Yingying Zhu

Dr. Yingying Zhu

Interaction Design Lab, Graduate School of TED, Kookmin University, Seoul, Republic of Korea
orcid
Aging and user experience, Digital museum interaction, Human...

Research Focus & Metrics

Academic Career Length

2Years (2025-Present)

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

Representative Publications

View All Publications
Verified
Journal Article
Open access
PDF file
YZYingying Zhu
Yingying Zhu
MLMING LIU
MING LIU
YLYinghuang Luo
Yinghuang Luo
XRXuanjia Ren
Xuanjia Ren
JYJinho Yim
Jinho Yim
Exhibit texts are commonly presented as labels or information panels near artworks to provide visitors with direct access to key exhibit information. Digital museums offer flexible and diverse ways to present artworks and communicate their cultural meanings. They also allow exhibit texts to be displayed in different formats, which may shape users’ reading behavior and cognitive experience. This study used a repeated-measures, within-subject design (N = 38) to compare three types of exhibit text presentation: environment-based, object-based, and user-based. Eye tracking, the NASA Task Load Index, and semi-structured interviews were used to examine the users’ visual attention patterns and cognitive load. The results showed significant differences in cognitive load across presentation conditions (p < 0.05), with the object-based layout associated with relatively higher cognitive load and more active visual behavior. These findings provide empirical evidence on how exhibit text presentation affects visitors’ experience in digital museums and offer design implications for textual information in digital reading environments.

1 June 2026 in Virtual Reality
Verified
Journal Article
Open access
PDF file
XRXuanjia Ren
Xuanjia Ren
YZYingying Zhu
Yingying Zhu
Junping XuJunping Xu
Junping Xu
JYJinho Yim
Jinho Yim
Virtual Reality (VR) technology is profoundly transforming theatrical arts by creating unprecedented immersive experiences. Drawing on Self-Determination Theory (SDT), this study examines how intrinsic motivational factors influence user satisfaction in VR immersive theater games. Using data from 363 participants of the VR theater game The Under Presents, we developed and validated an intrinsic factor–driven model. Results showed that autonomy, competence, and relatedness significantly predicted perceived interaction (R2 = 0.307) and emotional engagement (R2 = 0.300), which together enhanced immersion (R2 = 0.242). Immersion emerged as the strongest predictor of satisfaction (β = 0.486; R2 = 0.232). Mediation analysis further confirmed that intrinsic motivational factors indirectly influenced satisfaction through immersion. By integrating SDT with interaction and emotional constructs in VR environments, this study constructed and validated a comprehensive mechanism model that clarifies the pathways through which intrinsic motivation affects satisfaction in VR immersive theater games. The findings provide theoretical grounding and practical guidance for the design and development of VR games and interactive entertainment platforms, offering new perspectives for optimizing user experience in virtual environments.

24 May 2026 in Healthcare
Verified
Journal Article
Open access
PDF file
YZYingying Zhu
Yingying Zhu
XRXuanjia Ren
Xuanjia Ren
JYJinho Yim
Jinho Yim
YGYunxue Guan
Yunxue Guan
Background/Objectives: With the development of the silver economy, older adults have shown increasing interest in digital technologies, such as electronic fitness games (Exergames). This study explores the impact of commercial exergames on the emotional experience of older adults in order to provide novel ideas and applications for healthy aging. Methods: This was a prospective, single-center, unblinded, repeated-measures randomized controlled trial comparing an exergame intervention with traditional indoor exercise. This study included 30 older adults (aged 60–89 years) who were able to move independently. The intervention group performed exergame training using Ring Fit Adventure, whereas the comparison group performed traditional indoor exercise. The intervention lasted four weeks, with two sessions per week (eight sessions). Mood states were assessed using the Brunel Mood Scale, and data were analyzed using a linear mixed-effects model to examine group, time, and interaction effects. Results: Significant group × time interaction effects were observed for confusion, depression, fatigue, tension, and vigor (p < 0.05). No significant interaction effect was found for anger (p = 0.942). Conclusions: This study examined commercial exergames from the perspectives of emotional experience and mental health. Both commercial exergames and traditional indoor exercise were associated with improvements in immediate mood states. The exergame-based training approach was associated with lower levels of confusion, depression, and fatigue, as well as higher vigor scores. The results provide preliminary evidence regarding the role of digital exercise in mood regulation among older adults.

10 November 2025 in JMIR Preprints
Verified
Preprint
Open access
YZYingying Zhu
Yingying Zhu
JYJinho Yim
Jinho Yim
XRXuanjia Ren
Xuanjia Ren
YGYunxue Guan
Yunxue Guan
BACKGROUND Healthy aging encompasses maintaining physical functions, promoting mental health, and preventing mental illness. In recent years, the prevalence of mental disorders among senior citizens has gradually increased. How to evaluate and regulate emotions in an effective way has become an important issue to improve the level of mental health. The rise of the silver-haired economy has promoted the transformation of the consumption concept of senior citizens, and they gradually show interest and acceptance of electronic technology products, such as commercial electronic fitness games (Exergame) that combine entertainment and fitness. OBJECTIVE Existing research focuses on the improvement of commercial exergames on the physical and cognitive functions of senior citizens, while research on their mood state and mental health promotion is relatively scarce. This research aims to explore the impact of exergames on the emotional experience of senior citizens and provide novel ideas and application directions for healthy aging. METHODS This study included a total of 30 senior citizens (age range: 60-89 years old) who had no cognitive impairment and could move independently. They were randomly divided into two groups. The intervention group (n=15) conducted exergame training, using the Nintendo Switch game Ring Fit Adventure. The comparison group (n=15) carried out traditional indoor exercise. Both groups of sample sets focus on the four dimensions of aerobic exercise, muscle exercise, balance exercise, and flexibility exercise. The exercise cycle is four weeks, twice a week, with eight sessions. The Brunel Mood Scale is employed to assess participants’ mood states(anger, confusion, depression, fatigue, tension, vigor). Using a repeated-measure study design to compare the mood changes of the participants from the front to the back test under different experimental conditions. RESULTS Significant group x time interaction effects were found for confusion[F(7,28)=7.37, p<.001, η²=0.208]; depression[F(7,28)=5.90, p<.001, η²=0.174]; fatigue[F(7,28)=6.59, p<.001, η²=0.191]; tension[F(7,28)=3.03, p=.005, η²=0.098]; vigor[F(7,28)=14.23, p<.001, η²=0.337]. There was no statistically significant interaction between groups and time points in terms of anger (p>0.05). Confusion, depression, and fatigue in the intervention group were generally lower than those in the comparison group, while tension and vigor were higher than those in the comparison group. CONCLUSIONS Research results show that both commercial exergames and traditional indoor sports can help improve the acute mood state of senior citizens. The training method based on exergames is more effective in reducing confusion, depression, and fatigue, and increasing vigor. This study explores the potential of commercial exergames for improving the mood state of senior citizens as a non-drug intervention method. CLINICALTRIAL The protocol was registered on Chinese Clinical Trial Register (Registration Number: ChiCTR2500111853). This study was approved by the Institutional Review Board of Zhejiang University in China (Approval Number: cmic20250934).