Human AI-Interaction Lab (HAIL)
The Human AI-Interaction Lab focuses on understanding and improving how people interact with artificial intelligence systems in everyday contexts. Our research investigates the psychological and social dimensions of human-AI interaction, with particular emphasis on user experience, social presence, and trust formation in AI-mediated environments.
AI Agent Design & User Experience:Investigating how design decisions in AI systems shape user experiences and psychological responses. We examine personality traits, communication styles, interface embodiment, and interaction modalities across diverse applications—from virtual influencers and robo-advisors to conversational assistants and autonomous vehicle interfaces. Our research addresses both the opportunities and challenges of human-AI relationships, developing evidence-based design principles for trustworthy and engaging AI systems.
AI-Enhanced Research Methods (e.g., Synthetic Panels, Artificial Societies, AI Co-Scientist): Developing innovative methodologies that leverage AI as a research collaborator in social science investigations. This includes creating synthetic research panels or artificial societies that can simulate diverse human populations and perspectives, enabling researchers to pre-test hypotheses, explore complex social dynamics, and validate findings at scale with real-life interventions. We investigate how AI agents can complement traditional research methods while maintaining scientific rigor and ethical standards in behavioral and social research.
Explainable AI & User Understanding: Developing frameworks for transparent AI systems that users can understand and effectively collaborate with, particularly in high-stakes decision-making contexts where trust and comprehension are critical.
Immersive AI Experiences: Exploring social presence and psychological responses in VR/AR environments and metaverse platforms where users interact with AI-driven agents (both virtual and physical).
AI Ethics, Philosophy & Policy: Examining the ethical implications of human-AI interaction, including questions of agency, responsibility, and digital personhood. We explore philosophical frameworks for understanding AI consciousness (and thus AI rights) claims, develop guidelines for responsible AI design, and contribute to policy discussions on AI governance and regulation.
Current Members

Professor Kwan Min Lee
Korea Foundation Professor
Professor Lee is a leading scholar in UX research, HCI, and digital culture. Formerly a VP at Samsung Electronics, he has published extensively, led $12M+ in funded research, and directs the Human AI-Interaction Lab (HAIL).

Dr Kyung-Won Cho
Lab Member
Kyung-Won Cho received his Ph.D. in Computer Engineering from Honam University, Korea (2024), following an M.S. in Intelligent Robotics at GIST (2021) and a B.S. in Software Development at the University of Newcastle, Australia (2017). His research spans computer vision for aquaculture/medical imaging, texture-aware segmentation, and Generative AI for education. He is currently a Visiting Scholar at Nanyang Technological University (Wee Kim Wee School of Communication and Information).

Shreya Gopi
Lab Member

Li Xie Sherry
Lab Member

Yanqin (Yasmin) Wu
Lab Member

Heyongsun Im
Lab Member

Keqi Chen
Lab Member

Young Eun Kim
Lab Member
Lab Alumni

Dr Won Young Chung
Lab Member

Pragya Chandel
Lab Member

Kaiyuan Tang
Lab Member

Jiaxi Liu
Lab Member

Haodong (Stephen) Sun
Lab Member
Current Research Areas
AI Agent Design & User Experience
AI-Enhanced Research Methods
Explainable AI & User Understanding
Immersive AI Experiences
AI Ethics, Philosophy & Policy
Current Projects
Although several everyday services such as sales/commerce or booking a taxi have been digitized to increase convenience, certain populations - such as older adults or those with visual impairments - continue to be excluded from these services due to inaccessible design. To mitigate this issue, this study explores the development of conversational agents that can interact with users and act based on their preferences or instructions (e.g. modifying the display of a website, or making an online purchase).
Members - Prof. Lee, Tang Kaiyuan, Shreya Gopi, Xie Li
Traditionally, language acquisition involves the dedication of human teachers. Nowadays, people can utilize AI agents, a system that mimics human conversations to learn languages anytime and anywhere with less cost and stress. At this point, the study tends to examine the effectiveness of learning English by using AI agents.
Members - Prof. Lee, Xie Li, Dr. Won Young Chung, Pragya Chandel
AI-driven agents increase the conversational level in human-chatbot communication, which could influence people's online shopping experiences. The study examines how different types of AI agents who perform the role of salespersons could affect users' evaluation of the machine, products being sold, and their interaction experiences with the AI agents.
Members - Prof. Lee , Xie Li, Liu Jiaxi, Shreya Gopi
One of the most important governmental policies is protecting the environment. I want it to insist the feelings of ownership of the green environment and attachment of it is useful way to protect the environment and encourage people to do pro-environmental behavior.
Members - Prof Lee, Dr. Won Young
As online trolling behavior is prevalent, I want it to suggest incepting the feeling of ownership will help trolls to alleviate such behavior online.
Members - Prof Lee, Dr. Won Young
The increasing use of virtual agents in fintech services comes with the challenge of gaining clients' trust and building a good relationship with them. The financial industry is associated with both stereotypically masculine traits, such as being dominant, as well as stereotypically feminine traits, such as being helpful and service-oriented. This study examines how the agent’s sex representation (male or female), its conversation style (masculine or feminine), and the sex of the user (male or female) affect the evaluation of the virtual financial agent.
Members - Prof Lee, Cui Min, Shreya
The fintech industry is expanding and companies are increasingly using virtual agents in their client services. This study examines how the fintech agent's personality, user's personality, and market volatility interact to affect user experience.
Members - Prof Lee, Yihan, Shreya
This paper explains what are the dimensions of news in the context of AI. Additionally, it tries to shed on light on how we could understand the relationships between news, "fake news", and other types of information.
Members - Prof Lee, Shreya
This project focus on the emerging concern of AI addiction, examining its conceptual foundation and potential interventions to foster positive AI use. By analyzing the psychological and behavioral factors driving AI dependency, we identify key strategies to promote mindful use and balanced AI application.
Members - Prof Lee, Yanqin
Focusing on personality similarity as a key factor in relationship building, the study explores how a chatbot has similar personality with user influence users’ relationship perceptions toward the chatbot and evaluation of the app in a longitudinal context.
Members - Prof Lee, Yanqin
Despite the growing deployment of AI chatbots in government services to enhance accessibility and efficiency, their failure scenarios—such as misinformation delivery, empathy deficits, or procedural rigidity—pose critical risks to public trust and service equity. While existing studies predominantly focus on technical performance metrics (e.g., accuracy, response time), there is limited understanding of how citizens perceive and respond to AI failures in bureaucratic contexts. This study investigates failure scenarios of government AI chatbot services through a three-phase exploratory design.
Members - Prof Lee, Haodong
With the widespread application of virtual reality (VR) exergames in health promotion, the issue of sustained usage after initial adoption has become increasingly prominent. While existing research predominantly focuses on explaining initial usage intentions through models such as the Technology Acceptance Model (TAM) or Flow Theory, the mechanisms underlying user discontinuance behavior remain underexplored. This study aims to employ a mixed-methods design to uncover the core drivers and their interactive effects influencing discontinuance behavior among VR exergame users.
Members - Prof Lee, Haodong
This project aims to investigate the efficacy of Llama 3.1 in enhancing the creativity of primary school students in Singapore. Using a mixed-methods approach, including fNIRS, questionnaires, and AI/human feedback, it will examine differences in narrative intelligence and cognitive processing between traditional and AI-assisted writing. The study will explore how AI can scaffold creativity without promoting overreliance while providing insights into its role in fostering critical thinking and originality in young writers.
Members - Prof. Lee, Prof. Samantha Chan (CCDS, NTU), Prof. Vahid Aryadoust (NIE), Pragya Chandel
Publications
Song, H., Kim, J., Nguyen, T., Lee, K.M. & Park, N. (2021) Virtual reality advertising with brand experiences: the effects of media devices, virtual representation of the self, and self-presence, International Journal of Advertising, 40(7), 1096-1114, DOI: 10.1080/02650487.2020.1834210.
Park, N., & Lee, K. M. (2007). Effects of online news forum on corporate reputation. Public Relation Review, 33, 346-348.
Lee, S., Kim, T., Lee, K.M., Park, N., Song, H. (2025). Bringing People into the Story: How Virtual Reality Journalism Affects the Feeling of Presence, Digital Journalism, DOI: 10.1080/21670811.2025.2553157
Ratan, R., Earle, K., Rosenthal, S., Chen, V. H. H., Gambino, A., Goggin, G., Stevens, H., Li, B., & Lee, K. M. (2021). The (digital) medium of mobility is the message: Examining the influence of e-scooter mobile app perceptions on e-scooter use intent. Computers in Human Behavior Reports, 3,https://doi.org/10.1016/j.chbr.2021.100076.
Wang, X. & Lee, K. M. (2020). The paradox of technology innovativeness and risk perceptions – A profile of Asian smartphone users. Telematics and Informatics, 51, https://doi.org/10.1016/j.tele.2020.101415.
Kang, S., Lee, K. M., & Cerda, Y. (2015). U.S. television news about the smartphone: A framing analysis of issues, sources, and aspects. Online Journal of Communication and Media Technologies, 5(1), 174-196.
Park, N., Rhoads, M., Hou, J., & Lee, K. M. (2014). Understanding the acceptance of teleconferencing systems among employees: An extension of the technology acceptance model. Computers in Human Behavior, 39, 118-127.
Lee, K. M., & Jung, Y. (2005). Evolutionary nature of virtual experience. Journal of Cultural and Evolutionary Psychology, 3, 159-178.
Lee, K. M. & Nass, C. (2005). Social-psychological origins of feelings of presence Creating social presence with machine-generated voices. Media Psychology, 7, 31-45.
Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13, 494-505.
Lee, K. M. (2004). Presence, explicated. Communication Theory, 14, 27-50.
Jonsson, I., Nass, C., & Lee, K. M. (2004). Mixing personal computer and handheld interfaces and devices: Effects on perceptions and attitudes. International Journal of Human Computer Studies, 61, 71-83.
Jung, Y. & Lee, K. M. (2017). Human-computer interaction. In P. Roessler, C. A. Hoffner, L. van Zoonen (Eds.), The International Encyclopedia of Media Effects (pp. 721-730).Wiley-Blackwell.DOI: 10.1002/9781118783764.wbieme0140.
Lee, K. M., & Park, N. (2016). Presence. In S. Jensen, K. B. (Ed.). InternationalEncyclopedia of Communication Theory and Philosophy. Wiley-Blackwell-ICA International Encyclopedias of Communication Series. Hoboken, NJ: Wiley.
Lee, K. M. (2009). Presence theory. In S. Littlejohn & K. Foss (Eds.). Encyclopedia of Communication Theory (pp. 793-796). Thousand Oaks, CA: Sage.
Lee, K. M. (2008). The media equation. In W. Donsbach (Ed.). The InternationalEncyclopedia of Communication, Volume VII (pp. 2904-2907). Malden, MA: Blackwell Publishing.
Lee, K. M. (2008). Interactivity in reception. In W. Donsbach (Ed.). The International Encyclopedia of Communication, Volume V (pp. 2322-2326).Malden, MA: Blackwell Publishing.
Lee, K. M., Yates, D., Clark, J., & Sawy, O. E. (2010). Value creation of mobile services through presence: Designing mobile information and entertainment applications with presence in mind. Presence: Teleoperators and Virtual Environments, 19(3), 265-279.Lee, K. M., Moon, Y., Park, I., & Lee, J. (2023). Voice orientation of conversational interfaces in vehicles. Behaviour and Information Technology,doi:10.1080/0144929X.2023.2166870
Lee, K. M., Lee, J., & Sah, Y. J. (2022). Interacting with an embodied interface effects of embodied agent and voice command on smart TV interface. Interaction Studies, 23(1), 116-142. doi:10.1075/is.20030.lee
Lee, J., & Lee, K. M. (2022). Polite speech strategies and their impact on drivers’ trust in autonomous vehicles. Computers in Human Behavior, 127. https://doi.org/10.1016/j.chb.2021.107015.
Lee, J-G., Lee, K. M., & Ryu, S-H. (2019). Vehicle politeness in driving situations. Future Internet, 11, 1-10.
Park, E. K., Lee, K. M., & Shin, D. H. (2015). Social Responses to Conversational TV VUI: Apology and Voice. International Journal of Technology and Human Interaction, 11(1), 17-32.
Kwon, Y., Lee, C., Lee, K., & Nam, K. (2011). The Inhibitory Effect of Phonological Syllables, Rather Than Orthographic Syllables, as Evidenced in Korean Lexical Decision Tasks. Psychologia, 54(1), 1-14.
Lee, K. M., Jung, Y., & Nass, C. (2010). Can User Choice Alter Experimental Findings in Human Computer Interaction?: Similarity Attraction Versus Cognitive Dissonance in Social Responses to Synthetic Speech. International Journal of Human-Computer Interaction, 27(4), 307-322.
Lee, K. M., & Lai, J. (2005). Speech vs. touch: A comparative study of the use of speech and DTMF keypad for navigation. International Journal of Human Computer Interaction, 19, 343-360.
Lee, K. M., & Nass, C. (2004). The multiple source effect and synthesized speech: Doubly disembodied language as a conceptual framework. Human Communication Research, 30, 182-207.
Nass, C., & Lee, K. M. (2001). Does computer-generated speech manifest personality?: Experimental tests of recognition, similarity-attraction, and consistency-attraction. Journal of Experimental Psychology, Applied, 7(3), 171-181.
Lee, K. M. (2006). Phenomenological understanding of social responses to synthesized speech. In P. Messaris, & L. Humphreys (Eds.). Digital Media: Transformations in Human Communication (pp. 127-138). New York, NY: Peter Lang.
Lai, J., Mitchell, S., Viveros, M., Wood, D., & Lee, K. M. (2002). Ubiquitous access to unified messaging: A Study of Usability and the Limits of Pervasive Computing. International Journal of Human Computer Interaction, 14 (3), 385-404.
Jin, S., Phua, J., & Lee, K.M. (2015). Telling stories about breastfeeding through Facebook: The impact of user-generated content (UGC) on pro-breastfeeding attitudes. Computers in Human Behavior, 46, 6-17.
Park. N., Song, H., Lee, K. M. (2014). Social networking sites and other media use, acculturation stress, and psychological well-being among East Asian college students in the United States. Computers in Human Behavior, 36, 138-146.
Gearhart, S., Kang, S., & Lee, K. M. (2011). Self-presentation on social network sites: Development of a self-identity expression scale and its relationship with social competence. Iowa Journal of Communication, 43, 29-51.
Lee, K. M. (2000). MUDs and self-efficacy. Educational Media International, 37(3),177-183.
Park, N., Jung, Y., & Lee, K. M. (2011). Intention to Upload Video Content on the Internet: The Role of Social Norms and Ego-involvement. Computers in Human Behavior, 27(5), 1996-2004.
Lee, K. M. (2006). Effects of Internet use on college students’ political efficacy. Cyberpsychology & Behavior, 9, 415-422.
Wang, X., Shi, J., & Lee, K. M. (2022). The digital divide and seeking health information on smartphones in asia: Survey study of ten countries. Journal of Medical Internet Research, 24(1) doi:10.2196/24086
Jin, S. & Lee, K. M. (2010). The influence of regulatory fit and interactivity on brand satisfaction and trust in E-Health marketing inside 3D virtual worlds (Second Life). Cyberpsychology & Behavior, 13(6), 673-680.
Lee, K. M., Peng, W., Yan, C., & Jin, S. (2006). Can Robots Manifest Personality?: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human-Robot Interaction. Journal of Communication, 56, 754-772.
Lee, K. M., Jung, Y., Kim, J., & Kim, S. (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. International Journal of Human-Computer Studies, 64, 962-973.
Lee, K. M., Park, N., & Song, H. (2005). Can a robot be perceived as a developing creature?: Effects of a robot’s long-term cognitive developments on its social presence and people’s social responses toward it. Human Communication Research, 31, 538-563.
Hou, J., Rashid, J., & Lee, K. M. (2017). Cognitive map or medium materiality? Reading on paper and screen. Computers in Human Behavior, 67, 84-94.
Lee, K. M., Jeong, E. J., Park, N., & Ryu, S. (2011). Effects of Interactivity in Educational Games: A Mediating Role of Social Presence on Learning Outcomes. International Journal of Human Computer Interaction, 27(7), 620-633.
Park, N., Lee, K. M., & Cheong, P. H. (2007). User acceptance of e-learning in higher education: An application of the technology acceptance model.Journal of Computer-Mediated Communication, 13 (1), article 9. http://jcmc.indiana.edu/vol13/issue1/park.html
Lee, K. M., Liao, K., & Ryu, S. (2007). Children’s learning through computer-synthesized speech: Gender-consistency and gender-similarity effects.Human Communication Research, 22, 310-329.
Park, N., & Lee, K. M. (2010). Wireless Cities: Local Governments’ Involvement in the Shaping of Wi-Fi Networks. Journal of Broadcasting & Electronic Media, 54(3), 425-442.
Lee, K. M. (2002). Modeling the regional differences in 3G standardization: the Entrepreneur, the Committee, and the Gambler. Communications and Strategies, 47, 11-32.
Sun, S., Kim, J.H., Lee, K.M. and Nan, D. (2024), “Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)”, Internet Research, 34 (1), pp. 58-78. https://doi.org/10.1108/INTR-07-2022-0487
Lee, K. M. & Sah, Y. J. (2022). Cultural Differences in Digital Game Experiences: Psychological Responses to Avatar and Game Environments. International Journal of Gaming & Computer-Mediated Simulations, 14(1), 1-15. doi: 10.4018/IJGCMS.313186
Stavropoulos, V., Ratan, R., & Lee, K. M. (2022). Editorial: User-avatar bond: Risk and opportunities in gaming and beyond. Frontiers in Psychology, 13doi:10.3389/fpsyg.2022.923146
Jung, Y., Park, N., & Lee, K.M. (2015). Effects of trait hostility, mapping interface, and character identification on aggressive thoughts and enjoyment after playing a violent video game. Cyberpsychology & Behavior, 18, 711-717.
Song, H., Kim, J., & Lee, K. M. (2014). Virtual body vs. real body in exergames: Reducing social physique anxiety in exercise experiences. Computers in Human Behavior, 36, 282-285.
Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2013). The effects of competition and competitiveness upon intrinsic motivation in exergames. Computers in Human Behavior, 29(4), 1702-1708.
Hou, J., Nam, Y., Peng, W., & Lee, K. M. (2012). Effects of screen size, viewing angle, and players’ immersion tendencies on game experience. Computers in Human Behavior, 28, 617-623.
Song, H., Peng, W., & Lee, K. M. (2010). Promoting Exercise Self-Efficacy with an Exergame. Journal of Health Communication, 16(2), 148-162.
Lee, K. M., Peng, W., & Klein, J. (2010). Will the experience of playing a violent role in a video game influence people’s judgments of violent crimes? Computers in Human Behavior, 26(5), 1019-1023.
Park, N., Lee, K. M., Annie Jin, S. A., & Kang, S. (2010). Effects of pre-game stories on feelings of presence and evaluation of computer games. International Journal of Human-Computer Studies, 68(11), 822-833.
Lee, K., Peng, W., & Park, N. (2009). Effects of computer/video games, and beyond. In J. Bryant, & M. B. Oliver (Eds.), Media Effects: Advances in Theory and Research (pp. 551-566). New York: Routledge.
Lee, K. M., Park, N., & Jin, S. (2006). Narrative and interactivity in computer games. In P. Vorderer, & J. Bryant (Eds.) Playing Video Games: Motives, Responses, and Consequence (pp. 259-274). Mahwah, NJ: Lawrence Erlbaum Associates.
Cho, E. J., Lee, K. M., Cho, S. M., & Choi, Y. H. (2014). Effects of Stereoscopic Movies: The Positions of Stereoscopic Objects and the Viewing Conditions. Displays, 35, 59-65.
Cho, E. J. & Lee, K. M. (2013). Effects of 3D Display: A Comparison between Shuttered and Polarized Displays. Displays, 34, 353-358.
Nan, D., Sun, S., Gopi, S., Lee, K.M., & Kim, J. H. A bibliometric analysis of Metaverse research using VOSviewer, Proceedings of 17th International Conference on Ubiquitous Information Management and Communication (IMCOM), IEEE SMC (Systems, Man, and Cybernetics Society). Seoul, Korea, Republic of, 2023, pp. 1-4, doi:10.1109/IMCOM56909.2023.10035584.
Pal, A., Gopi, S., & Lee, K. M. (2023). Fintech agents: Technologies and theories. Electronics,12 (15), 3301. https://doi.org/10.3390/electronics12153301
Pal, A., Gopi, S., & Lee, K.M. (2023). Financial Technologies. In Encyclopedia.https://encyclopedia.pub/entry/51483
Keynotes and Invited Talks
1. Invited Talk, Designing Responsible AI. Graduate School of Communication, Yonsei University, May 14, 2025
2. Keynote Speech. New Era of Korea Studies. 2025 Korea-Vietnam Korea Studies Forum. Korea Foundation and Ministry of Education, Vietnam. May 9, 2025.
3. Keynote Speech. Designing Human-Centric Intelligent Xs Powered by XAI (Explainable AI). SK Telecom Fly AI Challenger Program Commencement Speech. Seoul, S. Korea, February 7, 2025
4. Keynote Speech. Human-Centric Responsible AI. 2024 International Workshop on Responsible AI, SKKU, Seoul, S. Korea, December 23, 2024.
5. Keynote Speech. Key Dimensions for Human-Centered Design of Educational Technologies. International EduTech Innovation Symposium, Jeju University, South Korea, December 12, 2023.
6. Moderating Chair, International Symposium on “AI and the Transformation of the News Industry”, hosted by the Korea Press Foundation, Korea Press Center, Seoul, S. Korea, November 9, 2023
7. Keynote Speech. Social Presence of Virtual Human. Yonsei ICAT Colloquium, Yonsei University, S. Korea, November 23, 2023.
8. Keynote Speech, Human Evolution & ICT Innovation, Hallym Communication Colloquium, Hallym University, S. Korea, November 21, 2023.
9. Keynote Speech. Evolutionary Psychology and Design Innovation, International Conference on Sustainable Design and Innovative Industries 2023 (ICSDII 2023), Taichung, Taiwan, November 15, 2023
10. Keynote Speech, Key Dimensions for the Human-Centered Design of AI Agents. Annual Conference of The Asia-Pacific Communication Alliance (APCA), Tsinghua University, Beijing, China, November 5, 2023.
11. Keynote Speech, UX Innovation in South Korea’s ICT Industry: Theories and Applications. Center for Asia and Pacific Studies, University of Oregon, USA, Octerber 19, 2023.
12. Keynote Speech, Evolutionary Psychology and Customer Experience Innovation, KIA Motors, Kia HQ, Seoul, S. Korea, October 11, 2023.
13. Keynote Speech, Feelings of Presence: Theories and Applications. Department of Communication and Technology (DCAT) 20th Anniversary Forum, “Fusion of Realities: Unlocking the Future of Communication”. National Yang Ming Chiao Tung University, Taiwan, August 1, 2023.
14. Keynote Speech. Design Thinking Method. UST-NCCU-NYCU-NTU Emerging Media Workshop: Research Hackathon. July 24, 2023.
15. Keynote Speech. Virtual Experience and Feelings of Presence: Implications for National Defence. Department of Journalism, National Defence University, Taiwan, July 20, 2023.
16. Keynote Speech, World Innovation Day, Behavioral Sciences and AI, Columbia, April 21, 2023
17. Keynote Speech. Human-Centered Design of Metaverse Experience. The Annual Conference of Taiwan Academy for Information Society, Taipei, Taiwan, November 5, 2022.
18. Keynote Speech. Exploring VR&AR: Emerging Technologies in the New Media Realm. University Kuala Lumpur, Kuala Lumpur, Malaysia, October 21, 2022.
19. Keynote Speech. UX in the Age of Virtual Reality (Meta). Brain Korea (BK) 21 Special Lecture at Department of Digital Culture & Contents, Konkuk University, Seoul, S. Korea, December 15, 2021.1.
20. Keynote Speech at Victoria University Webinar on “User-Avatar Bond: Risk and Opportunities in Gaming and Beyond.” Victoria University, Melbourne, Australia, November 11, 2021.
21. Keynote Speech at IMCOM2020: International Conference on Ubiquitous Information Management and Communication. User Experience of ICT Products. Taichung, Taiwan, January 4, 2020.
Contact Us
Thoughts? Ideas? Collaboration opportunities? Get in touch with us
Pragya Chandel
Lab Member, Student Research Assistant