Danni Shen

Dr. Danni Shen


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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29 June 2020 in International Journal of Technology and Design Education
Verified
Journal Article
Closed access
PDF file
ZYZhiyuan Yang
Zhiyuan Yang
DBDefu Bao
Defu Bao
DSDanni Shen
Danni Shen

26 March 2022 in Polymers
Verified
Journal Article
Open access
PDF file
YYYuxiang Yu
Yuxiang Yu
CLChao Li
Chao Li
CJChenxin Jiang
Chenxin Jiang
JCJianmin Chang
Jianmin Chang
DSDanni Shen
Danni Shen
The bio-oil phenol-formaldehyde (BPF) resin, prepared by using bio-oil as a substitute for phenol, has similar bonding strength but lower price to phenol-formaldehyde (PF) resin. As a common adhesive for outdoor wood, the aging performance of BPF resin is particularly important. The variations in mass, bonding strength, microstructure, atomic composition, and chemical structure of BPF resin under five aging conditions (heat treatment, water immersion, UV exposure, hydrothermal treatment, and weatherometer treatment) were characterized by scanning electron microscope, X-ray photoelectron spectroscopy, and Fourier transform infrared spectroscopy, respectively. Compared under five aging conditions, after aging 960 h, the mass loss of plywood and film was largest under hydrothermal treatment; the bonding strength of plywood, the surface roughness, and O/C ratio of the resin film changed most obviously under weatherometer treatment. FT-IR analysis showed that the decreased degree of peak intensity on CH2 and C–O–C characteristic peaks of BPF resin were weaker under water immersion, hydrothermal treatment, and weatherometer treatment than those of PF resin. The comparison of data between BPF and PF resins after aging 960 h showed that adding bio-oil could obviously weaken the aging effect of water but slightly enhance that of heat. The results could provide a basis for the aging resistance modification of BPF resin.

14 June 2021 in Games for Health Journal
Verified
Journal Article
Closed access
DBDefu Bao
Defu Bao
WLWenan Li
Wenan Li
DSDanni Shen
Danni Shen
YWYing Wang
Ying Wang
XJXiaojie Jin
Xiaojie Jin
Objective: To explore changes in task/scheduling self-efficacy in children with visual impairments after playing exergames, using the participatory design (PD) method to guide students with visual impairments to engage in the design and test of exergames. Materials and Methods: A pre-/post-test was used with two experimental groups (nine high school students with visual impairments aged 18–21, nine junior high school students with visual impairments aged 14–17). Data were analyzed by an independent-/paired-sample t-test to assess changes in task/scheduling self-efficacy of different groups after gameplay. Data of three dimensions (psychological emotion, physical activity, and social interaction) were collected through texts, participative observations, live notetaking, and video recordings. These dimensions provide opportunities for children with visual impairments to improve their self-efficacy. Results: Exergames helped children with visual impairments to improve their task and scheduling self-efficacy. It confirmed that exergames can be useful to promote their psychological emotion, enhance levels of positive physical activity, and increase social opportunities to improve self-efficacy. Conclusion: Participants of various ages who engaged in exergames reported an improvement in both task and scheduling self-efficacy in terms of psychological emotion, physical activity, and social interaction. The PD approach may be useful in the design of products for people with visual impairments and may ultimately be helpful in supporting the social and physical needs of people with disabilities.

1 August 2020
Verified
Conference Paper
Closed access
DBDefu Bao
Defu Bao
QFQinqing Fu
Qinqing Fu
DSDanni Shen
Danni Shen
This paper aims to establish the gamification of tourism culture learning and demonstrate its feasibility. We did our research based on an immersive game called Travel Coser. The study explores how immersive games can be used to provide cultural learning to enhance the cultural experience of tourism by presenting a role-playing basis for enhancing cultural understanding. This article Outlines the design of the game, reports on the results of the preliminary validation, and discusses future developments.