Browsing by Author "Sun, Chuen-Tsai"
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Item type:Item, A community detection algorithm using network topologies and rule-based hierarchical arc-merging strategies(2017-11-09) ;Fu, Yu-Hsiang ;Huang, Chung-Yuan ;Sun, Chuen-Tsai ;資訊工程學系Department of Computer ScienceThe authors use four criteria to examine a novel community detection algorithm: (a) effectiveness in terms of producing high values of normalized mutual information (NMI) and modularity, using well-known social networks for testing; (b) examination, meaning the ability to examine mitigating resolution limit problems using NMI values and synthetic networks; (c) correctness, meaning the ability to identify useful community structure results in terms of NMI values and Lancichinetti-Fortunato-Radicchi (LFR) benchmark networks; and (d) scalability, or the ability to produce comparable modularity values with fast execution times when working with large-scale real-world networks. In addition to describing a simple hierarchical arc-merging (HAM) algorithm that uses network topology information, we introduce rule-based arc-merging strategies for identifying community structures. Five well-studied social network datasets and eight sets of LFR benchmark networks were employed to validate the correctness of a ground-truth community, eight large-scale real-world complex networks were used to measure its efficiency, and two synthetic networks were used to determine its susceptibility to two resolution limit problems. Our experimental results indicate that the proposed HAM algorithm exhibited satisfactory performance efficiency, and that HAM-identified and ground-truth communities were comparable in terms of social and LFR benchmark networks, while mitigating resolution limit problems.Item type:Item, A computer virus spreading model based on resource limitations and interaction costs(2013-03-01) ;Huang, Chung-Yuan ;Lee, Chun-Liang ;Wen, Tzai-Hung ;Sun, Chuen-Tsai資訊工程學系Computer viruses are major threats to Internet security and privacy, therefore many researchers are addressing questions linked to virus propagation properties, spreading models, epidemic dynamics, tipping points, and control strategies. We believe that two important factors - resource limitations and costs - are being overlooked in this area due to an overemphasis on power-law connectivity distributions of scale-free networks affecting computer virus epidemic dynamics and tipping points. The study show (a) a significant epidemic tipping point does exists when resource limitations and costs are considered, with the tipping point exhibiting a lower bound; (b) when interaction costs increase or usable resources decrease, epidemic tipping points in scale-free networks grow linearly while density curves decrease linearly; (c) regardless of whether Internet user resources obey delta, uniform, or normal distributions, they retain the same epidemic dynamics and tipping points as long as the average value of those resources remains unchanged across different scale-free networks; (d) it is possible to control the spread of a computer virus in a scale-free network if resources are restricted and if costs associated with infection events are significantly increased through the use of a throttling strategy. (C) 2012 Elsevier Inc. All rights reserved.Item type:Item, A hybrid genetic algorithm approach for protein secondary structures(2006) ;Chu, Yen-Wei ;Sun, Chuen-Tsai ;資訊工程學系Department of Computer ScienceThe importance of secondary protein structures is to help us to recognize many biological features, such as the structure and function of a protein, the evolutionary relation between proteins, and protein classification. Unfortunately, the secondary protein structures are hard to get from experimental analysis, and most researchers usually use predictive information instead of real structures. However, we want to look at the natures of protein secondary structures rather than puffing too much focus on current approaches to protein secondary structure prediction. For the regularity of secondary protein structures, we define a schema and adopt an approach of evolutionary computation. The approach combines a clustering method and genetic algorithms to produce the schemata for the visible natures of protein secondary structures. There are two major roles of clustering algorithm, one is to generate part of the initial chromosomes in the genetic algorithms and the other is to assist schemata in predicting secondary protein structures. By performing the new approach, the accuracy of Q3 can be improved 12% more than the previous researches. Finally, we will demonstrate some schemata with interesting biological meaning.Item type:Item, A Multilayer Epidemiological Model Integrating Daily Commuting Network(2010) ;Tsai, Yu-Shiuan ;Huang, Chung-Yuan ;Wen, Tzai-Hung ;Sun, Chuen-Tsai資訊工程學系To assess the impacts of various interventions on epidemic dynamics, the authors propose an integrated epidemiological simulation framework called Multilayer Epidemic Dynamics Simulator (MEDSim), which combines four contact structures: within age group, between age groups, daily commute, and nationwide interaction. We use the daily commuting network to simulate outbreak locations and intervention scenarios for the 2009 A/H1N1 influenza epidemic in Taiwan. Our three main findings are: (a) lower transmission rates and earlier intervention activation times did not reduce total numbers of infected cases, but did delay peak times; (b) when transmission rate was decreased by a minimum of 70%, significant slowing-down effects were observed when interventions were activated before the 50th new case (c) peaks times were achieved more quickly when initial outbreaks occurred in urban rather than rural areas. The innovative simulation framework reflects the dynamic processes of epidemics under different intervention scenarios, thus clarifying the effects of complex contact structures on disease transmission dynamics.Item type:Item, A Proposal for Intelligent Agents with Adjusting Self-Reputation Capability for Preventing Fraud in Multi-Agent Societies(2014-03-01) ;Wang, Sheng-Wen ;Huang, Chung-Yuan ;Sun, Chuen-Tsai ;資訊工程學系Department of Computer ScienceIntelligent agents are increasingly being used for tasks such as e-commerce auto-bidding. Cooperation and defection challenges commonly found in multi-agent systems make the design and construction of a reliable reputation mechanism an important research and engineering goal. Here we describe our proposal for an intelligent agent model that addresses learning issues in terms of self-reputation. The agents in our proposed model are capable of evaluating their behaviors based on a mix of public and private interest considerations, and of testing various solutions aimed at mitigating self-discrepancy and meeting social standards. Our results indicate promise for integrating a self-reputation mechanism into a self-learning framework in a manner that encourages the early emergence of social cooperation among multiple agents and specific cooperation with individual agents.Item type:Item, Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play(2018-04-01) ;Sun, Chuen-Tsai ;Chen, Li-Xian ;Chu, Hsiu-Mei ;資訊工程學系Department of Computer ScienceLearning assistance tools used with digital games commonly called scaffolds can reduce player frustration and help them create problem-solving strategies while supporting achievement. Reward mechanisms in the form of external incentives are also believed to enhance motivation and promote learning, but possibly at the expense of excessive learner reliance. Some researchers have suggested that reward mechanisms can be used to discourage players from becoming dependent on scaffolds. For this study we customized Professor Sudoku, a simplified version of the popular digital reasoning game, to investigate the effects of scaffold presentation-plus-reward mechanism on problem-solving behaviors and actions aimed at leveling-up. A total of 126 participants were divided into active scaffold (providing direct assistance to players at the beginning of a game), passive scaffold (provided by the game system when players made three mistakes within a specified time frame), and hidden scaffold groups (accessible at any time). Each scaffold served three functions: critical feature marking, frustration control, and demonstration. The three groups were given point-gain and point-loss reward mechanisms. Our data indicate that the appropriate presentation of one or more scaffolds reduced player reliance on support, thereby increasing the potential for positive learning effects and reducing frustration. Results suggest that the reward mechanism promoted independent problem solving instead of reliance on scaffolds, and that the addition of scaffolds and reward mechanisms encouraged experienced players to create new rules, overcome the limitations of existing rules, and develop more complex learning strategies. We discuss the need to carefully design scaffold presentation type according to specific instructional purposes, and possible benefits for teachers in terms of analyzing the difficulties that individual students face when solving numerical problems.Item type:Item, Beyond sharing: Engaging students in cooperative and competitive active(2008) ;Kao, Gloria Yi-Ming ;Lin, Sunny S. J. ;Sun, Chuen-Tsai ;教育研究所資訊工程學系The authors describe their design for an Internet-based learning environment called BeyondShare in which students are encouraged to gain a deep understanding of the learning material, reflect on the quality of individual constructions through sharing and peer evaluation, and synthesize cross-unit knowledge by integrating self-and peer-produced constructions. A sharing typology may consist of basic sharing, sharing with notification, sharing with feedback, or sharing with interaction. BeyondShare distinguishes itself by combining sharing activities with task structuring and cooperation/competition to achieve active learning. A formal evaluation of BeyondShare was performed with a class of 34 college students who created concept maps for a computer programming language and who were encouraged to become active learners by exchanging roles throughout the experiment. Evaluation results indicate that the students viewed BeyondShare as an easy-to-use environment that motivated them toward comprehensive knowledge integration by sharing construction products with their peers. Potential activities and suggested modifications are discussed.Item type:Item, Breaking concept boundaries to enhance creative potential: Using integrated concept maps for conceptual self-awareness(2008-12-01) ;Kao, Gloria Yi-Ming ;Lin, Sunny S. J. ;Sun, Chuen-Tsai ;教育研究所資訊工程學系The authors address the role of computer support for building conceptual self-awareness-that is, enabling students to think outside of concept boundaries in hope of enhancing creative potential. Based on meta-cognition theory, we developed an integrated concept mapping system (ICMSys) to improve users' conceptual self-awareness in addition to applying concept mapping techniques in traditional learning scenarios. Since the ICMSys accommodates different perspectives, selected ideas made by peers are retained with the help of integrated concept map (ICMap) representations used as stimuli for reflective thinking. Results from a case study with 32 information management undergraduates indicate: (a) increased levels of conceptual self-awareness, (b) evidence of conceptual improvement in the students' redrawn concept maps, (c) that Map viewing frequency exerted a positive impact on level of conceptual self-awareness, and (d) a significant correlation between level of conceptual self-awareness in redrawn personal concept maps and actual conceptual changes as determined by three experts. We describe student perceptions of the ICMSys in terms of comprehension practicality and conceptual self-awareness, and give suggestions for future research. (C) 2008 Elsevier Ltd. All rights reserved.Item type:Item, Bridge and brick motifs in complex networks(2007-04-01) ;Huang, Chung-Yuan ;Sun, Chuen-Tsai ;Cheng, Chia-Ying ;Hsieh, Ji-Lung資訊工程學系Acknowledging the expanding role of complex networks in numerous scientific contexts, we examine significant functional and topological differences between bridge and brick motifs for predicting network behaviors and functions. After observing similarities between social networks and their genetic, ecological, and engineering counterparts, we identify a larger number of brick motifs in social networks and bridge motifs in the other three types. We conclude that bridge and brick motif content analysis can assist researchers in understanding the small-world and clustering properties of network structures when investigating network functions and behaviors. (c) 2006 Elsevier B.V. All rights reserved.Item type:Item, Bridge and brick network motifs: Identifying significant building blocks from complex biological systems(2007-10-01) ;Huang, Chung-Yuan ;Cheng, Chia-Ying ;Sun, Chuen-Tsai ;資訊工程學系Department of Computer ScienceObjective: A major focus in computational system biology research is defining organizing principles that govern complex biological network formation and evolution. The task is considered a major challenge because network behavior and function prediction requires the identification of functionally and statistically important motifs. Here we propose an algorithm for performing two tasks simultaneously: (a) detecting global statistical features and Local connection structures in biological networks, and (b) locating functionally and statistically significant network motifs. Methods and material: Two gene regulation networks were tested: the bacteria Escherichia coli and the yeast eukaryote Saccharomyces cerevisiae. To understand their structural organizing principles and evolutionary mechanisms, we defined bridge motifs as composed of weak links only or of at least one weak link and multiple strong links, and defined brick motifs as composed of strong links only. Results: After examining functional and topological differences between bridge and brick motifs for predicting biological network behaviors and functions, we found that most genetic network motifs belong to the bridge category. This strongly suggests that the weak-tie links that provide unique paths for signal control significantly impact the signal processing function of transcription networks. Conclusions: Bridge and brick motif content analysis can provide researchers with global and local views of individual real networks and help them locate functionally and topologically overlapping or isolated motifs for purposes of investigating biotogical system functions, behaviors, and similarities. (C) 2007 Elsevier B.V. All rights reserved.Item type:Item, Building a Player Strategy Model by Analyzing Replays of Real-Time Strategy Games(2008) ;Hsieh, Ji-Lung ;Sun, Chuen-Tsai ;資訊工程學系Department of Computer ScienceDeveloping computer-controlled groups to engage in combat, control the use of limited resources, and create units and buildings in Real-Time Strategy(RTS) Games is a novel application in game AI. However, tightly controlled online commercial game pose challenges to researchers interested in observing player activities, constructing player strategy models, and developing practical AI technology in them. Instead of setting up new programming environments or building a large amount of agent's decision rules by player's experience for conducting real-time AI research, the authors use replays of the commercial RTS game StarCraft to evaluate human player behaviors and to construct an intelligent system to learn human-like decisions and behaviors. A case-based reasoning approach was applied for the purpose of training our system to learn and predict player strategies. Our analysis indicates that the proposed system is capable of learning and predicting individual player strategies, and that players provide evidence of their personal characteristics through their building construction order.Item type:Item, Cash Trade in Free-to-Play Online Games(2011-05-01) ;Lin, Holin ;Sun, Chuen-Tsai ;教育研究所Institute of EducationThe rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather than members of a gaming community. This change is occurring at a time when the line separating game and physical worlds is becoming less distinct. The new business model entails a subtle but significant reduction in consumer rights awareness, which explains why some members of the greater gaming community are negotiating a new sense of fairness and arriving at a new consensus regarding legitimate gameplay.Item type:Item, Collective opinion and attitude dynamics dependency on informational and normative social influences(2011-10-01) ;Huang, Chung-Yuan ;Tzou, Pen-Jung ;Sun, Chuen-Tsai ;教育研究所資訊工程學系In a continuous opinion dynamics model using a bounded confidence assumption, individuals can only influence each other's opinions when those opinions are sufficiently close. However, we often observe real-world cases in which opinions are very different, yet individuals feel compelled to change their ideas to conform with their peers or superiors (or in rare cases, are willing to change them voluntarily). In other words, individuals tend to consider the practical value of conformity and worry about rejection if they do not adopt the opinions of the majority. To explore the influences of private acceptance of informational social influences and public compliance with normative social influences on collective opinion and attitude dynamics, we have created a model in which attitude and opinion respectively represent an agent's private and expressed thoughts. Results from a series of simulation experiments indicate that our simplified model is as valid as previous opinion dynamics models also based on the bounded confidence assumption, but with different dynamics and outcomes regarding group opinion and attitude. To demonstrate our proposed model's potential value and applications, we briefly discuss two issues of import to sociologists: pluralistic ignorance formation and destruction and minority influence.Item type:Item, Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity(2017-10-01) ;Kao, Gloria Yi-Ming ;Chiang, Chieh-Han ;Sun, Chuen-Tsai ;資訊工程學系數位內容製作中心Scaffolds in games have the potential to facilitate learning effects in addition to assisting the gaming process. However, studies on game-based science learning usually only adopt questionnaires to evaluate scientific concepts, and use interviews or observations to assess problem solving ability, neglecting the importance of investigating game-making outcomes. We customized a digital game, "Crayon Physics Deluxe," with varied scaffolding designs to evaluate their effects on science learning. A total of 126 participants were divided into four groups: demonstration scaffolding, non-scaffolding, marking critical features scaffolding, and the no-game group. Learning outcomes were examined in terms of physics knowledge acquisition (in the form of concept maps) and design creativity (in the form of game episode designs). Students were asked to transform their roles from problem solvers to problem designers, which might not only demonstrate their ability to solve scientific problems, but also develop their creativity potential in designing scientific puzzles. The results indicated that the marking critical features scaffolding group performed significantly better than the demonstration scaffolding group in both conceptual knowledge acquisition and the sensitivity dimension of design creativity, while the group with demonstration scaffolding scored higher in the flexibility dimension of design creativity. These findings suggest that proper scaffolds could be designed to function as learning scaffolds rather than just as gaming scaffolds, and different learning purposes require various scaffolding designs. The content of the scaffolds, as well as the timing of their provision should be carefully designed according to the game features to achieve specific instructional purposes. (C) 2017 Elsevier Ltd. All rights reserved.Item type:Item, Designing an Educational Game with Customized Scaffolds for Learning Physics(2015) ;Kao, Gloria Yi-Ming ;Chiang, Chieh-Han ;Sun, Chuen-Tsai ;資訊工程學系數位內容製作中心Digital games have become a popular source of entertainment. The main reason that players continue to play video games is that the game designers use scaffolding to bridge the gap between a player\'s current skills and those needed to be successful at the next level. Several mainstream digital games have the flexibility to become promising game-based learning environments, in which scaffolding could play a crucial role to improve the learning experience. This study examines the effectiveness of providing instructors with the opportunity to tailor a digital game in order to meet their personal teaching goals. The built-in game features in Crayon Physics Deluxe are blended with instructor-designed scaffolding to see whether such features can assist learning without impeding creativity. A total of 126 participants were divided into four groups. In three of the groups, Crayon Physics Deluxe was used with varied scaffolding conditions: demonstration scaffolding, non-scaffolding, and marking critical features scaffolding. The fourth group did not play the game. Learning outcomes were examined in terms of physics knowledge acquisition (in the form of concept maps) and creativity performance (in the form of game episode designs). The results show that the marking critical features scaffolding group performed significantly better than the demonstration scaffolding group in both conceptual knowledge acquisition and in the sensitivity dimension of design creativity. The group with demonstration scaffolding scored higher in the flexibility dimension of creativity when designing their own game episodes. These findings suggest that proper scaffolding does facilitate learning, and different learning purposes require various designs of scaffoldings.Item type:Item, DIANA: A computer-supported heterogeneous grouping system for teachers to conduct successful small learning groups(2007-07-01) ;Wang, Dai-Yi ;Lin, Sunny S. J. ;Sun, Chuen-Tsai ;教育研究所資訊工程學系Teachers interested in small-group learning can benefit from using psychological factors to create heterogeneous groups. In this paper we describe a computer-supported grouping system named DIANA that uses genetic algorithms to achieve fairness, equity, flexibility, and easy implementation. Grouping was performed so as to avoid the creation of exceptionally weak groups. We tested DIANA with 66 undergraduate computer science students assigned to groups of three either randomly (10 groups) or using an algorithm reflecting [Sternberg, R. J. (1994). Thinking styles: theory and assessment at the interface between intelligence and personality. In R. J. Sterberg, & P. Ruzgis (Eds.), Personality and Intelligence (pp. 169-187). New York: Cambridge University Press.] three thinking styles (12 groups). The results indicate that: (a) the algorithm-determined groups were more capable of completing whatever they were "required to do" at a statistically significant level, (b) both groups were equally capable of solving approximately 80% of what they "chose to do," and (c) the algorithm-determined groups had smaller inter-group variation in performance. Levels of satisfaction with fellow group member attitudes, the cooperative process, and group outcomes were also higher among members of the algorithm-determined groups. Suggestions for applying computer-supported group composition systems are offered. (c) 2006 Elsevier Ltd. All rights reserved.Item type:Item, Effect of metacognitive strategies and verbal-imagery cognitive style on biology-based video search and learning performance(2015-09-01) ;Lei, Pei-Lan ;Sun, Chuen-Tsai ;Lin, Sunny S. J. ;Huang, Tsung-Kuan教育研究所Videos have diverse content that can assist students in learning. However, because videos are linear media, video users may take a longer time than readers of text to evaluate the context. Therefore, the process of video search may vary from one user to another depending on the users\' individual characteristics, and the effectiveness of video learning may also vary across individuals. This study evaluated 100 Taiwanese fifth graders searching for videos related to "understanding animals" on YouTube and examined the effects of the students\' metacognitive strategies (planning, monitoring, and evaluating) and verbal-imagery cognitive style on their video searches. The observable indicators were quantitative (search behaviors, search performance, and learning performance) and qualitative (search process observations and interviews). The study concludes that metacognitive strategy is the primary influencer of video search. Students with better metacognitive skills used fewer keywords, browsed fewer videos, and spent less time evaluating videos, but they achieved higher learning performance. They reviewed the video metadata information on the user interface and did not attempt to watch videos on the video recommendation lists, particularly videos that were irrelevant to the task requirements. During the course of the searches, keyword usage had a significant influence on the students\' search performance and learning performance. The fewer keywords the students used, the better search and learning performance they were able to achieve. Our results are different from those of previous studies on text, image, and map searches. Accordingly, users must adopt different search strategies when using various types of search engines. (C) 2015 Elsevier Ltd. All rights reserved.Item type:Item, Effect of Reading Ability and Internet Experience on Keyword-based Image Search(2013-04-01) ;Lei, Pei-Lan ;Lin, Sunny S. J. ;Sun, Chuen-Tsai ;教育研究所資訊工程學系Image searches are now crucial for obtaining information, constructing knowledge, and building successful educational outcomes. We investigated how reading ability and Internet experience influence keyword-based image search behaviors and performance. We categorized 58 junior-high-school students into four groups of high/low reading ability and frequent/infrequent Internet usage. Participants used Google Image to complete four tasks: finding four images that match four given sentences. The results indicate that reading ability exerted a stronger influence than Internet experience on most search behaviors and performance. Positive relations were found between search performance and two behavior indicators of search outcome evaluation. Students with better reading ability tended to use/revise appropriate keywords, as well as evaluate/select images that matched multiple aspects of the task descriptions. Students with low reading ability/frequent Internet experience tended to enter a single keyword and carelessly select images, while those with low reading ability/infrequent Internet experience tended to use improper keywords and were unskillful in handling search engines. Combined, our results show that successful keyword-based image searches are strongly dependent on reading ability and search result evaluation skills.Item type:Item, Effects of commercial video games on cognitive elaboration of physical concepts(2015-10-01) ;Sun, Chuen-Tsai ;Ye, Shu-Hao ;Wang, Yu-Ju ;資訊工程學系Department of Computer ScienceThe authors use physical concepts to investigate cognitive elaboration using a commercial game-based review teaching method versus a lecture-based method. Experiments involved two popular casual games: Cut the Rope (pendulum concept) and Angry Bird Space (circular motion), with concept maps and multiple-choice tests used as assessment tools. Our goal was to analyze concept reinforcement and reorganization via commercial games for a group of junior high school students. A total of 83 students (15-16 years old), were randomly assigned to an experimental group (review using commercial casual games) or a control group (lecture-based review). Our results suggest that (a) the games supported the elaboration potential of learned physical concepts as measured by concept maps, and (b) concept maps are more suitable than multiple-choice tests for estimating the effects of commercial games on cognitive elaboration. Three key design features of commercial games that can support cognitive elaboration of physical concepts are discussed. (C) 2015 Elsevier Ltd. All rights reserved.Item type:Item, Effects of Resource Limitations and Cost Influences on Computer Virus Epidemic Dynamics and Tipping Points(2012) ;Huang, Chung-Yuan ;Sun, Chuen-Tsai ;資訊工程學系Department of Computer ScienceOne of the most important assessment indicators of computer virus infections is epidemic tipping point. Although many researchers have focused on the effects of scale-free network power-law connectivity distributions on computer virus epidemic dynamics and tipping points, few have comprehensively considered resource limitations and costs. Our goals for this paper are to show that (a) opposed to the current consensus, a significant epidemic tipping point does exist when resource limitations and costs are considered and (b) it is possible to control the spread of a computer virus in a scale-free network if resources are restricted and if costs associated with infection events are significantly increased.