and Ding-Bang Luh

and Ding-Bang Luh


Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

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

Representative Publications

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12 February 2021 in Sustainability
Verified
Journal Article
Open access
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Yao-Jen FanYao-Jen Fan
Yao-Jen Fan
SLShuo_Fang Liu
Shuo_Fang Liu
DLDing-Bang Luh
Ding-Bang Luh
PTPei-Shan Teng
Pei-Shan Teng
In recent years, the principle of sustainability has received increasing attention in corporate governance, and corporate sustainability is usually achieved through organizational innovation. The purpose of this study is to identify the factors that are critical for companies to influence organizational innovation when promoting Industry 4.0. Our research analyzes the relationship between these factors and Industry 4.0, human resources, and corporate sustainability to investigate organizational innovation and its formative factors against the backdrop of the new industrial era. Integrating partial least squares-structured equation modeling (PLS-SEM), bootstrapping, and other methods, we discover that for companies focusing on promoting Industry 4.0, the most important organizational innovation that affects sustainability is influenced by customer orientation, organizational culture, and leadership style in descending order of influence. Meanwhile, knowledge integration capability (KIC) is more important than knowledge absorptivity. It indicates that in the promotion of Industry 4.0, the trend of sustainability led by the leaders is fading, and the customer-driven trend will become more and more obvious in the future.

3 January 2022 in Applied Sciences
Verified
Journal Article
Open access
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SLShuo_Fang Liu
Shuo_Fang Liu
Yao-Jen FanYao-Jen Fan
Yao-Jen Fan
DLDing-Bang Luh
Ding-Bang Luh
PTPei-Shan Teng
Pei-Shan Teng
Industry 4.0 can enhance the operational efficiency of the supply chain, but the current research mainly focuses on analytics and smart things. Many companies integrate their organizations more closely with data by adopting Industry 4.0, but this study found that some companies have changed their leadership, organizational, and customer relationships through the adoption of CPS. Industry 4.0 is a socio-technical system that should be explored in terms of management practices, employee feedback, and the cause-and-effect relationship between them. This study proposes a modeling framework using the Su-field analysis of TRIZ method (Theory of Inventive Problem Solving) and applies the Partial Least Squares Structural Equation Modeling (PLS-SEM) method to investigate the relationship between leadership, organizational culture, and service management in the Taiwan industry. The results show that the data analysis, CPS, IoT, and intelligent technologies of Industry 4.0 can facilitate connections within the value chain and increase agility in response to environmental changes. Companies must have a good organizational culture and provide the right incentives to gain the organizational commitment of their employees to implement Industry 4.0.

20 April 2023 in Applied Sciences
Verified
Journal Article
Open access
PDF file
XLXin Li
Xin Li
DLDing-Bang Luh
Ding-Bang Luh
RXRuo-Hui Xu
Ruo-Hui Xu
YAYi An
Yi An
VR rehabilitation is a rapidly evolving field, with increasing research and development aimed at improving its effectiveness, accessibility, and integration into mainstream healthcare systems. While there are some commercially available VR rehabilitation programs, their adoption and use in clinical practice are still limited. One of the limitations is defined as cybersickness, which is dependent on human contact with virtual reality products. The purpose of this essay is to raise awareness of the associated elements that contribute to cybersickness in rehabilitation using immersive VR. The common factors that influence the amount of cybersickness are user characteristics and device software and hardware. The Simulator Sickness Questionnaire (SSQ) was used as one of the formal models for determining the variables related to virtual reality sickness. The systematic review of the literature and the meta-analysis were chosen by whether the Simulator Sickness Questionnaire in the articles matched the research criteria. Based on PRISMA guidelines, a systematic review of the literature was conducted. Twenty-six publications from the recent past were totaled, comprising 862 individuals with ages ranging from 19 to 95, and 49% were female. The highest overall SSQ mean score for different kinds of symptoms was determined to be 21.058 for brain injuries, with a 95% confidence interval (CI) of 15.357 to 26.760. Time, content, locomotion, control, and display types were other elements that contributed to cybersickness and had significant p-values in the SNK Q-test. The future direction of immersive VR rehabilitation involves the development of immersive and interactive environments that simulate real-world situations, providing patients with a safe and controlled environment in which to practice new skills and movements.

24 October 2023 in Sustainability
Verified
Journal Article
Open access
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TCToni Chen
Toni Chen
DLDing-Bang Luh
Ding-Bang Luh
Linhui HuLinhui Hu
Linhui Hu
QSQian Shan
Qian Shan
Residential satisfaction has always been a crucial concern in urban planning and community management. This paper conducts a study of key factors affecting residential satisfaction in settlements with multiple build periods coexisting in old neighborhoods. This study aims to comprehensively analyze the influencing factors of residential satisfaction in order to obtain the post-occupancy evaluation of the residential environment by residents in different communities and propose sustainable design strategies based on the evaluation analysis. By constructing an evaluation system of residential satisfaction with 19 evaluation indicators and based on the questionnaire, the sample frequency analysis, reliability and validity test, IPA analysis, and evaluation factor analysis of the data, the IPA mean distribution results of residential satisfaction in the four communities are obtained. The study reveals that residents are most satisfied with the surrounding services in their communities but generally less satisfied with the internal residential environment. Among the factors, fitness facilities and space in the community have a significant impact on residents’ satisfaction; community activities and neighbor relationships are also key influencing factors, which become more prominent as the construction period of the community approaches. Additionally, community residents’ self-organizational governance will affect their satisfaction with community conventions and social capital. Therefore, this study proposes improvement suggestions, including planning community life circles to fully utilize available resources in the surrounding area, establishing community self-organization for community governance and improving the quality of community life, and implementing mobile service stations to flexibly adapt to community space and service needs. This study provides a valuable reference for urban community renewal and sustainable development. The research findings are expected to provide practical guidance for improving the residential environment within old neighborhoods and enhancing residents’ satisfaction.

30 December 2022 in Sustainability
Verified
Journal Article
Open access
PDF file
CWChi Hua WU
Chi Hua WU
YCYu-Lin Chao
Yu-Lin Chao
JXJia-Ting Xiong
Jia-Ting Xiong
DLDing-Bang Luh
Ding-Bang Luh
In the dual context of the cultural economy and the creative economy, culture is considered a unique source of competitiveness, making culture preservation a vital issue for peripheral areas. In this paper, it is argued that gamification is a valuable strategy for developing cross-cultural designs. The unique advantages of games in cultural preservation and promotion for peripheral areas with limited institutional resources are further articulated. To illustrate this, a set of design principles was proposed and the distinctive boat-based (Tanka) culture in southern China was taken as an example. A case study was conducted based on document analysis of the history of the Tanka culture and field research on the Tanka settlements in the Humen New Bay area, showing the development process and thus demonstrating the possibility of promoting the preservation and sustainable development of culture in peripheral areas through gamification. After testing the proposed game, some adjustments were suggested. However, participants generally agreed that they learned some Tanka customs through the gameplay, indicating the effectiveness of the game in Tanka culture preservation. This research thus contributes to both theory and practice by providing theoretical background and early practice.

5 March 2025 in Behavioral Sciences
Verified
Journal Article
Open access
PDF file
YZYixin Zou
Yixin Zou
CZChao Zhao
Chao Zhao
Peter ChildsPeter Childs
Peter Childs
DLDing-Bang Luh
Ding-Bang Luh
XTXiaoying Tang
Xiaoying Tang
Digital technologies represented by AR (Augmented Reality), VR (Virtual Reality), and digital twins, along with the expansion of metaverse platforms and digital marketing concepts, have attracted the attention of numerous sports fashion product consumers and brands, particularly in the category of sports shoes. Therefore, in the context of digital technologies, understanding the factors that affect consumer experience and the preferences in the online purchasing process of sports shoes is very important. This study employs Latent Dirichlet Allocation topic analysis to analyze 44,110 online user posts and comments from social platforms, extracting thematic elements of consumer experience needs for purchasing sports shoes online. The information obtained is further encoded and designed into a questionnaire, which is then utilized alongside the Kano model to analyze the overall preferences of consumer experience needs. The results indicate that webpage design and basic product information are considered as Must-be attributes for user experience needs; providing information on after-sales service policies and product comment, products’ special feature information, and online size testing are recognized as Performance attributes. Additionally, high-tech interaction methods, visual presentation, personalized customization, virtual try-on, apparel matching recommendations, and dressing scenario recommendations are identified as Attractive attributes. The study reveals that in the context of new digital technology development, the online shopping experience for sports shoes is enhanced across four dimensions: platform experience augmentation, product experience augmentation, user demand augmentation, and interactive experience augmentation. These four dimensions collectively constitute the holistic experience design for the online retail platform. Therefore, this research provides case references and theoretical insights for researchers and developers in the fields of brand marketing, experience design, and product service innovation.