Younbo Jung

Orcid: 0000-0002-2588-4557

According to our database1, Younbo Jung authored at least 30 papers between 2005 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Agenda-setting in social TV: How and when user comments influence perceived issue importance.
New Media Soc., June, 2023

2022
If You Quit Smoking, This Could Happen to You: Investigating Framing and Modeling Effects in an Anti-Smoking Serious Game.
Int. J. Hum. Comput. Interact., 2022

Editorial: VR/AR and wellbeing: The use of immersive technologies in promoting health outcomes.
Frontiers Virtual Real., 2022

Perceived authenticity of virtual characters makes the difference.
Frontiers Virtual Real., 2022

2021
Erratum to: Rational or Irrational Decision? Examination on Gamers' Intention to Purchase Probability-Type Items.
Interact. Comput., 2021

2019
Rational or Irrational Decision? Examination on Gamers' Intention to Purchase Probability-Type Items.
Interact. Comput., 2019

2018
Attention to eSports advertisement: effects of ad animation and in-game dynamics on viewers' visual attention.
Behav. Inf. Technol., 2018

2017
Avatar face recognition and self-presence.
Comput. Hum. Behav., 2017

Politician's Strategic Impression Management on Instagram.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

2015
Revisiting Gender Preference for a First-Person Shooter Videogame: Effects of Non-Verbal Sensitivity and Gender on Enjoyment.
Interact. Comput., 2015

Effects of Trait Hostility, Mapping Interface, and Character Identification on Aggressive Thoughts and Overall Game Experience After Playing a Violent Video Game.
Cyberpsychology Behav. Soc. Netw., 2015

2014
When stereotypes meet robots: The double-edge sword of robot gender and personality in human-robot interaction.
Comput. Hum. Behav., 2014

The Effects of Actual Human Size Display and Stereoscopic Presentation on Users' Sense of Being Together with and of Psychological Immersion in a Virtual Character.
Cyberpsychology Behav. Soc. Netw., 2014

Effect of robot's title in human-robot interaction.
Proceedings of the 11th International Conference on Ubiquitous Robots and Ambient Intelligence, 2014

2013
Anti-smoking educational game using avatars as visualized possible selves.
Comput. Hum. Behav., 2013

Let's play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants.
Comput. Hum. Behav., 2013

The effects of familiarity and robot gesture on user acceptance of information.
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2013

When Stereotypes Meet Robots: The Effect of Gender Stereotypes on People's Acceptance of a Security Robot.
Proceedings of the Engineering Psychology and Cognitive Ergonomics. Understanding Human Cognition, 2013

2012
What Determines Video Game Use?
J. Media Psychol. Theor. Methods Appl., 2012

Why do people post and read personal messages in public? The motivation of using personal blogs and its effects on users' loneliness, belonging, and well-being.
Comput. Hum. Behav., 2012

2011
Can User Choice Alter Experimental Findings in Human-Computer Interaction?: Similarity Attraction Versus Cognitive Dissonance in Social Responses to Synthetic Speech.
Int. J. Hum. Comput. Interact., 2011

Intention to upload video content on the internet: The role of social norms and ego-involvement.
Comput. Hum. Behav., 2011

Avatar: a virtual face for the elderly.
Proceedings of the 10th International Conference on Virtual Reality Continuum and its Applications in Industry, 2011

Understanding Media Violence from a Role-play Perspective - Effects of Various Types of Violent Video Games on Players' Cognitive Aggression.
Proceedings of the ICEIS 2011, 2011

Emotions and Telerebabilitation: Pilot Clinical Trials for Virtual Telerebabilitation Application Using Haptic Device and Its Impact on Post Stroke Patients' Mood and Motivation.
Proceedings of the Virtual and Mixed Reality - Systems and Applications, 2011

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.
Int. J. Hum. Comput. Stud., 2006

Integrated Voice and Haptic Support for Tele-Rehabilitation.
Proceedings of the 4th IEEE Conference on Pervasive Computing and Communications Workshops (PerCom 2006 Workshops), 2006

Tailoring virtual reality technology for stroke rehabilitation: a human factors design.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
An integrated system: virtual reality, haptics and modern sensing technique (VHS) for post-stroke rehabilitation.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2005

Virtual Therapeutic Environments with Haptics: An Interdisciplinary Approach for Developing Post-Stroke Rehabilitation Systems.
Proceedings of The 2005 International Conference on Computers for People with Special Needs, 2005


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