticism more sensitively, and the fear of presenting in front of the camera can hinder participation in the meeting. It is known that interface design affords a role in improving public speaking and has a possibility of changing user behavior. To examine how the interface design of video conferencing affects video debating participation, 2 (visual anonymity: avatar vs. face) × 2 (self-affirmation vs. no self-affirmation) between-subjects experiment was conducted. Results showed that using an avatar, when properly used together with self-affirmation, has a positive effect on active participation in discussions, but derogating others’ critical messages. These results indicate unique underlying mechanisms of the effects of the avatar; the deindividuation effect of visual anonymity, and the effects of improving participation when customizing self-value reflected avatars.