Browsing by Author "Wen, Ming-Hui"
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Item type:Item, Activity-oriented design of Health Pal: A smart phone for elders' healthcare support(2008) ;Zao, John K. ;Fan, Shih-Chen ;Wen, Ming-Hui ;Hsu, Chun-TangHung, Chung-HooWireless telephones and personal digital assistants are emerging, as the information hubs connect their human users with assorted electronic devices and the World Wide Web. As such, they quickly become the de facto basis for personalized information services. The Kannon project team at the National Chiao Tung University (NCTU) in Taiwan is developing a ubiquitous service infrastructure for elders' healthcare support. Among their deliverables, there is a PDA Phone, christened Health Pal, which can communicate with Bluetooth/ZigBee devices, universal plug-and-play (UPnP) e-home service platforms, and online healthcare providers to offer 24/7 healthcare services to elderly people. This paper presents the early results of this effort including the functional and operational concepts of Health Pal as well as the activity-oriented approach of its design. Preliminary results of its usefulness and usability evaluations are reported. A comparison of this platform against several similar prototypes was also included to illustrate the advantage of applying activity-oriented design approach to human-computer interactions. Copyright (C) 2008.Item type:Item, AIMED - A personalized TV recommendation system(2007) ;Hsu, Shang H. ;Wen, Ming-Hui ;Lin, Hsin-Chieh ;Lee, Chun-ChiaLee, Chia-HoangPrevious personalized DTV recommendation systems focus only on viewers' historical viewing records or demographic data. This study proposes a new recommending mechanism from a user oriented perspective. The recommending mechanism is based on user properties such as Activities, Interests, Moods, Experiences, and Demographic information-AIMED. The AIMED data is fed into a neural network model to predict TV viewers' program preferences. Evaluation results indicate that the AIMED model significantly increases recommendation accuracy and decreases prediction errors compared to the conventional model.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.