Feng Gan

Feng Gan


Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

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

Representative Publications

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THTao Huang
Tao Huang
SZShihao Zhou
Shihao Zhou
XCXinyi Chen
Xinyi Chen
ZLZheng song Lin
Zheng song Lin
FGFeng Gan
Feng Gan
From the perspective of emotional preference, studies have been conducted about landscape healing for subhealth people in the National High-Tech Zone (the study area). Combined with a preliminary practice investigation, Unity 2019 was used to make a digital roaming landscape, and 91 subjects with a history of mental subhealth diseases were randomly invited to participate in the immersive experimentation of the Human–Machine Environment Synchronisation (ErgoLAB) platform. After the experiment, the subjects were invited to fill in a Likert scale as the control group. The interest preference, emotion fluctuation, and healing effect of landscape colour were verified. The results show that: (1) The variation trend of interest reflected the concentration of interest in landscape, and the order of degree of interest, ranging from high to low, went Green > Yellow > Blue > Red > Orange > Purple > Cyan. (2) The subjects’ interest in landscape colour was correlated with the arousal of positive emotions. The correlation between interest in landscape colour and positive emotions, from high to low, went Blue > Green > Yellow, while the correlation between red, cyan, orange, and purple was not significant. (3) The mean skin conductance (SC) fluctuation variance of subjects was 5.594%, which confirmed that the healing effect of digital roaming landscape scenes was significant under the state of low arousal. According to the Likert scale data, subjects’ scores of the healing effect of landscapes, from high to low, went as follows: Green > Yellow > Red > Blue > Cyan > Orange > Purple. The results provide a new method for demonstrating the logical relationship between the digital landscape interest experience–emotional awakening–healing effect and providing a theoretical method and construction scheme for landscape colour configuration in the implementation of landscape healing projects.

ZLZheng song Lin
Zheng song Lin
TWting yu Wang
ting yu Wang
Yang SongYang Song
Yang Song
THTao Huang
Tao Huang
FGFeng Gan
Feng Gan
Xinyue YeXinyue Ye
Xinyue Ye
Impacted by the COVID-19 epidemic, the human sub-health in national high-tech zones (hereinafter referred to as high-tech zones) has become more prominent. It is critical for the mental sub-health group in the high-tech zone to relieve the anxiety and tension caused by the pressure of life and work. This paper uses SketchUp virtual engine (Unity 2019) software, and 3D roaming technology to carry out the ecological landscape transformation design of the Baotzixi ecological corridor in the East Lake High-tech Zone, to construct a 3D roaming landscape scene and measure its therapeutic effect by inviting subjects to participate in an interactive experience experiment on the ErgoLAB platform. The results illustrate that: (1) the thermogram trend shows that the more attractive the 3D roaming landscape scene is, the stronger the subjects’ interest is; (2) the participants have a positive emotional arousal state in the immersive experience of the 3D roaming landscape scene after the modification design; and (3) the mean skin conductance (SC) fluctuation variance of the subjects is 5.819%, indicating that the healing effect is significant in the state of positive emotional arousal. The research results show that there is a connection between the subjects and the 3D roaming landscape scene after the transformation design of “high interest, emotional arousal and significant healing”.

5 March 2025 in Humanities and Social Sciences Communications
Verified
Journal Article
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JDJie Ding
Jie Ding
FGFeng Gan
Feng Gan
Digital health interventions (DHI) using virtual reality (VR) technologies have been developed to treat attention deficit hyperactivity disorder (ADHD). While previous studies have mainly evaluated the feasibility of VR as an ADHD intervention, there is a dearth of research examining the decision-making psychology and influencing factors among parents of ADHD patients regarding the adoption of such emerging VR intervention techniques, which carry inherent risks. Building on the principles of Prospect Theory, this study highlights preference structures, belief characteristics, and community participation. The study selected 23 explanatory variables, including parents’ comprehension of VR treatment, level of trust, information sources, time and financial costs. A self-designed questionnaire was used to collect data on the willingness of parents of ADHD children to opt for VR treatment. By constructing a binary logistic regression model, we examine the preference structure, belief characteristics and decision readiness of parents of children with ADHD when choosing a virtual reality intervention policy. Parents’ choices of VR interventions for their children are complex. While parents consider the therapeutic benefits of VR, the time investment required for children’s treatment, and knowledge on VR interventions from online communities, their decisions are not always made objectively like an agent would. Instead, they frequently make choices based on a willingness to take risks, placing greater emphasis on relative rather than absolute values. Their decision-making is often swayed by online community information, resulting in choices that may not optimize benefits and sometimes disregarding financial and time costs related to their children’s health. Overall, parents of children with ADHD have demonstrated acceptance of the innovative VR intervention technique. Through examining the factors that impact preference selection, the implementation and promotion of VR intervention in ADHD treatments can be facilitated, thereby advancing the development of Digital Health Interventions (DHI). This can provide valuable insights for developing effective ADHD intervention strategies.