Yang-Cheng Lin

Prof. Dr. Yang-Cheng Lin


Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

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

Representative Publications

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1 April 2006 in International Journal of Production Economics
Verified
Journal Article
Closed access
HLHsin-Hsi Lai
Hsin-Hsi Lai
YLYang-Cheng Lin
Yang-Cheng Lin
Chung Hsing YehChung Hsing Yeh
Chung Hsing Yeh
CWChien-Hung Wei
Chien-Hung Wei

1 June 2007 in International Journal of Industrial Ergonomics
Verified
Journal Article
Closed access
YLYang-Cheng Lin
Yang-Cheng Lin
HLHsin-Hsi Lai
Hsin-Hsi Lai
Chung Hsing YehChung Hsing Yeh
Chung Hsing Yeh

1 March 2013 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
YLYang-Cheng Lin
Yang-Cheng Lin
Chung Hsing YehChung Hsing Yeh
Chung Hsing Yeh
CWChun-Chun Wei
Chun-Chun Wei

14 July 2022 in JMIR Serious Games
Verified
Journal Article
Open access
CCChien-Cheng Chang
Chien-Cheng Chang
Chung Hsing YehChung Hsing Yeh
Chung Hsing Yeh
CCChien-Cheng Chang
Chien-Cheng Chang
YLYang-Cheng Lin
Yang-Cheng Lin
Background: In aging societies, dementia risk increases with advancing age, increasing the incidence of dementia-related degenerative diseases and other complications, especially fall risk. Dementia also escalates the care burden, impacting patients, their families, social welfare institutions, and the social structure and medical system. Objective: In elderly dementia, traditional card recognition rehabilitation (TCRR) does not effectively increase one’s autonomy. Therefore, from the usability perspective, we used the Tetris game as a reference to develop an interactive somatosensory game rehabilitation (ISGR) with nostalgic style for elders with mild cognitive impairment (MCI). Through intuitive gesture-controlled interactive games, we evaluated subjective feelings concerning somatosensory game integration into rehabilitation to explore whether the ISGR could improve the willingness to use and motivation for rehabilitation among elders with MCI. Methods: A total of 15 elders with MCI (7 males and 8 females with an average age of 78.4 years) underwent 2 experiments for 15 minutes. During experiment 1, TCRR was performed, followed by completing the questionnaire of the System Usability Scale (SUS). After 3-5 minutes, the second experiment (the ISGR) was conducted, followed by completing another SUS. We used SUS to explore differences in impacts of TCRR and ISGR on willingness to use among elders with MCI. In addition, we further investigated whether the factor of gender or prior rehabilitation experience would affect the rehabilitation willingness or not. Results: The novel ISGR made the elderly feel interested and improved their willingness for continuous rehabilitation. According to the overall SUS score, the ISGR had better overall usability performance (73.7) than the TCRR (58.0) (t28=–4.62, P<.001). Furthermore, the ISGR individual item scores of “Willingness to Use” (t28=–8.27, P<.001), “Easy to Use” (t28=–3.17, P<.001), “System Integration” (t28=–5.07, P<.001), and “Easy to Learn” (t28=–2.81, P<.001) were better than TCRR. The somatosensory game was easier to learn and master for females than for males (t13=2.71, P=.02). Besides, the ISGR was easier to use (t12=–2.50, P=.02) and learn (t14=–3.33, P<.001) for those without prior rehabilitation experience. The result indicates that for elders with no rehabilitation experience ISGR was easier to use and simpler to learn than TCRR. Conclusions: Regardless of prior rehabilitation experience, the ISGR developed in this study was easy to learn and effective in continuously improving willingness to use. Furthermore, the adoption of a nostalgic game design style served the function of cognitive training and escalated interest in rehabilitation. The ISGR also improved user stickiness by introducing different game scenarios and difficulties, increasing long-term interest and motivation for rehabilitation. For future research on the adoption of interactive somatosensory games in rehabilitation, additional rehabilitation movements can be developed to benefit the elderly with MCI.

29 September 2016 in Human Factors and Ergonomics in Manufacturing & Service Industries
Verified
Journal Article
Closed access
PDF file
YLYang-Cheng Lin
Yang-Cheng Lin
CWChun‐Chun Wei
Chun‐Chun Wei

18 September 2023 in Frontiers in Public Health
Verified
Journal Article
Open access
CCChien-Hsiang Chang
Chien-Hsiang Chang
WLWei-Chih Lien
Wei-Chih Lien
TCTseng-Ping Chiu
Tseng-Ping Chiu
TYTai-Hua Yang
Tai-Hua Yang
CWChun-Chun Wei
Chun-Chun Wei
YLYang-Cheng Lin
Yang-Cheng Lin
Background: Due to the Coronavirus disease 19 (COVID-19) related social distancing measures and health service suspension, physical activity has declined, leading to increased falling risk and disability, and consequently, compromising the older adult health. How to improve the quality of older adult life has become a crucial social issue.Objective: In traditional rehabilitation, manual and repetitive muscle training cannot identify the patient’s rehabilitation effect, and increasing the willingness to use it is not easy. Therefore, based on the usability perspective, this study aims to develop a novel smart somatosensory wearable assistive device (called SSWAD) combined with wireless surface electromyography (sEMG) and exergame software and hardware technology. The older adult can do knee extension, ankle dorsiflexion, and ankle plantar flexion rehabilitation exercises at home. Meanwhile, sEMG values can be digitally recorded to assist physicians (or professionals) in judgment, treatment, or diagnosis.Methods: To explore whether the novel SSWAD could improve the older adult willingness to use and motivation for home rehabilitation, 25 frail older adult (12 males and 13 females with an average age of 69.3) perform the rehabilitation program with the SSWAD, followed by completing the system usability scale (SUS) questionnaire and the semi-structured interview for the quantitative and qualitative analyses. In addition, we further investigate whether the factor of gender or prior rehabilitation experience would affect the home rehabilitation willingness or not.Results: According to the overall SUS score, the novel SSWAD has good overall usability performance (77.70), meaning that the SSWAD makes older adult feel interested and improves their willingness for continuous rehabilitation at home. In addition, the individual item scores of SUS are shown that female older adult with prior rehabilitation experience perform better in “Learnability” (t = 2.35, p = 0.03) and “Confidence” (t = −3.24, p = 0.01). On the contrary, male older adult without rehabilitation experience are more willing to adopt new technologies (t = −2.73, p = 0.02), and perform better in “Learnability” (t = 2.18, p = 0.04) and “Confidence” (t = −3.75, p < 0.001) with the SSWAD. In addition, the result of the semi-structured interview shows that the operation of the SSWAD is highly flexible, thus reducing older adult burden during the rehabilitation exercise and using them long-term.Conclusion: This novel SSWAD receives consistently positive feedback regardless of the gender or prior rehabilitation experience of elders. The SSWAD could be used as a novel way of home rehabilitation for elders, especially during the COVID-19 pandemic. Older adult can do rehabilitation exercises at home, and physicians could make proper judgments or adjust suitable treatments online according to the sEMG data, which older adult can know their rehabilitation progress at the same time. Most importantly, older adult do not have to go to the hospital every time for rehabilitation, which significantly reduces time and the risk of infection.