Tsung-Yen Chuang
National University of Tainan
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Publication
Featured researches published by Tsung-Yen Chuang.
ieee international conference on fuzzy systems | 2010
Hsien-Der Huang; Tsung-Yen Chuang; Yi-Lang Tsai; Chang-Shing Lee
This paper proposes an ontology-based intelligent system for malware behavioral analysis. The design background and structure of the Taiwan Malware Analysis Net (TWMAN) are presented to analyze the malware behavior. The TWMAN is composed of the malware behavioral analysis agent and the ontology agent. All of the essential information of the TWMAN, including the malware behavioral ontology, which is store in an ontology repository. The malware behavioral analysis agent collects the malware behavioral information to build malware behavioral ontology and malware behavioral rules. The results from the system logs show that the TWMAN can work effectively based on the malware behavioral analysis to protect the computers from the attack of computer viruses and Trojans.
Journal of Multimedia | 2007
Tsung-Yen Chuang; Wei-Fan Chen
Technologies’ rapid advance in developing digital media has been extensively applied in contemporary play materials to enrich children’s play, such as electronic or computerized toys, electronic story books, television, personal computers, and game consoles. Recently, studies about digital games in these areas have begun to appear. Some educators have a vision that these games have the potential to become powerful motivating digital environments and they study digital games in order to determine how motivational components of popular digital games might be integrated into instructional design. This study investigated whether digital games facilitate children’s cognitive achievement in comparison to traditional computer-assisted instruction. One hundred and fifteen third-graders from a middle/high socio-economic standard school district in Tainan City, Taiwan participated in the study. Results indicate that digital game playing not only improves participants’ fact/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.
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.
Computer Assisted Language Learning | 2016
Yun-Hsuan Huang; Tsung-Yen Chuang
Content-based instruction (CBI) has been widely adopted for decades. However, existing CBI models cannot always be effectively put into practice, especially for learners of lower English proficiency in English as a foreign language (EFL) context. This study examined an animation design course adopting CBI to promote reading abilities of English majors at a technology university in Taiwan. CBI usually adds challenges in cognitive and linguistic learning, especially for English majors in computer courses. Different from other CBI courses, this course dealt with multiple situations: multi-approaches (CBI and task-based instruction); multi-skills (Flash animation software skills- various animation effects; language skills-computer vocabulary and reading comprehension); multi-level learners (various English language proficiency levels – mostly low proficiency level; computer abilities; learning styles), and a large class taught by one instructor. Simply employing CBI cannot solve such complex problems. Therefore, instructional streaming video was applied as a learner-directed scaffold and a technological facilitator. A control group and an experimental group comprised 117 and 121 English majors taking this course for one semester respectively. Both groups were taught with English materials but the later were additionally provided with instructional streaming video (ISV). Qualitative and quantitative data were collected from classroom observations, interviews, exams, and semester-end questionnaires from both groups to examine whether ISV facilitated instructor teaching and student learning. Results show that the experimental group significantly performed better in reading comprehension, reading speed, acceptance, attention, and exams, as well as easing teaching difficulties. Drawn upon empirical results, a technology-assisted sheltered model was generated for EFL multi-purpose courses.
Creativity Research Journal | 2015
Tsung-Yen Chuang; Yun-Hsuan Huang
Mobile technology has rapidly made digital games a popular entertainment to this digital generation, and thus digital game design received considerable attention in both the game industry and design education. Digital game design involves diverse dimensions in which digital game story design (DGSD) particularly attracts our interest, as the literature needs more information, especially the creativity assessment of DGSD. Existing measuring tools do not adequately address the characteristics of game-story duality. Thus, an analytic creativity assessment scale of DGSD (CAS-DGSD) based on literature and original ideas was developed in our previous work. This study aims to statistically examine its construct validity, internal consistency reliability, and interrater reliability to verify its effectiveness. Three commercial games of 3 different game genres (action, puzzle, and role-play) were rated by 32 student raters and 4 expert raters. Statistical results show acceptable construct validity, internal consistency reliability, and interrater reliability of the CAS-DGSD. The CAS-DGSD not only helps evaluators like teachers identify which aspects of DGSD are short of creativity, but also serves as a guideline for digital game story designers like design students and product developers to tailor creative and entertaining game stories.
Multimedia Tools and Applications | 2015
Tsung-Yen Chuang; Eric Zhi-Feng Liu; Wen-Ya Shiu
Abstract“Creative development” and “creativity” have become important topics in the field of education research. The assessment of creativity is a key to understanding how instructional strategies influences the creative process and the output of learners. At present, most methods of assessing creativity are paper-and-pencil tests scored by individuals. Despite the professional training of evaluators, subjectivity in scoring assessments remains inevitable. Therefore, a completely objective tool of measurement is crucial for the progress of education to eliminate the subjectivity in manual grading. This paper presents at first place a review of the literature related to the development of creativity, the assessment of creativity, and further on the means of measuring creativity, particularly in a digital game environment. Our focus is on the application of computing technologies for the assessment of creativity, while exploring the possibility of using computerized systems such as fuzzy logic and hybrid methods to produce objective measurement results. The results of Pearson correlation coefficient between the fuzzy inference scores and the Williams CAP scores is 0.805, which shows the strong construct validity. Additionally, the fuzzy inference system can eliminate subjectivity in scoring and provide analysis results to enhance creativity, unlike paper-and-pencil scores provided without explanations.
數位學習科技期刊 | 2016
Tsung-Yen Chuang; Jia-Hau You
因應近年來社會發展之需求,生物醫學成為國家重要發展方向之一,然而,國內對於此領域的人才培育多是從高中才開始。本研究經由文獻探討,針對生物醫學如何從小扎根,進而選擇從空間能力之培育開始著手。主因歷來許多探討多元智能理論均會論及空間能力的重要性,因為空間能力是幫助個體適應生存的一項基本能力,且研究指出,若進一步結合觀察能力將有助於學生在自然學科方面的發展,同時,眾多空間能力訓練的研究顯示,空間能力的表現可以透過訓練與練習加以改善。因此,本研究旨在發展出一款以空間能力內涵為主的動作冒險遊戲,將針對各種空間能力,導入生物醫學相關之空間視覺內容,設計出相對應的遊戲關卡,讓玩家能夠沉浸在遊戲之中,進而提升研究生物醫學時所需的觀察及空間視覺能力。從實驗結果得知,本研究所開發之遊戲確實能夠讓使用者沉浸於遊戲中,進而增加學習成效,並透過本遊戲對空間能力有更多認識,提升對於學習生物醫學的興趣。
Archive | 2015
Tsung-Yen Chuang; Chia-Min Tsai
The progress of information technology and the rapid development of the Internet have brought considerable and real benefits into all aspects of human life. The widespread use of electronic media such as computers, mobile phones, digital media, and games completely transforms the traditional lifestyle of people and changes children’s real-world experiences to a stage that has become a part of their lives (Edwards 2005; Fromme 2003). In recent years, digital games have begun to spread into the life of every family. Electronic forms of entertainment such as game software installed on computers, game consoles, handheld game devices, and mobile phones have become one of the main recreational activities of children and teenagers (Children’s Welfare League Foundation 2009).
Educational Technology & Society | 2009
Tsung-Yen Chuang; Wei-Fan Chen
Computers in Human Behavior | 2016
Ming-Shiou Kuo; Tsung-Yen Chuang