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Dive into the research topics where Younbo Jung is active.

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Featured researches published by Younbo Jung.


Computers in Human Behavior | 2011

Intention to upload video content on the internet: The role of social norms and ego-involvement

Namkee Park; Younbo Jung; Kwan Min Lee

This study examined the factors that are associated with peoples intention to upload video content online within the framework of the theory of planned behavior (TPB). Using data from a survey of college students (N=241), structural equation modeling analyses revealed that individual descriptive norm is associated with the intention to upload video content online. In addition, ego-involvement played an essential role in accounting for both attitude toward the uploading behavior and the intention to upload. These findings suggest that integration of the constructs of the TPB, social norms, and ego-involvement can be a fruitful theoretical endeavor for understanding peoples intention to upload video content online. The theoretical implications and limitations were discussed.


Computers in Human Behavior | 2013

Let's play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants

Puay Hoe Chua; Younbo Jung; May O. Lwin; Yin-Leng Theng

In this paper, we report on a longitudinal study that investigates the effects of video-game play on intergenerational perceptions amongst youths and the elderly after participating in a program involving regular interaction sessions over two months. Each pair of participants, consisting of one youth and one elderly, was randomly assigned to either the video-game condition (n=38, 19 from each age group) or the non-video-game condition (n=36, 18 each). Attraction, intergroup anxiety, attitudes, and game enjoyment were measured through pre-test and post-test surveys to investigate changes in perceptions. Results showed that participants in the video-game condition reported more positive changes in intergroup anxiety and attitudes, compared to participants in the non-video-game condition. Mediation analyses showed that specific attraction towards their interaction partner mediated the effects of video-game play on attitudes and intergroup anxiety towards the general members of the other age group. In addition, the results showed that game enjoyment played an important role in developing positive intergenerational perceptions only for the elderly, but not for the youth participants in the video-game condition. We discuss implications with respect to options to enhance intergenerational perceptions and communication for youth and elderly cohorts in todays hyper-ageing society.


human-robot interaction | 2013

The effects of familiarity and robot gesture on user acceptance of information

Aelee Kim; Jooyun Han; Younbo Jung; Kwan Min Lee

In this study, we explore how people respond to the gesture of a robot as well as how perception toward a robot changes when familiarity increases. To investigate these objectives, we conducted an experiment over three weeks: firstly, we compared two groups (gesture vs. no gesture) to access how the gesture affects peoples acceptance of information; and secondly, we compared three different time points within each condition to examine whether the contact frequency could influence the perception of a robot. The results showed participants in the gesture condition felt greater social interaction, enjoyment, and engagement over the course of three weeks than participants in the no-gesture condition. In addition, the results of longitudinal comparisons showed an interesting pattern (quadratic curve) of changes for enjoyment over three weeks. This study has successfully yielded the positive effects of robots gestures and the important association between familiarity and perception changes in HRI.


international conference on engineering psychology and cognitive ergonomics | 2013

When Stereotypes Meet Robots: The Effect of Gender Stereotypes on People's Acceptance of a Security Robot

Benedict Tiong Chee Tay; Taezoon Park; Younbo Jung; Yeow Kee Tan; Alvin Hong Yee Wong

A recent development of social robotics suggests the integration of human characteristics social robots, which allows a more natural interaction between users and these social robots targeting better task performance and greater user acceptance to such social robots. It is interesting to note that the recent successful integration of human characteristics has brought an overarching research paradigm, known as Computers Are Social Actors CASA theory which suggests that people react and respond to computers and robots, often similar to the way they treat another social entities. Based on the research paradigm of CASA theory, this study further examined the impact of gender-related role stereotypes on the assessment of a social robot in a particular occupation. Though previous research in social science found that stereotyping makes a significant influence on personal decisions, involving career promotion, development, and supervision, as well as personal competence evaluations, limited insights has been found in HRI research. A between-subject experiment was conducted with 40 participants gender balanced at a public university in Singapore to investigate the effect of gender-related role stereotypes on user acceptance of a social robot as a security guard. Largely within our expectations, the results also showed that users perceived the security robot with matching gender-related role stereotypes more useful and acceptable than the mismatched security robot as a second-degree social response.


International Journal of Human-computer Interaction | 2011

Can User Choice Alter Experimental Findings in Human–Computer Interaction?: Similarity Attraction Versus Cognitive Dissonance in Social Responses to Synthetic Speech

Kwan Min Lee; Younbo Jung; Clifford Nass

In this study, the effect of the user choice on social responses to computer-synthesized speech is investigated. Three previous findings about social responses to computer-synthesized speech (i.e., social identification, proximate source orientation, and similarity attraction) were tested using the choice paradigm. Social identification and proximate source orientation effects were found even when users had chosen a computer voice at their discretion. In addition, the primacy effect in the user choice prevailed: Participants were more likely to select whatever voice that they heard first between two options. The similarity attraction effect, however, was negated by the cognitive dissonance effect after user choices. The robustness of social responses, its implications for human–computer interaction, and the importance of the user choice in voice-interface designs are discussed.


Interacting with Computers | 2015

Revisiting Gender Preference for a First-Person Shooter Videogame: Effects of Non-Verbal Sensitivity and Gender on Enjoyment

Younbo Jung; Hyun Jee Oh; Jeremy Sng; Joung Huem Kwon; Benjamin H. Detenber

In this study, we investigated the effects of gender (male vs. female) and non-verbal sensitivity (high vs. low) on game experience after playing a first-person shooter videogame. The results of Experiment 2 (n = 50) showed that participants with high non-verbal sensitivity experienced more positive valence and a greater level of arousal than participants with low non-verbal sensitivity. The biological sex of the participants became non-significant, after taking into consideration non-verbal sensitivity. The results of a mediation analysis showed that the emotional valence and arousal mediated the effects of non-verbal sensitivity on the enjoyment of the videogame. Implications with respect to a new understanding of gender preference for certain genres of videogames by identifying specific gender-related skills are discussed.


Cyberpsychology, Behavior, and Social Networking | 2015

Effects of Trait Hostility, Mapping Interface, and Character Identification on Aggressive Thoughts and Overall Game Experience After Playing a Violent Video Game.

Younbo Jung; Namkee Park; Kwan Min Lee

This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.


international conference on ubiquitous robots and ambient intelligence | 2014

Effect of robot's title in human-robot interaction

Younbo Jung; Taezoon Park; Alvin Hong

The collaboration between humans and intelligent agents keeps increasing as the technology advances. In this sense, each can rely on the others strengths to achieve the best overall performance. But as intelligent agents play an increasingly escalating role as a partner rather than mere tools, it is imperative that we understand how humans are influenced by such agents. This is so as to achieve a certain level of persuasiveness to ensure human compliance with intelligent agents in times of need, and also prevent over-reliance on such agents, which may make humans susceptible to manipulation. Reviewing the literature from human-computer interaction, persuasion, and decision-making processes, this study examined the effect of labelling source expertise (i.e., title) on the human decision-making process, when there is not an agreement between human and robot partners. Specifically, we conducted an experiment (n = 88) to investigate how perceived expertise of a robot resulted in the attractiveness, intelligence and credibility of the robot, and how these perceptions influence the level of cooperation and compliance in a desert survival game. The results showed that participants evaluated the robot as more credible when labelled as expert, compared to when labelled as novice. The results of a mediation analysis also showed that perceived credibility successfully mediated the effect of title on cooperation and compliance when there was a conflict in the ranking order of items between each participant and the robot. Implications for future development of artificial intelligence and future research directions are discussed.


australasian conference on interactive entertainment | 2009

Games for a better life: effects of playing Wii games on the well-being of seniors in a long-term care facility

Younbo Jung; Koay Jing Li; Ng Sihui Janissa; Wong Li Chieh Gladys; Kwan Min Lee


Educational Gerontology | 2010

LOW-INCOME MINORITY SENIORS' ENROLLMENT IN A CYBERCAFE´: PSYCHOLOGICAL BARRIERS TO CROSSING THE DIGITAL DIVIDE

Younbo Jung; Wei Peng; Meghan B. Moran; Seung-A Annie Jin; Margaret McLaughlin; Michael J. Cody; Maryalice Jordan-Marsh; Julie M. Albright; Merril Silverstein

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Benedict Tiong Chee Tay

Nanyang Technological University

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May O. Lwin

Nanyang Technological University

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Yin-Leng Theng

Nanyang Technological University

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Youngnam Seo

Nanyang Technological University

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