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Creators/Authors contains: "Lee, Sang Won"

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  1. Cybergrooming is a form of online abuse that threatens teens’ mental health and physical safety. Yet, most prior work has focused on detecting perpetrators’ behaviors, leaving a limited understanding of how teens might respond to such unwanted advances. To address this gap, we conducted an online survey with 74 participants—51 parents and 23 teens—who responded to simulated cybergrooming scenarios in two ways: responses that they think would make teens more vulnerable or resilient to unwanted sexual advances. Through a mixed-methods analysis, we identified four types of vulnerable responses (encouraging escalation, accepting an advance, displaying vulnerability, and negating risk concern) and four types of protective strategies (setting boundaries, directly declining, signaling risk awareness, and leveraging avoidance techniques). As the cybergrooming risk escalated, both vulnerable responses and protective strategies showed a corresponding progression. This study contributes a teen-centered understanding of cybergrooming, a labeled dataset, and a stage-based taxonomy of perceived protective strategies, while offering implications for educational programs and sociotechnical interventions. 
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  2. Recent advancements in Large Language Models (LLMs) have enabled them to approach human-level persuasion capabilities. However, such potential also raises concerns about the safety risks of LLM-driven persuasion, particularly their potential for unethical influence through manipulation, deception, exploitation of vulnerabilities, and many other harmful tactics. In this work, we present a systematic investigation of LLM persuasion safety through two critical aspects: (1) whether LLMs appropriately reject unethical persuasion tasks and avoid unethical strategies during execution, including cases where the initial persuasion goal appears ethically neutral, and (2) how influencing factors like personality traits and external pressures affect their behavior. To this end, we introduce PERSUSAFETY, the first comprehensive framework for the assessment of persuasion safety, which consists of three stages, i.e., persuasion scene creation, persuasive conversation simulation, and persuasion safety assessment. PERSUSAFETY covers 6 diverse unethical persuasion topics and 15 common unethical strategies. Through extensive experiments across 8 widely used LLMs, we observe significant safety concerns in most LLMs, including failing to identify harmful persuasion tasks and leveraging various unethical persuasion strategies. Our study calls for more attention to improve safety alignment in progressive and goal-driven conversations such as persuasion. 
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  3. Research has identified applications of handheld-based VR, which utilizes handheld displays or mobile devices, for developing systems that involve users in mixed reality (MR) without the need for head-worn displays (HWDs). Such systems can potentially accommodate large groups of users participating in MR. However, we lack an understanding of how group sizes and interaction methods affect the user experience. In this paper, we aim to advance our understanding of handheld-based MR in the context of multiplayer, co-located games. We conducted a study (N = 38) to understand how user experiences vary by group size (2, 4, and 8) and interaction method (proximity-based or pointing-based). For our experiment, we implemented a multiuser experience for up to ten users. We found that proximity-based interaction that encouraged dynamic movement positively affected social presence and physical/temporal workload. In bigger group settings, participants felt less challenged and less positive. Individuals had varying preferences for group size and interaction type. The findings of the study will advance our understanding of the design space for handheld-based MR in terms of group sizes and interaction schemes. To make our contributions explicit, we conclude our paper with design implications that can inform user experience design in handheld-based mixed reality contexts. 
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  4. Cybergrooming emerges as a growing threat to adolescent safety and mental health. One way to combat cybergrooming is to leverage predictive artificial intelligence (AI) to detect predatory behaviors in social media. However, these methods can encounter challenges like false positives and negative implications such as privacy concerns. Another complementary strategy involves using generative artificial intelligence to empower adolescents by educating them about predatory behaviors. To this end, we envision developing state-of-the-art conversational agents to simulate the conversations between adolescents and predators for educational purposes. Yet, one key challenge is the lack of a dataset to train such conversational agents. In this position paper, we present our motivation for empowering adolescents to cope with cybergrooming. We propose to develop large-scale, authentic datasets through an online survey targeting adolescents and parents. We discuss some initial background behind our motivation and proposed design of the survey, such as situating the participants in artificial cybergrooming scenarios, then allowing participants to respond to the survey to obtain their authentic responses. We also present several open questions related to our proposed approach and hope to discuss them with the workshop attendees. 
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  5. Data analytics and computational thinking are essential for processing and analyzing data from sensors, and presenting the results in formats suitable for decision-making. However, most undergraduate construction engineering and management students struggle with understanding the required computational concepts and workflows because they lack the theoretical foundations. This has resulted in a shortage of skilled workforce equipped with the required competencies for developing sustainable solutions with sensor data. End-user programming environments present students with a means to execute complex analysis by employing visual programming mechanics. With end-user programming, students can easily formulate problems, logically organize, analyze sensor data, represent data through abstractions, and adapt the results to a wide variety of problems. This paper presents a conceptual system based on end-user programming and grounded in the Learning-for-Use theory which can equip construction engineering and management students with the competencies needed to implement sensor data analytics in the construction industry. The system allows students to specify algorithms by directly interacting with data and objects to analyze sensor data and generate information to support decision-making in construction projects. An envisioned scenario is presented to demonstrate the potential of the system in advancing students’ data analytics and computational thinking skills. The study contributes to existing knowledge in the application of computational thinking and data analytics paradigms in construction engineering education. 
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