Hao-Chiang Koong Lin
National University of Tainan
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Featured researches published by Hao-Chiang Koong Lin.
Behaviour & Information Technology | 2014
Hao-Chiang Koong Lin; Nian-Shing Chen; Rui-Ting Sun; I-Hen Tsai
Affective computing techniques have become increasingly important as advanced education technologies. By applying these techniques to education, this work designs and evaluates a novel Affective Tutoring System for the Digital Arts (ATSDAs). By semantically analysing a text with ontological references, the emotions induced by a text when input by a user are identified. Inference of emotions is accomplished using OMCSNet and WordNet, two engines commonly used in computational linguistics research. The proposed system has a visual agent that provides text feedback based on inferred emotions from textual analysis. The proposed system has a conscientious design flow that includes concept modelling, prototype design, expert-based evaluation (which consists of a cognitive walkthrough and heuristic evaluation), final system design and a series of evaluations from a learners perspective. The System Usability Scale (SUS) evaluation results show that this system achieves positive usability and learners enjoy interacting with the proposed system.
ambient intelligence | 2012
Hao-Chiang Koong Lin; Min-Chai Hsieh; Li-Chen Loh; Cheng-Hung Wang
Recently, text-based emotion recognition has become more and more highly regarded. After exploring the related research, we have found that: (1) In the semantics-based solution, the newly emerging compound words cannot be handled. (2) In the statistics-based solution, the emotional values are computed only via the linear text clues; it lacks syntactic and semantic structural information. Therefore, in our effort to overcome the two concerns above, in the system presented here we construct an extensible lexicon and use semantic clues to analyze the sentences. In this work, we collected the sentences posted to the Plurk website as our corpus. The emoticons are classified into four types based on Thayer’s 2-D Model which is composed of valence (positive/negative emotions) and arousal (the strength of emotions). The system will pre-process the sentence to eliminate the useless information, and then transform it to an emotion lexicon. Additionally, this research analyzes three kinds of semantic clues: negation, transition, and coordinating conjunctions. The final emotion is decided by SVM and the merging algorithm proposed in this work. Moreover, the recognition rate is promoted from 40.3 to 68.15% after the emotion lexicon is improved, and the semantic structural information is applied. The experimental results show that the work is promising.
Information & Management | 2014
Hao-Chiang Koong Lin; Tsung-Yen Chuang; I-Long Lin; Hsuan-Yu Chen
Although similar to firms in other industries that strive to increase their operational efficiency by implementing IT/IS, hospitals face difficulties in obtaining the corresponding benefits of investing in IT/IS. This study investigates the relations among IT/IS performance, IT maturity, IT/IS assessment, IT/IS resource allocation, and user satisfaction in hospitals. IT/IS performance in hospitals is evaluated using a designed questionnaire, along with a case study undertaken to discuss IT/IS assessment and the effect of IT/IS on hospital procedures. The analysis results indicate that hospitals have a higher IT maturity, stronger intention to implement IT/IS assessment, and better IT/IS resource allocation capabilities than firms in other industries. Moreover, both IT/IS assessment and user satisfaction affect IT/IS performance in hospitals.
International Journal of Wireless Networks and Broadband Technologies (IJWNBT) | 2012
Ching Ju Chao; Chad Lin; Hao-Chiang Koong Lin; Chyi Lin Shen; Cheng Hung Wang
Interactive Digital Television (IDTV) service providers have been looking for ways to maintain their competitive advantage in the marketplace. To do this, IDTV service providers need to carefully evaluate the drivers affecting their existing commercial operations and practices. Hence, this study was undertaken to investigate various adoption drivers for IDTV commerce. A combination of research methods and tools (literature search, semi-structured interviews, mail survey, and the analytic hierarchy process (AHP)) were utilized to identify, examine, analyze, and rank the major adoption drivers for IDTV commerce. The results indicated that the development and implementation of IDTV commerce should be managed and operated in-house. The results also showed that AHP was a powerful tool in assisting decision makers in arriving at the best decision, particular for the IDTV service providers.
2011 IEEE Workshop on Affective Computational Intelligence (WACI) | 2011
Hao-Chiang Koong Lin; I-Hen Tsai; Rui-Ting Sun
The aim of this paper is to introduce the design and evaluation of an ontology-based affective tutoring system on digital arts. The major clues for emotion recognition are the text pieces inputted by the learners. The semantic inference of the emotions is done by use of an ontology called OMCSNet. The system also incorporates an agent that provides feedback based on the inferred emotions. The SUS (System Usability Scale) evaluation results show that this system achieves positive usability so that the learners enjoy the interaction with the system.
Journal of Internet Technology | 2010
I-Hen Tsai; Hao-Chiang Koong Lin; Rui-Ting Sun
In this paper, we will look into inferring emotions from text. By semantically analyzing a text piece with ontological reference, we seek to perceive the kind of emotions that would be induced in the reader after he or she reads the article. Inference of the emotions is done by use of OMCSNet and WordNet, two engines well used in the research of computational linguistics. The system also incorporates a visual agent that provides text feedback based on the results of inferred emotions from analyzing the text.
international conference on e learning and games | 2011
Hao-Chiang Koong Lin; Min-Chai Hsieh; Wei-Jhe Wang
In this work, we collect the sentences posted in Plurk as our corpus. The emoticons are classified into four types based on Thayers 2-D Model which is composed of valence (positive/negative emotions) and arousal (the strength of emotions). The system will preprocess the sentence to eliminate the useless information, and then transform it to be the emotion lexicon. Besides, this research analyzes three kinds of semantic clues: negation, transition, and coordinating conjunctions. The final emotion is decided by SVM and the merging algorithm proposed in this work.
International Journal of Online Pedagogy and Course Design (IJOPCD) | 2012
Hao-Chiang Koong Lin; Min-Chai Hsieh
In this work, the authors combine the AR and HCI techniques to develop a Markerless AR-based Hairstyle Simulation System (MARHSS). This system helps hair stylists to know well the expectation and need of customers. Before the hair cut, the customers can select their preferred hairstyles from MARHSS. Then, the system will simulate the hair style on the customer’s face through the AR-based image. After the system design, the System Usability Scale (SUS) with seventy-two participants were employed to evaluate the interface design of MARHSS. The research results showed that the system is usable; participants emotionally satisfied with the system; the system provides a good environment for hair stylists and customers to discuss the hairstyles.
International Conference on Innovative Technologies and Learning | 2018
Meng-Chun Tsai; Hao-Chiang Koong Lin; Chad Lin
The purpose of this research is to design a digital-based e-book “Plant World View”, it combines the diversity of multimedia and natural science, which meets different personal needs in learning method. The research sample are fifth grade students from an elementary school in Tainan, they usually divide students into two classes, 20 students with normal teaching style, and 20 students used tablets as learning tool in class. The way they divide students into two different classes made it easy to study and analyze the interaction satisfaction and the system’s usability. As a result, as for system’s usability, students with the multimedia tablet teaching method picked up faster than the students of normal teaching method. For the user interaction satisfaction, the student with tablet’s subjective feeling is better than the students of normal teaching method.
Communications in Information Science and Management Engineering | 2011
Cheng-Hung Wang; Hao-Chiang Koong Lin; Shu-Ling Lai; Min-Chai Hsieh
This study focuses on develop learning style games combining the contents of animal character design and integration into ecological relevant elements of knowledge for children. The game used 2D and 3D technology, combined with cute animal shapes features and eco-park design; also ecoenvironment and animal knowledge-oriented are focusing on the correct values, at the same time, learners benefit knowledge about environmental conservation during the game. Keywords-Character; CharacterDesign; Game Based Learning