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Dr. Hao-Chiang Koong Lin
Department of Digital Learning Technology, National University of Tainan Taiwan, Tainan 700, Taiwan

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Journal article
Published: 14 July 2021 in Sustainability
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To echo the United Nations formulated Sustainable Development Goals (SDGs), SDG 4 is to ensure inclusive and equitable quality education and promote lifelong learning opportunities for all. Furthermore, high-quality education is the base on which human lives can be improved and sustainable development can be accomplished. Therefore, the affective emotional tutoring system established in this study enables learning via mobile devices, which are indispensable in daily life. The real-time interactive agent in the system guides learners to turn negative emotions into positive ones. We explored the usability of and user satisfaction with the affective emotional tutoring system. Sixty-two students participated in the study which used a quantitative research design to explore a learning situation. The overall usability of the system was evaluated with the System Usability Scale (SUS), and the Questionnaire for User Interaction Satisfaction (QUIS) was used to evaluate user satisfaction with the different elements of the system. The results showed that both the usability of and satisfaction with the affective emotional tutoring system were high. The emotional feedback mechanism of the system can help learners turn negative emotions into positive ones.

ACS Style

Tao-Hua Wang; Hao-Chiang Lin; Hong-Ren Chen; Yueh-Min Huang; Wei-Ting Yeh; Cheng-Tsung Li. Usability of an Affective Emotional Learning Tutoring System for Mobile Devices. Sustainability 2021, 13, 7890 .

AMA Style

Tao-Hua Wang, Hao-Chiang Lin, Hong-Ren Chen, Yueh-Min Huang, Wei-Ting Yeh, Cheng-Tsung Li. Usability of an Affective Emotional Learning Tutoring System for Mobile Devices. Sustainability. 2021; 13 (14):7890.

Chicago/Turabian Style

Tao-Hua Wang; Hao-Chiang Lin; Hong-Ren Chen; Yueh-Min Huang; Wei-Ting Yeh; Cheng-Tsung Li. 2021. "Usability of an Affective Emotional Learning Tutoring System for Mobile Devices." Sustainability 13, no. 14: 7890.

Journal article
Published: 03 July 2021 in Electronics
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As a student-centered learning model, flipped classroom has been increasingly preferred among educators since it has changed the traditional teacher-centered learning model. This study conducted experiments and observations on the flipped classroom for digital logic courses for first-year students in the electrical engineering department of a junior college in Taiwan. Before each class, these students were required to watch the prescribed lecture video units. In class, students discussed with group members after thinking and completed the teacher’s requirements by collaboration. In addition to conducting the activities of thinking, discussion, collaboration and observation, these students also got to exercise their expression skills through interactive activities during class time. Analyzing the learning effectiveness with the Panel Data Method (PDM), this study, by comparing and statistically analyzing the data collected during the four years between 2016 and 2019, found that students reaped better learning performance with the flipped classroom model, as shown by a rise in both their average grade and the pass rate.

ACS Style

Tuan-Yung Han; Hong-Ren Chen; Hao-Chiang Lin. Using Flipped Classroom to Improve the Learning Effectiveness of Digital Logic Courses. Electronics 2021, 10, 1602 .

AMA Style

Tuan-Yung Han, Hong-Ren Chen, Hao-Chiang Lin. Using Flipped Classroom to Improve the Learning Effectiveness of Digital Logic Courses. Electronics. 2021; 10 (13):1602.

Chicago/Turabian Style

Tuan-Yung Han; Hong-Ren Chen; Hao-Chiang Lin. 2021. "Using Flipped Classroom to Improve the Learning Effectiveness of Digital Logic Courses." Electronics 10, no. 13: 1602.

Journal article
Published: 24 June 2021 in Sustainability
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Online learning is gaining popularity, but users can easily find alternatives and switch between learning platforms. Reducing users switching behavior is a critical condition for the sustainable development of an online learning platform; therefore, it is necessary to investigate the influence factors of users switching behavior between different platforms to retain users and enhance the competitiveness of enterprises. Push-Pull-Mooring (PPM) theory is adopted to construct a structural equation model of customer switching behavior on online learning platforms and to explore the mechanism of user switching behavior between learning platforms. The model is tested with data collected from 313 online learning users. The results show that information overload and dissatisfaction, as push factors, significantly affect user switching behavior. Functional value and network externality as pull factors positively affect user switching behavior, switching cost, and affective commitment as mooring factors negatively correlate with switching behavior. Further, this study also revealed that there are obvious different influencing factors for different online learning platforms. Overall, this study provides some practical strategies for the online learning platform and can help them to gain a competitive advantage.

ACS Style

Heng Xu; Jingru Wang; Zhaodan Tai; Hao-Chiangkoong Lin. Empirical Study on the Factors Affecting User Switching Behavior of Online Learning Platform Based on Push-Pull-Mooring Theory. Sustainability 2021, 13, 7087 .

AMA Style

Heng Xu, Jingru Wang, Zhaodan Tai, Hao-Chiangkoong Lin. Empirical Study on the Factors Affecting User Switching Behavior of Online Learning Platform Based on Push-Pull-Mooring Theory. Sustainability. 2021; 13 (13):7087.

Chicago/Turabian Style

Heng Xu; Jingru Wang; Zhaodan Tai; Hao-Chiangkoong Lin. 2021. "Empirical Study on the Factors Affecting User Switching Behavior of Online Learning Platform Based on Push-Pull-Mooring Theory." Sustainability 13, no. 13: 7087.

Journal article
Published: 17 March 2021 in Sustainability
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In traditional schools, where education and teaching tend to be subject-oriented, the standardization of the teaching materials of health education courses would be obscurely related to know-how of daily life. This frustrates the learners from developing the awareness of engagement, thereby decreasing their willingness to acquire new information or skill. Therefore, in this study, a board game assimilating augmented reality (AR) into health education is presented. It associates the card game, slides, and learning sheets gamification teaching model with the learning experience; and proposes the efficacy of the board games mingled with augmented reality to enhance the motivation in learning and confidence in technology. In this experiment for a health education board game, 52 high school students participated in this experiment. There were 25 in the experimental group (with AR) and 27 in the control group (without AR). The IMMS (instructional material motivation survey) and the TAM (technology acceptance model) are applied to acquire quantitative data for examination. The findings are as follows: (1) The acceptance was significantly affected by the integration of AR into the health education board game and (2) the learning motivation was significantly affected by the integration of AR into the health education board game.

ACS Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education. Sustainability 2021, 13, 3333 .

AMA Style

Hao-Chiang Lin, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su, Yueh-Min Huang. Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education. Sustainability. 2021; 13 (6):3333.

Chicago/Turabian Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. 2021. "Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education." Sustainability 13, no. 6: 3333.

Journal article
Published: 22 February 2021 in Digital Creativity
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This study presents the design of a multimodal ubiquitous learning application (MULA) with different augmenting effects for enhancing English as a Foreign Language (EFL) academic writing instruction. In a pilot project, 17 undergraduates engaged in ubiquitous learning and writing at a green building and provided survey responses and interview feedback about their ubiquitous writing experience. The survey results were categorized into perceptions about (a) the ubiquitous learning mode, (b) effective writing facilitation, (c) motivation, self-efficacy, and attitude, (d) self-regulation, and (e) system usability. Interview results further illustrated how using MULA led to positive and negative experiences during ubiquitous writing. A final synthesis on the findings led to the identification of seven affordances that made MULA a potential tool for enhancing writing instruction in EFL settings. The seven affordances were considered effective design elements for multimodal context-aware ubiquitous learning that served the purpose of enriching English academic writing instruction. Implications about creating multimodal ubiquitous learning applications in higher education are also provided.

ACS Style

Vivien Lin; Yu-Hsuan Lin; Min-Chai Hsieh; Gi-Zen Liu; Hao-Chiang Koong. The design and evaluation of a multimodal ubiquitous learning application for EFL writers. Digital Creativity 2021, 32, 79 -98.

AMA Style

Vivien Lin, Yu-Hsuan Lin, Min-Chai Hsieh, Gi-Zen Liu, Hao-Chiang Koong. The design and evaluation of a multimodal ubiquitous learning application for EFL writers. Digital Creativity. 2021; 32 (2):79-98.

Chicago/Turabian Style

Vivien Lin; Yu-Hsuan Lin; Min-Chai Hsieh; Gi-Zen Liu; Hao-Chiang Koong. 2021. "The design and evaluation of a multimodal ubiquitous learning application for EFL writers." Digital Creativity 32, no. 2: 79-98.

Journal article
Published: 27 January 2021 in Electronics
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In this study, an emotion system was developed and installed on smartphones to enable them to exhibit emotions. The objective of this study was to explore factors that developers should focus on when developing emotional machines. This study also examined user attitudes and emotions toward emotional messages sent by machines and the effects of emotion systems on user behavior. According to the results of this study, the degree of attention paid to emotional messages determines the quality of the emotion system, and an emotion system triggers certain behaviors in users. This study recruited 124 individuals with more than one year of smartphone use experience. The experiment lasted for two weeks, during which time participants were allowed to operate the system freely and interact with the system agent. The majority of the participants took interest in emotional messages, were influenced by emotional messages and were convinced that the developed system enabled their smartphone to exhibit emotions. The smartphones generated 11,264 crucial notifications in total, among which 76% were viewed by the participants and 68.1% enabled the participants to resolve unfavorable smartphone conditions in a timely manner and allowed the system agent to provide users with positive emotional feedback.

ACS Style

Hao-Chiang Koong Lin; Yu-Chun Ma; Min Lee. Constructing Emotional Machines: A Case of a Smartphone-Based Emotion System. Electronics 2021, 10, 306 .

AMA Style

Hao-Chiang Koong Lin, Yu-Chun Ma, Min Lee. Constructing Emotional Machines: A Case of a Smartphone-Based Emotion System. Electronics. 2021; 10 (3):306.

Chicago/Turabian Style

Hao-Chiang Koong Lin; Yu-Chun Ma; Min Lee. 2021. "Constructing Emotional Machines: A Case of a Smartphone-Based Emotion System." Electronics 10, no. 3: 306.

Journal article
Published: 03 December 2020 in Electronics
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By developing a software tool that helps students cultivate the habit of smiling, this study aims to enhance students’ interpersonal relationships and ability to interact with others and therefore effectively decrease their Internet addiction. The study participants were students from a vocational high school in Tainan, Taiwan. To begin with, it examined the choices of attachment styles and levels of Internet addiction among high school students enrolled in a practical skills program. The students used the software tool for fourteen consecutive days and completed their smile task, which was followed by a post-test questionnaire. The result shows that for interpersonal interactions, changes in the mean values for three types of attachment styles decrease (namely anxious–preoccupied, dismissive–avoidant, and fearful–avoidant styles). In particular, the dismissive–avoidant style was reported with the most prominent change of −1.267, and it was the only variable with a higher average value. This study also applied Bartholomew and Horowitz’s two-dimensional internal working model and found that the participants had demonstrated positive developments in their own self-internal modes and, in particular, others’ internal modes.

ACS Style

Hao-Chiang Koong Lin; Meng-Chun Tsai; Kuang-Hsiang Wu. The Research of Relationship among Smile Developing Software, Internet Addiction, and Attachment Style. Electronics 2020, 9, 2057 .

AMA Style

Hao-Chiang Koong Lin, Meng-Chun Tsai, Kuang-Hsiang Wu. The Research of Relationship among Smile Developing Software, Internet Addiction, and Attachment Style. Electronics. 2020; 9 (12):2057.

Chicago/Turabian Style

Hao-Chiang Koong Lin; Meng-Chun Tsai; Kuang-Hsiang Wu. 2020. "The Research of Relationship among Smile Developing Software, Internet Addiction, and Attachment Style." Electronics 9, no. 12: 2057.

Journal article
Published: 22 October 2020 in Electronics
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In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners’ engagement and willingness to learn. This study designed a board game integrated with augmented reality (AR) for health education; incorporated the card-game, slides, and learning-sheets (CSLS) gamification teaching model into the learning process; and discussed the effectiveness of board games with augmented reality in improving learning outcomes and emotions. The research participants were 52 senior high school students, who were assigned to the experimental (AR health education board game) or control (health education board game) group in the teaching experiment. The research findings reveal the following. The two groups were significantly different in terms of (1) learning outcomes, (2) negative emotions, (3) flow state in the game.

ACS Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics 2020, 9, 1752 .

AMA Style

Hao-Chiang Lin, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su, Yueh-Min Huang. Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics. 2020; 9 (11):1752.

Chicago/Turabian Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. 2020. "Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education." Electronics 9, no. 11: 1752.

Research article
Published: 10 July 2020 in Medicine
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Background: Recent years have witnessed wide applications of exergames to balance training among the older adults. However, research concerning balance training with the use of Kinect for Xbox has remained scarce. While previous studies have shown the positive effects of exergames on improving balance and preventing falling among the older adults, there has been a paucity of empirical evidence supporting the superiority of Kinect exercise to conventional exercise over balance training among the older adults. Therefore, this study aimed to compare the feasibility, safety, and effectiveness of Kinect exercise against conventional exercise over balance training among the community older adults. Method: A total of 20 participants were randomly assigned to the Kinect Exercise Group (N = 10) or the Conventional Exercise Group (N = 10) for a 5-week balance training (45 minutes a time, 2 times a week). Assessor blinding was employed to assess the participants’ performance before and after the treatment, including 30-Second Chair Stand Test (30-sec CST), Timed Up and Go (TUG), Functional Reach Test (FRT), and One-Leg Stance Test (OLST) respectively with eyes open and closed. Subjective feeling of the intensity of pain and side effects were recorded throughout the investigation period. Nonparametric statistics was used for data analysis. Results: Within-group comparison between the pre-test and post-test indicated that significant differences existed in all of the 5 tests (30-sec CST, TUG, FRT, OLST with eyes open, and OLST with eyes closed) in the Kinect exercise group. To the Conventional exercise group, however, significant differences were only observed in 30-sec CST, FRT and OLST with eyes open. With regard to between-group comparison, significant differences were only found in FRT. Conclusion: Such results indicated that both treatments were helpful in improving the participants’ balance performance, that Kinect exercise was more effective in terms of overall balance ability, and that Kinect exercise was particularly beneficial to functional reach enhancement in comparison with traditional exercise. Kinect exercise could be a feasible, safe, and effective alternative for dynamic balance training among older adults.

ACS Style

Chi-Min Yang; Jun (Scott) Chen Hsieh; Yi-Chen Chen; Shu-Yu Yang; Hao-Chiang Koong Lin. Effects of Kinect exergames on balance training among community older adults. Medicine 2020, 99, e21228 .

AMA Style

Chi-Min Yang, Jun (Scott) Chen Hsieh, Yi-Chen Chen, Shu-Yu Yang, Hao-Chiang Koong Lin. Effects of Kinect exergames on balance training among community older adults. Medicine. 2020; 99 (28):e21228.

Chicago/Turabian Style

Chi-Min Yang; Jun (Scott) Chen Hsieh; Yi-Chen Chen; Shu-Yu Yang; Hao-Chiang Koong Lin. 2020. "Effects of Kinect exergames on balance training among community older adults." Medicine 99, no. 28: e21228.

Conference paper
Published: 18 November 2019 in Transactions on Petri Nets and Other Models of Concurrency XV
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Recent years have witnessed serious drug abuse, which has caused numerous societal problems. Schools thus are incorporating anti-drug use into formal curricula. However, current anti-drug courses employ unidirectional or lecture-based approaches, which make anti-drug knowledge acquisition dull and unattractive, thus leading to ineffective outcomes. In order to improve learning effectiveness, this study designed an augmented-reality (AR) board game for university campus drug prevention. Thirty-nine undergraduates with an average age of 19 at an university in Tainan, Taiwan participated in the study. Results show that the AR board game on drug prevention can effectively enhance learning effectiveness. Interviews revealed positive perceptions on usability and joyful learning with the board game.

ACS Style

Yu-Hsuan Lin; Hao-Chiang Koong Lin. Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 24 -32.

AMA Style

Yu-Hsuan Lin, Hao-Chiang Koong Lin. Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():24-32.

Chicago/Turabian Style

Yu-Hsuan Lin; Hao-Chiang Koong Lin. 2019. "Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 24-32.

Conference paper
Published: 06 September 2018 in Privacy Enhancing Technologies
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The purpose of this research is to design a digital-based e-book “Plant World View”, it combines the diversity of multimedia and natural science, which meets different personal needs in learning method. The research sample are fifth grade students from an elementary school in Tainan, they usually divide students into two classes, 20 students with normal teaching style, and 20 students used tablets as learning tool in class. The way they divide students into two different classes made it easy to study and analyze the interaction satisfaction and the system’s usability. As a result, as for system’s usability, students with the multimedia tablet teaching method picked up faster than the students of normal teaching method. For the user interaction satisfaction, the student with tablet’s subjective feeling is better than the students of normal teaching method.

ACS Style

Meng-Chun Tsai; Hao-Chiang Koong Lin; Chad Lin. Usability Evaluation of the Game Based E-Book System on Natural Science Teaching System. Privacy Enhancing Technologies 2018, 463 -472.

AMA Style

Meng-Chun Tsai, Hao-Chiang Koong Lin, Chad Lin. Usability Evaluation of the Game Based E-Book System on Natural Science Teaching System. Privacy Enhancing Technologies. 2018; ():463-472.

Chicago/Turabian Style

Meng-Chun Tsai; Hao-Chiang Koong Lin; Chad Lin. 2018. "Usability Evaluation of the Game Based E-Book System on Natural Science Teaching System." Privacy Enhancing Technologies , no. : 463-472.

Conference paper
Published: 06 September 2018 in Privacy Enhancing Technologies
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The purposes of this research is to solve the problem we may face in buying new furniture. For instance, in judging the size of furniture and the choice of decoration, it would be helpful through replacing real objects with augmented reality. This measure can greatly reduce effort and time consumption. In the study, we combine the augmented reality technology with smartphones; tablet PCs and wearable devices to build a simulation system of virtual furniture system. Users of this system can use a variety of virtual furniture model to simulate the display in virtual world. In this study, we tested 55 subjects. After brief instruction about how to operating system, our subjects would be asked to experience our system through the smartphones, tablet PCs and wearable glasses. The result shows that the subjects have a positive assessment of the usability and interactivity of the system. Therefore, the system is of practical help to help the selection and arrangement of furniture in the real world.

ACS Style

Yi-Cheng Liao; Tao-Hua Wang; Hao-Chiang Koong Lin; Kuan-Yu Lin. Augmented Reality Applied to Smartphones and Wearable Devices - Virtual Furniture Simulation System. Privacy Enhancing Technologies 2018, 473 -481.

AMA Style

Yi-Cheng Liao, Tao-Hua Wang, Hao-Chiang Koong Lin, Kuan-Yu Lin. Augmented Reality Applied to Smartphones and Wearable Devices - Virtual Furniture Simulation System. Privacy Enhancing Technologies. 2018; ():473-481.

Chicago/Turabian Style

Yi-Cheng Liao; Tao-Hua Wang; Hao-Chiang Koong Lin; Kuan-Yu Lin. 2018. "Augmented Reality Applied to Smartphones and Wearable Devices - Virtual Furniture Simulation System." Privacy Enhancing Technologies , no. : 473-481.

Conference paper
Published: 06 September 2018 in Privacy Enhancing Technologies
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Sounds are invisible, though they surround our lives, we cannot realize the form of sounds. However, visualization of sounds can be produced using Digital Arts to make sounds visible or even interact with people. This study created a voice-based composition of digital art in the form of joint exhibition. During the joint art exhibition, details such as light effects and the design of exhibition area help to promote the quality of the exhibition. After the exhibition, spectators were asked to fill out a questionnaire designed by [18], the results of which were later analyzed with descriptive and inferential statistics to account for satisfaction and procedures of the exhibition, reception aesthetic, playability of substantial device and spectator’s feeling from the composition in exhibition. The analytics of this research helped to account for key elements of the overall exhibit, including satisfaction, receptional aesthetic, playability of substantial devices, and spectator’s perceptions, as well as the correlations among them.

ACS Style

Yu-Hsuan Lin; Chad Lin; Chia-Wei Chang; Hao-Chiang Koong Lin. The Creation of Interactive Visual Music with Kandinsky Abstract Arts. Privacy Enhancing Technologies 2018, 518 -527.

AMA Style

Yu-Hsuan Lin, Chad Lin, Chia-Wei Chang, Hao-Chiang Koong Lin. The Creation of Interactive Visual Music with Kandinsky Abstract Arts. Privacy Enhancing Technologies. 2018; ():518-527.

Chicago/Turabian Style

Yu-Hsuan Lin; Chad Lin; Chia-Wei Chang; Hao-Chiang Koong Lin. 2018. "The Creation of Interactive Visual Music with Kandinsky Abstract Arts." Privacy Enhancing Technologies , no. : 518-527.

Conference paper
Published: 18 November 2017 in Natural Computing Series
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In this time of internationalization, learning a second language is now a mainstream trend, but, learning a new language can be something frustrating and annoying for most people. This research applied Affective Computing into Intelligent Tutoring System in order to make learning fun and interesting. The system will be set up in cloud drives (cloud storage sites), so the learner can avoid the time and space limitation, providing them an adaptive learning environment. Additionally, we will also be discovering the difference between the learners with different learning style, and we will also be using Emotional Recognition Method to understand the learner’s emotion while learning in order to promote learner’s learning efficiency.

ACS Style

Yu Chun Ma; Hao-Chiang-Koong Lin. The Development of an Affective Tutoring System for Japanese Language Learners. Natural Computing Series 2017, 363 -371.

AMA Style

Yu Chun Ma, Hao-Chiang-Koong Lin. The Development of an Affective Tutoring System for Japanese Language Learners. Natural Computing Series. 2017; ():363-371.

Chicago/Turabian Style

Yu Chun Ma; Hao-Chiang-Koong Lin. 2017. "The Development of an Affective Tutoring System for Japanese Language Learners." Natural Computing Series , no. : 363-371.

Conference paper
Published: 18 November 2017 in Natural Computing Series
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The study aims at designing an augmented reality interaction game to realize its usability, user interaction satisfaction, and the behavioral differences among users with different cognitive styles. The research tools used here are Study Preference Questionnaire (SPQ), Questionnaire for User Interaction Satisfaction (QUIS), System Usability Scale (SUS), and Sequence Analysis. The research subjects are 52 seventh graders of some junior high. Research has found that, both the 17 students categorized as with Holist Cognitive Style, and the 35 with Serialist Cognitive Style have high, positive usability and interaction satisfaction with our system. In terms of behavior, the serialist testees operate and familiarize themselves with the system first before another problem comes. In the state where written words are used as a means of communication, many learners answer correspondingly as they observe the way this system has given them feedback. The holist cognitive testees ask and operate simultaneously. Most testees, however, deliberately give wrong answers to observe how the system gives feedback.

ACS Style

Meng-Chun Tsai; Hao-Chiang-Koong Lin. A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games. Natural Computing Series 2017, 372 -381.

AMA Style

Meng-Chun Tsai, Hao-Chiang-Koong Lin. A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games. Natural Computing Series. 2017; ():372-381.

Chicago/Turabian Style

Meng-Chun Tsai; Hao-Chiang-Koong Lin. 2017. "A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games." Natural Computing Series , no. : 372-381.

Articles
Published: 03 June 2013 in Interactive Learning Environments
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This study integrates augmented reality (AR) technology into teaching activities to design a learning system that assists junior high-school students in learning solid geometry. The following issues are addressed: (1) the relationship between achievements in mathematics and performance in spatial perception; (2) whether system-assisted learning can improve the spatial perceptions of students; (3) whether students with high, average and low academic achievement learn effectively after taught with system assistance; (4) system usability; (5) system task load; and (6) the relationship among various factors. Study participants were 76 students from Tainan City, Taiwan. Qualitative and quantitative data are obtained using pre- and post-system-assisted learning paper–pencil tests, a system usability scale, National Aeronautics & Space Administration Task Load indeX, and observations and focus group interviews. Analysis results indicate that students' math scores and spatial perception during the test closely correspond to each other. Additionally, system-assisted can improve the spatial perceptions of student. Regarding group differences related to the significance of impact, students with average and low academic achievements exhibit small and medium levels of effectiveness, but are insignificant in high academic achievement students. As for system usability, students with low academic achievements demonstrate a positive attitude toward the intensive programs provided by the system. However, the correlation between students’ learning effectiveness and system usability/task load is low.

ACS Style

Hao-Chiang Koong Lin; Mei-Chi Chen; Chih-Kai Chang. Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system. Interactive Learning Environments 2013, 23, 799 -810.

AMA Style

Hao-Chiang Koong Lin, Mei-Chi Chen, Chih-Kai Chang. Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system. Interactive Learning Environments. 2013; 23 (6):799-810.

Chicago/Turabian Style

Hao-Chiang Koong Lin; Mei-Chi Chen; Chih-Kai Chang. 2013. "Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system." Interactive Learning Environments 23, no. 6: 799-810.

Journal article
Published: 15 January 2013 in International Journal of Digital Content Technology and its Applications
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ACS Style

YuehHsia Huang -; HaoChiang Koong Lin -; ChengHung Wang -; MinChai Hsieh -. Implementing an Emotion Recognition System with an Affective Agent Based on Social Web Corpora and Semantic Clues. International Journal of Digital Content Technology and its Applications 2013, 7, 116 -125.

AMA Style

YuehHsia Huang -, HaoChiang Koong Lin -, ChengHung Wang -, MinChai Hsieh -. Implementing an Emotion Recognition System with an Affective Agent Based on Social Web Corpora and Semantic Clues. International Journal of Digital Content Technology and its Applications. 2013; 7 (1):116-125.

Chicago/Turabian Style

YuehHsia Huang -; HaoChiang Koong Lin -; ChengHung Wang -; MinChai Hsieh -. 2013. "Implementing an Emotion Recognition System with an Affective Agent Based on Social Web Corpora and Semantic Clues." International Journal of Digital Content Technology and its Applications 7, no. 1: 116-125.

Journal article
Published: 01 April 2012 in International Journal of Online Pedagogy and Course Design
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In this work, the authors combine the AR and HCI techniques to develop a Markerless AR-based Hairstyle Simulation System (MARHSS). This system helps hair stylists to know well the expectation and need of customers. Before the hair cut, the customers can select their preferred hairstyles from MARHSS. Then, the system will simulate the hair style on the customer’s face through the AR-based image. After the system design, the System Usability Scale (SUS) with seventy-two participants were employed to evaluate the interface design of MARHSS. The research results showed that the system is usable; participants emotionally satisfied with the system; the system provides a good environment for hair stylists and customers to discuss the hairstyles.

ACS Style

Hao-Chiang Koong Lin; Min-Chai Hsieh. The Establishment and Usability Evaluation on a Markerless AR-Based Hairstyle Simulation System. International Journal of Online Pedagogy and Course Design 2012, 2, 100 -109.

AMA Style

Hao-Chiang Koong Lin, Min-Chai Hsieh. The Establishment and Usability Evaluation on a Markerless AR-Based Hairstyle Simulation System. International Journal of Online Pedagogy and Course Design. 2012; 2 (2):100-109.

Chicago/Turabian Style

Hao-Chiang Koong Lin; Min-Chai Hsieh. 2012. "The Establishment and Usability Evaluation on a Markerless AR-Based Hairstyle Simulation System." International Journal of Online Pedagogy and Course Design 2, no. 2: 100-109.

Journal article
Published: 18 October 2011 in Communications in Information Science and Management Engineering
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ACS Style

Cheng-Hung Wang; Hao-Chiang Koong Lin; Shu-Ling Lai; Min-Chai Hsieh. Transforming Animal Features into Game-based Learning Systems : A Case Study of a Characters Visual Design Model. Communications in Information Science and Management Engineering 2011, 1, 15 -17.

AMA Style

Cheng-Hung Wang, Hao-Chiang Koong Lin, Shu-Ling Lai, Min-Chai Hsieh. Transforming Animal Features into Game-based Learning Systems : A Case Study of a Characters Visual Design Model. Communications in Information Science and Management Engineering. 2011; 1 (8):15-17.

Chicago/Turabian Style

Cheng-Hung Wang; Hao-Chiang Koong Lin; Shu-Ling Lai; Min-Chai Hsieh. 2011. "Transforming Animal Features into Game-based Learning Systems : A Case Study of a Characters Visual Design Model." Communications in Information Science and Management Engineering 1, no. 8: 15-17.

Journal article
Published: 18 October 2011 in Communications in Information Science and Management Engineering
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ACS Style

Min-Chai Hsieh; Hao-Chiang Koong Lin. A Conceptual Study for Augmented Reality E-learning System based on Usability Evaluation. Communications in Information Science and Management Engineering 2011, 1, 5 -7.

AMA Style

Min-Chai Hsieh, Hao-Chiang Koong Lin. A Conceptual Study for Augmented Reality E-learning System based on Usability Evaluation. Communications in Information Science and Management Engineering. 2011; 1 (8):5-7.

Chicago/Turabian Style

Min-Chai Hsieh; Hao-Chiang Koong Lin. 2011. "A Conceptual Study for Augmented Reality E-learning System based on Usability Evaluation." Communications in Information Science and Management Engineering 1, no. 8: 5-7.