Browsing by Author "Deng, Yi-Shin"
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Item type:Item, A Cross-Cultural Study on the Perception of Sociability within Human-Computer Interaction(2009) ;Tung, Fang-Wu ;Sato, Keiichi ;Deng, Yi-Shin ;Lin, Tsai-Yi應用藝術研究所This study tries to use speech and dynamic emoticons as social cues to create a more sociable human-computer interaction. A cross-cultural study was conducted to investigate the influence of cultural backgrounds (Taiwan and America) on children\'s perceptions of sociability within human-computer interaction and explore how the management of social cues affects their engagement in e-learning environments. A 2x2 (Taiwan/America, speech/dynamic emoticon) quasi experiment was conducted to investigate the effects of the independent variables on children\'s perception of social presence and intrinsic motivation. Cultural differences in the perception of social presence are observed. American children reported higher perceived social presence than Taiwanese children did. No differences of effects of speech and dynamic emoticons oil children\'s feelings of social presence and motivation are found. It suggests that children\'s social responses and learning motivations are triggered equally strongly by the two social cues. These findings suggest that designers of educational technology could use speech or dynamic emoticons to build more sociable interfaces that could boost children\'s motivation in learning.Item type:Item, Designing social presence in e-learning environments: Testing the effect of interactivity on children(2006-12-01) ;Tung, Fang-Wu ;Deng, Yi-Shin ;應用藝術研究所Institute of Applied ArtsThe "computers are social actors" paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study discusses the effects of social presence management in child e-learning environment development by specifically examining the role of interactivity in a computer-mediated learning environment in relation to the development of children's attitudes toward computers as well as their intrinsic motivation. A quasi-experimental methodology was adopted for this study. It was found that interactivity had a significant effect on the computer's social presence, its social attraction to children and children's involvement, and intrinsic motivation. The findings suggest that enhancing the interactivity of an e-learning environment can stimulate the presence of social actors, which in turn can enrich a children's learning experience and increase their motivation.Item type:Item, Increasing social presence of social actors in e-learning environments: Effects of dynamic and static emoticons on children(2007-12-01) ;Tung, Fang-Wu ;Deng, Yi-Shin ;應用藝術研究所Institute of Applied ArtsThe present research aimed to employ dynamic and static emotions as social cues in c-learning environments for computers to be able to convey social presence and increase children's motivation with learning. To understand how children of different gender react to the two types of emoticon in e-learning environment, a math problem-solving practice program was designed to test their reactions. The program features two treatments, dynamic emoticons and static emoticons. A 2 x 2 (emoticon style x gender) between-subjects factorial design was adopted for this study. One hundred seventy-three sixth graders participated in this study. Data were collected via questionnaire regarding the perceived social presence and children's intrinsic motivation, and then analyzed by means of two-way ANOVA. The results show that the children in dynamic-emoticon condition perceived a higher degree of social presence and reported greater intrinsic motivation than those in static-emoticon condition. The feelings of social presence created by the computer itself can mediate children's intrinsic motivation. Besides, no gender differences in children's attitudes toward computers were observed. It suggests that the use of dynamic emoticons as social cues incorporating in e-learning environments can enable children to perceive computers on social dimension and lead to increase their motivation with learning. (c) 2007 Elsevier B.V. All rights reserved.Item type:Item, Investigating Persuasion in Sustainable Design to Change Behaviour and Attitude(2010-01-01) ;Wu, Chia-Hsin ;You, Hsiao-Chen ;Deng, Yi-Shin ;交大名義發表National Chiao Tung UniversitySustainable design is critical to our life and is considered a future trend. On the basis of human-centered design method, we have utilized a persuasive design prototype as a research tool to investigate the potential users' perspective on sustainable concept. With the findings we were able to understand the influential factors of sustainable design with respect to food-mileage concept. Furthermore, we foresee that these findings can be referenced for future design/research regarding attitudes and behaviour change.Item type:Item, Social Interaction Design in Cultural Context: A Case Study of a Traditional Social Activity(2008-08-01) ;Huang, Ko-Hsun ;Deng, Yi-Shin ;應用藝術研究所Institute of Applied ArtsWith the growth and development of information and communication technology, relationships, communities and cultures have been dramatically affected, especially as a result of the increasing accessibility and speed of communication platforms. However, as people incorporate these emerging technologies into their social interactions, there results a tendency to lose touch with social nuances, cultural values, and the characteristics of traditional society. In this study, it is argued that social activities are inherently embodied in a cultural context. Therefore, a field study of tea drinking, as a traditional social activity in Taiwan, is presented with the purpose of revealing the abundant cultural features of this activity. Because these features merge with and influence people's social lives, developing a deeper understanding of this relationship could serve to enrich computer-mediated communication or interaction designs in the future. In this study, multiple user experience research methods are applied in exploring Taiwan's tea drinking customs, and, based on the findings, an enhanced cultural model is proposed to show the cultural significance of this activity. In addition, several design implications for software related to social interaction and cultural inheritance are offered. It is concluded that the cultural characteristics of a society should be a key issue in developing interaction designs.Item type:Item, User's Subjective Interpretation of Bodily Movements as Gestural Commands to Robot Companions(2010-01-01) ;You, Hsiao-Chen ;Deng, Yi-Shin ;應用藝術研究所Institute of Applied ArtsStatistics show that domestic service robots for household chores, entertainment, or other social purposes will become a common scene in our future life. However, many of the human-robot-interactions still behave and feel like robots belong in laboratory or factory, and are not well-suited toward the wide variety of home users. Researchers have consequently called for better interaction design of robot companions to engage users in a more socially meaningful style. In order to cope with the challenge of HRI, understanding how people interpret their own gestures will aid design of effective HRI. This study explored how users subjectively assessed their bodily movments in terms of gestural command in HRI. Literature survey, analysis of current related intelligent products, and indepth interview with experts were adopted to identify the feasible gesture samples and commands used in nowaday robot-related products. An experiment was conducted to ask participants to view and experience each gesture sample, then make their subjective assessments of each sample in reference to a set of commands by a three-point scale. The results obtained are discussed in terms of implied guidelines for designing a natural and intuitive gestural interaction for companion robots and other intellectual appliances targeting non-expert users.