Browsing by Author "Hsu, Shang Hwa"
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Item type:Item, A cross-cultural study of organizational factors on safety: Japanese vs. Taiwanese oil refinery plants(2008-01-01) ;Hsu, Shang Hwa ;Lee, Chun-Chia ;Wu, Muh-Cherng ;Takano, Kenichi工業工程與管理學系This study attempts to identify idiosyncrasies of organizational factors on safety and their influence mechanisms in Taiwan and Japan. Data were collected from employees of Taiwanese and Japanese oil refinery plants. Results show that organizational factors on safety differ in the two countries. Organizational characteristics in Taiwanese plants are highlighted as: higher level of management commitment to safety, harmonious interpersonal relationship, more emphasis on safety activities, higher devotion to supervision, and higher safety self-efficacy, as we] I as high quality of safety performance. Organizational characteristics in Japanese plants are highlighted as: higher level of employee empowerment and attitude towards continuous improvement, more emphasis on systematic safety management approach, efficient reporting system and teamwork, and high quality of safety performance. The casual relationships between organizational factors and workers' safety performance were investigated using structural equation modeling (SEM). Results indicate that the influence mechanisms of organizational factors in Taiwan and Japan are different. These findings provide insights into areas of safety improvement in emerging countries and developed countries respectively. (c) 2007 Elsevier Ltd. All rights reserved.Item type:Item, Design facial appearance for roles in video games(2009-04-01) ;Hsu, Shang Hwa ;Kao, Ching-Han ;Wu, Muh-Cherng ;工業工程與管理學系Department of Industrial Engineering and ManagementRoles in video games often serve as avatars of players. Different game players may have their particular preferences on a role's facial appearance. it would be desirable to allow players to customize the design of roles. This paper presents two methods for recommending a roles' facial appearance for a particular game player and illustrates the two methods by using heroic roles as an example. The two recommendation methods are designated as the text-input and the picture-input approaches. The text-input approach requests the game player to carry out pairwise comparisons for determining the relative weights of 16 personality traits of heroes. The recommendation mechanism for the text-input approach is based on the fuzzy AHP (analytic hierarchy process). Whereas the picture-input approach requests the game player to view a sample set of pictures and rate his/her preferences on each picture. The recommendation mechanism for the picture-input approach is based on the BP (back-propagation) neural network. Experiments indicated that the text-input approach is more effective in terms of recommending an appropriate facial appearance, yet at the expense of needing more user time. (C) 2008 Elsevier Ltd. All rights reserved.Item type:Item, Designing Attractive Gamification Features for Collaborative Storytelling Websites(2013-06-01) ;Hsu, Shang Hwa ;Chang, Jen-Wei ;Lee, Chun-Chia ;工業工程與管理學系Department of Industrial Engineering and ManagementGamification design is considered as the predictor of collaborative storytelling websites' success. Although aforementioned studies have mentioned a broad range of factors that may influence gamification, they neither depicted the actual design features nor relative attractiveness among them. This study aims to identify attractive gamification features for collaborative storytelling websites. We first constructed a hierarchical system structure of gamification design of collaborative storytelling websites and conducted a focus group interview with eighteen frequent users to identify 35gamification features. After that, this study determined the relative attractiveness of these gamification features by administrating an online survey to 6333 collaborative storytelling websites users. The results indicated that the top 10 most attractive gamification features could account for more than 50% of attractiveness among these 35 gamification features. The feature of unpredictable time pressure is important to website users, yet not revealed in previous relevant studies. Implications of the findings were discussed.Item type:Item, Developing a Scenario Database for Product Innovation(2009) ;Hsu, Shang Hwa ;Chang, Jen Wei ;工業工程與管理學系Department of Industrial Engineering and ManagementIntroducing new product is vital for a company's survival. Scenarios have been demonstrated as a valid tool to generate product ideas from user's perspective. The purpose of this study is to develop a scenario data base for product emergence and a novel method for product idea generation. The proposed scenario database is based on a product innovation database approach that emphasizes on discovering user needs and requirements from scenarios and incorporating them into product development. It draws on the primacy of the idea itself as a driving force toward new product success.Item type:Item, Developing intelligent human-machine interface for next generation ICU by using user-centered system development approach(2014-01-01) ;Hsu, Shang Hwa ;Sun, Jui-Sheng ;Chou Yi-Jing ;Weng, Chun-Wei工業工程與管理學系For medical staffs, ICU is a high-risk and high-demanding environment. To reduce the medical staff's workload and improve their efficiency, we propose a user-centered approach for next generation ICU system development. The user-centered approach contains four phases: (1) user problem exploration; (2) user needs and requirements identification; (3) human-machine interface solution generation; and (4) user evaluation. The results from user evaluation of human-machine interface concepts showed that the user-centered approach is effective incorporating user needs and requirements into product development.Item type:Item, Exploring design features for enhancing players' challenge in strategy games(2007-06-01) ;Hsu, Shang Hwa ;Wen, Ming-Hui ;Wu, Muh-Cherng ;工業工程與管理學系Department of Industrial Engineering and ManagementThis paper examines how to make a player feel more challenged in a strategic computer game. It is hypothesized that information availability and resource advantage affect play difficulty, which in turn affects the challenge experienced. The difficulty of play can be defined in terms of the mental workload that players experience and the physical effort that players exert. Forty-five male college and graduate students participated in a 3 x 3 ( information availability x resource advantage) between-subjects factorial design experiment. This experiment measured player mental workload, physical effort, and challenge. The results indicate that information availability affects player mental workload, and resource advantage affects levels of player physical effort, respectively. Moreover, the relationship between mental workload and challenge was found to be an inverted U-shaped curve; in other words, too much or too little mental workload may decrease player challenge. The relationship between physical effort and challenge exhibited similar characteristics.Item type:Item, Exploring user experiences as predictors of MMORPG addiction(2009-11-01) ;Hsu, Shang Hwa ;Wen, Ming-Hui ;Wu, Muh-Cherng ;工業工程與管理學系Department of Industrial Engineering and ManagementThe overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students' lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users' experience in MMORPGs. After that, we design a questionnaire to measure student' gaming experience and level of addiction. Students' demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18-25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students' level of addiction. The implications of our findings for both design and educational practitioners were also discussed. (C) 2009 Elsevier Ltd. All rights reserved.Item type:Item, Factors influencing player preferences for heroic roles in role-playing games(2007-04-01) ;Hsu, Shang Hwa ;Kao, Ching-Han ;Wu, Muh-Cherng ;工業工程與管理學系Department of Industrial Engineering and ManagementTwo studies were conducted to investigate whether player personality or social cognition influence preferences for heroic roles in role-playing games (RPG). In Study 1, 149 teenager subjects were categorized into five groups according to the Guilford Personality Inventory. Heroes were clustered into three types based on their attributes. The analysis of variance ( ANOVA) results indicated that each personality group did not display distinctive preference for any particular heroic type. However, of the three heroic types teenagers most strongly preferred, Justice Warrior was followed, in order of preference, by Visionary Leader and Saint. In Study 2, the influence of three player social cognition factors ( similarity, proximity, and familiarity) on player preference for heroic roles was studied. Multiple regression analysis results indicated that similarity and familiarity predicted player preferences for heroic roles.Item type:Item, Factors influencing sociability in educational MMORPGs - a fuzzy AHP approach(2013) ;Lee, Chun-Chia ;Hsu, Shang Hwa ;Chang, Jen-Wei ;交大名義發表工業工程與管理學系Purpose - Sociability is considered to be important to the success of educational MMORPGs. The purpose of this study was to access the relative weights of these sociability factors which the authors garnered from the literature on educational MMORPGs. Design/methodology/approach - The authors used fuzzy-AHP approach to access the relative weights of these sociability factors they garnered from the literature on educational MMORPGs. To do this, a questionnaire using a pair-wise comparison data input format was administered to 242 school teachers to gather assessments for the factors. Findings - The authors found five most important factors affecting sociability - cooperation, team-based reward, discussion of strategy, reputation, and social navigation. Originality/value - Although prior studies have identified various factors that facilitate sociability in educational MMORPGs, the relative importance of these factors has not been determined. The results can not only be used to help educational MMORPG developers focus on the most important sociability factors and propose specific guidelines for designing educational MMORPGs, but can also identify the best design strategy for promoting sociability of educational MMORPGs.Item type:Item, Safety Management in a Relationship-Oriented Culture(2012) ;Hsu, Shang Hwa ;Lee, Chun-Chia ;工業工程與管理學系Department of Industrial Engineering and ManagementA relationship-oriented culture predominates in the Greater China region, where it is more important than in Western countries. Some characteristics of this culture influence strongly the organizational structure and interactions among members in an organization. This study aimed to explore the possible influence of relationships on safety management in relationship-oriented cultures. We hypothesized that organizational factors (management involvement and harmonious relationships) within a relationship-oriented culture would influence supervisory work (ongoing monitoring and task instructions), the reporting system (selective reporting), and teamwork (team communication and co-ordination) in safety management at a group level, which would in turn influence individual reliance complacency, risk awareness, and practices. We distributed a safety climate questionnaire to the employees of Taiwanese high-risk industries. The results of structural equation modeling supported the hypothesis. This article also discusses the findings and implications for safety improvement in countries with a relationship-oriented culture.Item type:Item, The influence of organizational factors on safety in Taiwanese high-risk industries(2010-09-01) ;Hsu, Shang Hwa ;Lee, Chun-Chia ;Wu, Muh-Cherng ;Takano, Kenichi工業工程與管理學系Organizational theorists have recently begun to pay research attention to the workforces of emerging countries in Asia, especially the greater China regions. However, little research has focused on the influence of organizational factors on safety in these countries. This study hypothesized that organizational factors, characterized as safety leadership perspective (management commitment, blame culture) and safety climate perspective (harmonious relationships), would influence group-level safety management, which would in turn influence individual level safety awareness and practices. To test this hypothesis, a safety climate questionnaire was distributed to ten Taiwanese plants in high-risk industries. Structural equation modeling (SEM) was used to analyze the linkages among organizational level factors, work-group-level factors, and workers' safety awareness and practices. We found that safety leadership style and organizational harmony in Taiwanese high-risk industries can exert significant influences on work-group processes, which in turn have greater effects on individual safety awareness and practices. These findings and implications can serve as a basis for safety improvement in areas of the greater China region. (C) 2010 Elsevier Ltd. All rights reserved.