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Dive into the research topics where Tien-Chi Huang is active.

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Featured researches published by Tien-Chi Huang.


Expert Systems With Applications | 2008

Automatic and interactive e-Learning auxiliary material generation utilizing particle swarm optimization

Tien-Chi Huang; Yueh-Min Huang; Shu-Chen Cheng

The purpose of this research was to utilize a PSO-based algorithm, serial blog article composition particle swarm optimization (SBACPSO) algorithm, to automatically and intelligently generate auxiliary materials. Contrary to previous fixed content auxiliary materials, the proposed auxiliary materials, which consist of blogs posted by learners, provide more interactive and cooperative characteristics for the learning process. With a few blog features such as comments, trackbacks, difficulty levels, and association degree related to a specific topic, the best combination of blog articles is produced as an auxiliary material. The generated auxiliary materials from a real course are presented in a system demonstration. The experimental results and satisfaction analysis also indicate that the proposed algorithm can achieve the expected convergence, with participants being satisfied with interaction, assistance, usability, and flexibility.


Telematics and Informatics | 2017

From 3D modeling to 3D printing: Development of a differentiated spatial ability teaching model

Tien-Chi Huang; Chun-Yu Lin

Abstract 3D modeling technologies and related techniques are emerging core competencies due to the increasing popularity of 3D printers. Traditional methods of teaching 3D modeling mostly depend on the use of three-view diagrams to guide students in the construction of a spatial cognition. However, a lack of three-dimensional and spatial ability on the part of the learners limits the effectiveness of this type of teaching material, and instructional effectiveness is also restricted by the existing spatial ability among students. In traditional approaches to technical education, students assume a largely passive role, while instruction adopts methods that emphasize rote learning, but these approaches are in the process of being transformed. Accordingly, the present study attempts to combine the Conceive, Design, Implement, Operate (CDIO) educational framework and 3D printing-tangible teaching materials for college students to explore potential improvements in learning outcomes. Experimental results indicate that different teaching materials (three-view diagrams and 3D printed solid models) result in the development of different spatial abilities (specifically, mental rotation and spatial visualization) and learning outcomes. In addition, the use of solid models results in 3D model learning outcomes better than those achieved using traditional three-view diagrams. Inspired by theories of perception and motivation and dual coding theory, this study developed a set of differentiated spatial ability teaching models to improve learning effectiveness for 3D modeling. The results provide guidance for the development of teaching materials and models appropriate to learners’ spatial abilities.


International Journal of Distributed Sensor Networks | 2013

Developing a Mobile Learning System in Augmented Reality Context

Da-Ren Chen; Mu-Yen Chen; Tien-Chi Huang; Wen-Pao Hsu

In recent years, many emerging information technologies have been applied to learning environments in an attempt to overcome drawbacks associated with traditional teaching environments. Some of these technologies have been shown to improve learning outcomes and learning motivation. Advances in wireless communications have raised research interest in the development of ubiquitous learning (u-learning) environments and their impact on learner attitudes and behavior. This study reports the use of augmented reality (AR) technology to create virtual objects for use in mobile devices to create a context-aware, AR-enabled guided tour application for outdoor learning. The goal is to provide learners with a friendly, interactive interface and rich, engaging media to stimulate intrinsic motivation and learning performance. The main advantages of the proposed system include the following: (1) it helps stimulate learning intention through pursuing outdoor learning objectives, (2) AR technology provides learners with contextual information related to the outdoor learning environment, and (3) it enhances learner retention of teaching contents easily with the situated learning strategy.


Telematics and Informatics | 2017

Exploring the effect of compulsive social app usage on technostress and academic performance: Perspectives from personality traits

Kuo-Lun Hsiao; Yu Shu; Tien-Chi Huang

Abstract With the rapid development of mobile communications technologies, social apps (e.g., Line, WeChat) have emerged as important communication tools. Although social apps provide people with additional convenience, overuse of such applications may have negative life effects, such as technostress and distraction. Past research has indicated that personality attributes contribute to compulsive usage. This study explores the relationships between personality attributes and compulsive usage of social apps, and examines the impact of technostress on academic performance. A total of 136 valid questionnaires were collected from university students through an online survey. Fourteen proposed hypotheses were examined using SmartPLS software. The results indicate that extraversion, agreeableness, and neuroticism have significant effects on compulsive usage of mobile social applications. Compulsive usage had a significant positive impact on technostress but did not negatively affect academic self-perception and course grades. In addition, conscientiousness significantly influenced academic self-perception. Unexpectedly, gender and number of friends had little influence on technostress or compulsive usage. The implications of these findings are discussed and directions for future research are offered.


Library Hi Tech | 2013

Facial emotion recognition towards affective computing‐based learning

Kuan Cheng Lin; Tien-Chi Huang; Jason C. Hung; Neil Y. Yen; Szu Ju Chen

Purpose – This study aims to introduce an affective computing‐based method of identifying student understanding throughout a distance learning course.Design/methodology/approach – The study proposed a learning emotion recognition model that included three phases: feature extraction and generation, feature subset selection and emotion recognition. Features are extracted from facial images and transform a given measument of facial expressions to a new set of features defining and computing by eigenvectors. Feature subset selection uses the immune memory clone algorithms to optimize the feature selection. Emotion recognition uses a classifier to build the connection between facial expression and learning emotion.Findings – Experimental results using the basic expression of facial expression recognition research database, JAFFE, show that the proposed facial expression recognition method has high classification performance. The experiment results also show that the recognition of spontaneous facial expression...


The Electronic Library | 2016

Get lost in the library?: An innovative application of augmented reality and indoor positioning technologies

Tien-Chi Huang; Yu Shu; Ting-Chieh Yeh; Pei-Ya Zeng

This paper aims to identify ways to establish an information system to aid users to enhance the effectiveness of self-regulated learning and solve the problem of learning domain unawareness. Many libraries are spacious and with a rich collection of books, the problem a newcomer may encounter in the wide library is spatial unawareness. In addition, people new to a particular field of study often encounter the problem of learning domain unawareness.,This paper presents an overview of self-regulated learning theory first. We realize the essential principles of self-regulated learning model in the library and developed a learning system that utilizes the concept of combining mobile augmented reality (AR), indoor navigation and data mining algorithms.,The proposed NO Donkey E-learning (NODE) system utilizes AR and innovative indoor positioning technology to fulfil the goal of navigation inside a library and solve the problems of spatial and learning domain unawareness. On the one hand, the system allows peers to communicate asynchronously to create a cloud-based information sharing community; the dual-track terminal (the website and the app interfaces) in the system could provide both educational functionalities and mobility for readers. On the other hand, AR navigation function integrates the information of reading paths, the real-space locations, real-time dynamic information, book introductions and readers’ comments to help readers have access to the topic-related books efficiently.,We found that although the library provides the floor plan and signs, such passive and fixed indication may cause spatial unawareness. People need system to show the bookshelf location and dynamic direction indicators when they walk in the wide library. However, most existing library information systems only provide readers with the function of book search, including which floor the book is on, call number and check-out status. In this sense, we propose that self-regulated learning theory integrated the new innovation technology is the solution for the above issues.,The system developed in this study, while viewing the real scenes inside the library through camera lens, provides related virtual educational information services and learning paths on screen and guides the public to do systematic self-regulated learning. With the functions of the “learning topic” and “knowledge sharing”, the learning system promotes the general public to self-monitor their learning progress and to use the sharing mechanism as the system structure to solve the two main problems of spatial unawareness and domain unawareness in learning in libraries, creating a truly innovative people-centred library information system.


ubiquitous computing | 2014

A smart assistant toward product-awareness shopping

Chia-Chen Chen; Tien-Chi Huang; James J. Park; Huang-Hua Tseng; Neil Y. Yen

This research employs sensor techniques (i.e., radio-frequency identification system) in developing a smart assistant for home furniture shopping. The implemented assistant provides friendly accessed interface that allows consumers to easily locate the product, confirm the detail information of it, and moreover, provide real-time recommendation(s) in accordance with interests of consumers. Unlike conventional online stores, the system offers the retailer extra spaces for varieties of merchandize, eliminated duplicated products display, etc. In addition, the assistant can avoid an unnecessary crashing of huge shopping carts in a crowded situation. This research discusses a new shopping pattern implemented by a smart assistant with the integration of consumer, retailer, and warehouse sides. In addition, an application is provided on smart phones in conjunction with the system to improve the competiveness in the market and increase the loyalty of their consumers. The experiment results demonstrate that collected data from end users (e.g., consumer, warehouse, and retailer itself) may provide essential information to revise business models.


The Electronic Library | 2015

What Library 2.0 has taught libraries in Taiwan about e-learning

Tien-Chi Huang

Purpose – This paper aims to review the four elements of Library 2.0, which represents a major innovation, and adopts several pedagogical concepts to investigate other innovations libraries in Taiwan could implement to become ideal libraries. Design/methodology/approach – This paper presents an overview of the essential principles of Library 2.0 and examines the current state of libraries in Taiwan. The authors then present a reciprocal feedback model of Library 2.0+. Findings – A Library 2.0+ model and a concept map of the mutualism between e-learning education and Library 2.0+ were proposed to diminish the gap between the status quo and Library 2.0. Two recommendations are provided: to develop a library learning platform to maximize the education value of the library, and to regard library development as part of the overall community’s development. Users can access library resources anytime/anywhere by visiting the library learning platform without visiting the library. Allowing an individual approach i...


emc/humancom | 2014

Activating Natural Science Learning by Augmented Reality and Indoor Positioning Technology

Tien-Chi Huang; Yu-Wen Chou; Yu Shu; Ting-Chieh Yeh

In recent years, with the rapid development of information technology, educational technologies have been used successfully in enriching learning content and improve learning efficiency. This study attempts to develop an assisted learning system for increasing students’ motivation by creating flexible learning path. The purpose of the designed system is to bridging the gap between formal and informal learning on natural science subject. Augmented reality and indoor positioning technologies have been implemented in the system to guide learners to construct their knowledge in the informal learning environment, National Museum of Natural Science. Learners can not only receive virtual information left by other learners in such space, but also leave their own learning experience and share with others. Additionally, the system also analyzes individualized learning subject. By doing so, other learners who have the same interests could find an efficient way to learn.


Archive | 2015

Language Learning in Cloud: Modular Role Player Game-Distance-Learning System Based on Voice Recognition

Ming-Shen Jian; Jun-Hong Shen; Tien-Chi Huang; Yu-Chih Chen; Jun-Lin Chen

In this paper, the modular role player game-distance-learning system based on voice recognition for language learning in cloud is proposed. Each designed modular game content can be embedded into the learning game platform in cloud. By connecting to the external recognition resource, the pronouncing of learners can be recognized. Only when the pronouncing of the learner can be recognized as the keyword, the further game will be started. By designing different scenarios, different vocabularies or conversations can be added into the RPG game. The information about users in the individual game learning system can be stored in the cloud database. Then users can connect to the learning-game system via the Internet for continuous learning. By using the cloud platform, the users can connect to learning system anytime and anywhere. Furthermore, the students can learn advanced courses themselves by playing the advanced scenarios of the game-learning system without the assistance of a teacher.

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Yueh-Min Huang

National Cheng Kung University

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Chia-Chen Chen

National Chung Hsing University

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Yu-Lin Jeng

National Cheng Kung University

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Yong-Ming Huang

National Cheng Kung University

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Yu Shu

National Changhua University of Education

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Mu-Yen Chen

National Taichung University of Science and Technology

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Chin-Feng Lai

National Cheng Kung University

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Kuo-Lun Hsiao

National Taichung University of Science and Technology

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Chia-Sui Wang

Chia Nan University of Pharmacy and Science

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