IJUI LEE

Dr. IJUI LEE


Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

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

Representative Publications

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19 April 2018 in The Asia-Pacific Education Researcher
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Journal Article
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ILIJUI LEE
IJUI LEE
CCChien-Hsu Chen
Chien-Hsu Chen
CWChuan-Po Wang
Chuan-Po Wang
CCChi-Hsuan Chung
Chi-Hsuan Chung

7 January 2020 in Interactive Learning Environments
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Journal Article
Closed access
ILIJUI LEE
IJUI LEE
Children with autism spectrum disorder (ASD) often find it difficult to communicate using body language and facial expressions to respond appropriately socially. This negatively affects the quality of their everyday social life. Children with ASD can learn to socially interact with virtual three-dimensional (3D) characters in animated games enhanced with augmented reality (AR). They can learn about body language and facial expressions through roleplay. This teaching method can effectively improve the interactive social skills of children with ASD and reduce the fear and anxiety which they typically experience when they face real people. However, most current virtual roleplay models focus only on predefined body language and facial expressions limited by the training system. These systems lack immediacy and a sense of genuine interaction for children with ASD. Therefore, we wanted to create a system that will allow trainers and therapists to control 3D virtual characters that are able to produce in real time the full range of natural body language and facial expressions appropriate for males, females, and even special cartoon characters. Based on the multiple baseline design across subjects, the data indicated that real-time Kinect Skeletal Tracking (KST) System can help the children with ASD improved their social interaction.

1 December 2016 in Computers in Human Behavior
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Journal Article
Closed access
ILIJUI LEE
IJUI LEE
CCChien-Hsu Chen
Chien-Hsu Chen
KCKuo-Ping Chang
Kuo-Ping Chang

10 November 2020 in Sustainability
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Journal Article
Open access
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DSDan Shao
Dan Shao
ILIJUI LEE
IJUI LEE
In the stage of aging society and population aging, the social needs of the elderly are widely discussed by researchers. Especially driven by the demand of tele-medical treatment and tele-rehabilitation therapy, it is vital for the elderly to integrate into virtual communities by combining social virtual reality (VR) with different medical services and entertainment needs. In addition, affected by the COVID-19 epidemic, it is more difficult for people to have face-to-face contacts. With more remote consultation, entertainment and virtual social connectivity, the application of social VR is more urgent and valuable. However, there is little discussion on the acceptability and influencing factors of social VR among the elderly at present. Therefore, in order to get further data, we used (1) early stage semi-structured interviews and then (2) Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaires for investigation. One hundred fourteen elderly people aged 60–89 living in the metropolitan area of Taipei were taken as the subjects. To help them understand the situation and state of using social VR, these elderly people were asked to use a head-mounted display (HMD) to experience social VR games. The preliminary results showed that the elderly had obvious preference for entertainment (32.4%) and medical treatment (31.3%). The interview showed that this was related to the physiological condition or medical needs of the age range. In order to further understand how social VR would affect the social life of the elderly, we proposed the further demand structure of UTAUT Model based on the interview of both experts and the elderly. The model structures include (1) Performance Expectancy, (2) Perceived Enjoyment, (3) Social Influence, (4) User Attitude, (5) Behavioral Intention, and so on. These structures were applied to conduct interviews and questionnaires to find out the influence extent and relevance of the elderly on different structural needs, and suggestions were given accordingly. The results of the above interviews showed that (1) the elderly thought that the functions of entertaining and interacting of social VR could increase their social opportunities, and also meet medical needs (teleconference, cognitive decline, etc.), (2) the closeness of social relations (between family members, friends, doctors, and places), and also affect the relevance of Perceived Enjoyment (β = 0.77, p = 0.000 < 0.05). The results of these phenomena and interviews showed the interplay between the demand structures and their special relevance. They also indicated that as to social VR technologies, various demands and functional issues of the elderly need to be considered, and these demands would appear in the subtle usage, and different social VR interfaces and functions would emerge based on their special living ways and physical and psychological demands.


14 November 2017 in Universal Access in the Information Society
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Journal Article
Closed access
PDF file
ZHZheng-Yu Hoe
Zheng-Yu Hoe
ILIJUI LEE
IJUI LEE
CCChien-Hsu Chen
Chien-Hsu Chen
KCKuo-Ping Chang
Kuo-Ping Chang