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유승철 교수

Seungcheol Yu

이화여자대학교 커뮤니케이션·미디어학부 · 사회과학

연구실 소개

유승철 교수의 연구실은 디지털 기술을 활용한 문화유산 체험과 디지털 마케팅의 효과성에 중점을 두고 있습니다. 가상현실(VR)과 증강현실(AR) 기반의 문화유산 시각화 플랫폼 ‘제주뷰’를 개발하여 관광객이 제주도의 역사적 유적지를 보다 깊이 있게 경험할 수 있도록 지원합니다. 또한, 비영리단체의 디지털 기부 활동에서 VR 기술이 기부 의욕에 미치는 심리적 영향을 실험적으로 분석하며, 게임 내 광고의 효과성과 컨텍스트의 영향을 탐구합니다. 스마트폰 기반의 건강 진단 기술 개발을 통해 의료 접근성 향상에도 기여하고 있습니다.

가상현실디지털 마케팅문화유산 시각화기부 행동스마트폰 진단

연구 현황

논문 수
124
총 인용 수
692
최근 5년 논문
59
주요 분야
사회과학

연구 성과 추이

표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.

5개년 연도별 논문 게재 수
59총합
2022
2023
2024
2025
2026
5개년 연도별 피인용 수
43총합
20222023202420252026

주요 논문

15
1
논문|인용수 84·2020
Meet the Virtual Jeju Dol Harubang—The Mixed VR/AR Application for Cultural Immersion in Korea’s Main Heritage
Kwanghee Jung, Vinh T. Nguyen, Diana Piscarac, Seung-Chul Yoo
SJR Q1ISPRS International Journal of Geo-InformationOA

Jeju Island comes second to only Seoul as Korea’s most visited destination, yet most visitors do not have the chance to go beyond brief visits and immerse themselves in the island’s history and cultural heritage. This project introduces the cultural heritage of Jeju Island to visitors through virtual reality/augmented reality (VR/AR) model visualization technology, namely JejuView, which provides an intuitive way to experience cultural heritage sites on the island. The proposed VR/AR application

Computer Vision and Pattern RecognitionComputer Science
2
논문|인용수 67·2018
Nonprofit fundraising with virtual reality
Seung‐Chul Yoo, Minette E. Drumwright
SJR Q1Nonprofit Management and Leadership

An increasingly competitive fundraising environment and the new media ecosystem have prompted nonprofit organizations to strengthen their digital marketing capabilities. Recently, a few nonprofits have used virtual reality (VR) technology in fundraising, which raises questions about its effectiveness. Does VR work, and if so, through what psychological mechanisms? Through a lab experiment, the usefulness of VR as a digital fundraising tool was investigated. Specifically, we compared the media ef

Human-Computer InteractionComputer Science
3
논문|인용수 59·2015
Virtual shopping and unconscious persuasion: The priming effects of avatar age and consumers’ age discrimination on purchasing and prosocial behaviors
Seung‐Chul Yoo, Jorge Peña, Minette E. Drumwright
SJR Q1Computers in Human Behavior
Experimental and Cognitive PsychologyPsychology
4
논문|인용수 40·2019
Novel Image Processing Method for Detecting Strep Throat (Streptococcal Pharyngitis) Using Smartphone
Behnam Askarian, Seung-Chul Yoo, Jo Woon Chong
SJR Q1SensorsOA

In this paper, we propose a novel strep throat detection method using a smartphone with an add-on gadget. Our smartphone-based strep throat detection method is based on the use of camera and flashlight embedded in a smartphone. The proposed algorithm acquires throat image using a smartphone with a gadget, processes the acquired images using color transformation and color correction algorithms, and finally classifies streptococcal pharyngitis (or strep) throat from healthy throat using machine le

Public Health, Environmental and Occupational HealthMedicine
5
논문|인용수 37·2010
Do Violent Video Games Impair The Effectiveness of In-Game Advertisements? The Impact of Gaming Environment on Brand Recall, Brand Attitude, and Purchase Intention
Seung‐Chul Yoo, Jorge Peña
SJR Q1Cyberpsychology Behavior and Social NetworkingOA

The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game con

Literature and Literary TheoryArts and Humanities
6
논문|인용수 35·2016
Contextual advertising in games: Impacts of game context on a player’s memory and evaluation of brands in video games
Seung-Chul Yoo, Matthew S. Eastin
SJR Q1Journal of Marketing Communications

Contextual advertising is growing in digital marketing communication. Previous research on traditional media has shown that the surrounding context affects advertising effectiveness. Similarly, the context in a game may influence a player’s processing of brands advertised in that game. To examine the effects of contextual advertising in games, the present article affords two independent experiments investigating how positive and negative game contexts influence players’ memories and attitudes wi

Literature and Literary TheoryArts and Humanities
7
논문|인용수 10·2020
Exploring the Power of Multimodal Features for Predicting the Popularity of Social Media Image in a Tourist Destination
Vibhuti Gupta, Kwanghee Jung, Seung-Chul Yoo
SJR Q2Multimodal Technologies and InteractionOA

Social media platforms are widely used nowadays by various businesses to promote their products and services through multimedia content. Instagram is one of those platforms, which is used not only by companies to promote their products but also by local governments to promote tourist destinations. Predicting the popularity of the promotional tourist destination images helps marketers to plan strategically. However, given the abundance of images posted on Instagram daily, identifying the factors

Sociology and Political ScienceSocial Sciences
8
논문|인용수 10·2015
An Exploratory Study of Successful Advertising Internships: A Survey Based on Paired Data of Interns and Employers
Seung‐Chul Yoo, Pamela Morris
SJR Q3Journal of Advertising EducationOA

As the job market becomes increasingly competitive, advertising educators must help students develop stronger skills, prepare for career positions and become more attractive to employers. Internships are a way for students to acquire critical real-world proficiencies and stand out in a job search. At the same time, employers benefit from and rely on internship programs, from learning new communication platforms to filling full-time positions. Using data from a field survey, this study provides a

Management of Technology and InnovationBusiness, Management and Accounting
9
논문|인용수 9·2023
Finding tourism niche on image-based social media: Integrating computational methods
Ho Young Yoon, Seung‐Chul Yoo
SJR Q1Journal Of Vacation MarketingOA

The purpose of this research is to examine one of the most effective approaches for locating niche tourism attractions that varies by people, using a methodology that combines statistical analysis, deep learning visual image detection, and text mining. Using 30,013 posts with the hashtag #Seoul in English, the analysis focused on the Instagram posts’ time, dominant color, image visual content, and hashtag to identify niche tourism attractions. The analysis result shows that Instagram posts hasht

Sociology and Political ScienceSocial Sciences
10
논문|인용수 8·2023
Augmented reality and nonprofit marketing during the COVID‐19 pandemic: AR factors that influence community participation and willingness to contribute to causes
Seung‐Chul Yoo, Minette E. Drumwright, Diana Piscarac
SJR Q1Nonprofit Management and Leadership

Abstract This study used augmented reality (AR) to test the effects of perceived social presence, perceived media richness, media empathy and social capital on intentions to participate in prosocial, community‐oriented behaviors in the context of the COVID‐19 pandemic, which appeared to be rife with fear. Specifically, a structural model was employed to assess the hypothesized relationships based on questionnaire data from 476 respondents, who were divided into high and low fear groups. The find

Sociology and Political ScienceSocial Sciences
11
논문|인용수 8·2025
Virtual Culinary Influence: Investigating the Impact of Food Vlogs on Viewer Attitudes and Restaurant Visit Intentions
Tu-Anh Truong, Diana Piscarac, Seung-Mi Kang, Seung‐Chul Yoo
SJR Q2InformationOA

Emerging as a pivotal trend on social media, food review vlogs not only narrate culinary experiences but also boost local cuisine and economic growth. This study delves into how such vlogs and vlogger traits affect viewer attitudes and restaurant visit intentions, guided by the stimulus–organism–response paradigm. Hypotheses were quantitatively assessed through an online survey with 347 participants from Amazon’s Mechanical Turk (MTurk), analyzed using SPSS 22 and AMOS 22 for structural equation

Sociology and Political ScienceSocial Sciences
12
논문|인용수 6·2021
The intervention effect of a nursing-media studies convergence problem-based learning (PBL) program to improve nurses’ public image: Changed perceptions of program participants and students attended a PBL presentation
Seung‐Chul Yoo, Seungmi Kang, Joo-yeon Ryu
SJR Q3The Journal of Korean Academic Society of Nursing EducationOA

Purpose: The purpose of this study is to examine the effectiveness of Problem-based Learning (PBL) in an interdisciplinary college class. This class was run under the theme of ‘Nurse Social Content Creators’ (NSCC) in the Korean Nurses Association (KNA)’s industry-university collaborative project designed to promote a positive image of nurses among the public.Methods: Study 1 examined changes in perception about nurses among the PBL participants before and after the program. A one-group pre-post

Leadership and ManagementNursing
13
논문|인용수 5·2023
Entrepreneurship education for women through project-based flipped learning: The impact of innovativeness and risk-taking on course satisfaction
Seung‐Chul Yoo, Tu-Anh Truong, Kwanghee Jung
SJR Q2Journal of Entrepreneurship Management and InnovationOA

PURPOSE: The primary aim of this research is to explore the correlation between learners’ characteristics and the perceived value and satisfaction associated with Project-Based Flipped Learning (PBFL) methodologies. A secondary objective involves investigating how these PBFL methodologies can be employed to enhance the quality of entrepreneurship education for women. METHODOLOGY: During the first semester of 2018, a total of 80 students enrolled in the Communication Society class were engaged in

Management of Technology and InnovationBusiness, Management and Accounting
14
논문|인용수 4·2024
Urban tourism revitalization through smart city Tecoration using digital outdoor advertising: a case study of WAVE advertising in Seoul, South Korea
Seung‐Chul Yoo, Diana Piscarac, Tu-Anh Truong
SJR Q1International Journal of Tourism Cities

Purpose This study aims to provide nuanced insights into the effectiveness of digital outdoor advertising in redefining urban tourism appeal. Amidst a transformative era for urban tourism and city branding strategies, this study evaluates Tecoration’s influence on city branding and tourism promotion frameworks. Using the “Wave” digital outdoor advertising campaign in Seoul as a focal point, this analysis explores how such innovative marketing efforts reshape potential tourists’ perceptions and i

Media TechnologyEngineering
15
논문|인용수 3·2021
Brand Activism in the Age of Transmedia: Lessons Learned from Business Practices
Seung‐Chul Yoo, Diana Piscarac, Seung-Mi Kang, Tu Anh Truong
The International Journal of Advanced Culture TechnologyOA
Sociology and Political ScienceSocial Sciences

대표 연구 분야

Sociology and Political ScienceCultural StudiesMarketingHuman-Computer InteractionInformation SystemsManagement of Technology and Innovation

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