Yen-Yu Kang
National Kaohsiung Normal University
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Publication
Featured researches published by Yen-Yu Kang.
Displays | 2009
Yen-Yu Kang; Mao-Jiun J. Wang; Rungtai Lin
The objective of this study is to evaluate the usability of electronic books (E-books). An experiment was designed to compare the differences between reading an E-book and a conventional book (C-book) with objective measures. Twenty junior college students, ages sixteen to eighteen, participated in the study. Response measures included reading performance and critical flicker fusion (CFF). The results indicate that reading an E-book causes significantly higher eye fatigue than reading a C-book. Reading a C-book generated a higher level of reading performance than reading an E-book. In addition, females demonstrated better reading performance than males in reading either book.
Displays | 2015
Chih-Long Lin; Mao-Jiun J. Wang; Yen-Yu Kang
Abstract This study evaluates the effect of presentation media (PC tablet versus pencil and paper) on the performance, level of visual fatigue, and subjective preference of those taking visuospatial tests. Fifty university students participated and performed three visuospatial short-term memory tests and three visuospatial ability tests by using both types of display media. The display medium substantially affected all of the measured variables (p
ambient intelligence | 2016
Si-Jing Chen; Yen-Yu Kang; Chih-Long Lin
This study investigated the effect of display type, play-rest schedule and game type on visual fatigue, heart rate and mental workload for both genders during 1xa0h of Wii game playing. Twenty subjects participated in the experiment. Two display types (a 32-in CRT display and a 32-in plasma display), two different play-rest schedules (10xa0min play with 5xa0min rest, repeated four times; 20xa0min play with 10xa0min rest, repeated two times) and two Nintendo “Wii Sports” games (boxing and tennis) were used for evaluation. The study results showed that the display and game type had a significant effect on all the measurements. The use of a plasma display to play video games improved the critical flicker fusion (CFF) frequency threshold; however, it also caused a greater subjective eye-fatigue rating, increased heart rate, as well as higher mental workload. Subjects with a 5-min break for every 10xa0min played had a lower subjective eye-fatigue rating, heart rate and mental workload than with a 10-min break for every 20xa0min played. The gender effect was not significant on any of the measurements. Implications of the results regarding video-game playing are discussed in terms of display and game type. Playing video games with frequent short breaks is suggested for reducing visual fatigue, especially for intensive video games.
international conference on human interface and management of information | 2013
Yen-Yu Kang; Yu-Hsiang Liao
The objective of this study is to evaluate the spatial ability differences and fatigue between three different students on different interface. An experiment was design to compare the differences between using the convention book (C-book) and using tablet computer, and compare the differences between three department students. Fifty-four vocational high school students, age sixteen to eighteen, participated in the study. Response measure included task performance, eye fatigue (measured by critical flicker fusion, CFF), and wrist fatigue (measured by subjective borg 10-CR scale). The result indicate that using the C-book had higher performance and less wrist fatigue than using tablet computer. In addition, on score sequence of task performance, interior design student is first, architecture student is second, and general student is last.
international conference on internationalization design and global development | 2009
Hanyu Lin; Moli Yeh; Yen-Yu Kang
Spatial ability plays a key role in many types of reasoning and communication, and is important in domains such as design. Digit ratio is related to a range of cognitive abilities, including spatial ability. In digit ratio studies, most studies were limited by using only one test for spatial ability. The purpose of present study was to investigate which sub-factors of spatial ability are related to digit ratio. We analyzed sex differences and the relationship between digit ratio and three sub-factors of spatial ability. Our results found that right hand digit ratio was significantly lower in males than in females, no significant differences were found between males and females on the left hand ratio. For female samples, both hands digit ratio were significantly negative correlated with perceptual speed factor of spatial ability. There was no association between digit ratio and spatial visualization factor and spatial relation factor.
international conference on cross-cultural design | 2016
Si-Jing Chen; Chih-Long Lin; Sandy Lee; Yen-Yu Kang
This study mainly investigates the influence of different media presentation forms on viewers’ perception, preference, and viewing time. This study enrolled 15 male and 15 female subjects to participate in the experiment. The independent variables included gender (male and female) and media forms of paintings. The media forms included four factors: original paintings, planar presentation of paintings, screen presentation of paintings, and picture book of paintings. The experimental results showed that, the gender factor did not have significant influence on all the measurement variables. Media forms had significant influence on 4 indices; “viewing paintings arbitrarily,” “paintings reflected a sense of value,” “preference for paintings,” and “viewing time” (p < 0.05). According to the research results of this study, the sense of value reflected by original paintings was the highest, and they were most preferred by viewers. It is advised to provide proper painting titles and good viewing environment during exhibition of paintings to help viewers develop pleasant emotions and further increase their preference for paintings.
international conference on human interface and management of information | 2014
Yen-Yu Kang; Yuh-Chuan Shih; Chih-Chan Cheng; Chih-Long Lin
This study employed driving simulation and eye tracking to explore the situational perception of drivers under various weather and road conditions. n nThis study sampled 16 subjects, all of whom were required to hold a valid drivers license. Experimentation was based on factorial design; the independent variables were weather (sunny, foggy) and road conditions (road work, pedestrians crossing the road, and balls appearing suddenly). The dependent variables included Time to First Fixation (TFF)(sec), First Fixation Duration (FFD) (sec), Total Fixation Duration (TFD) (sec), Fixation Count (FC) (frequency). Results showed that under good weather conditions, drivers are more aware of road conditions, resulting in shorter TFF with resulting higher FC and longer TFD. The influence of road conditions on TFF, FFD, TFD and FC varied according to the situation. Overall, our results demonstrated the feasibility of using eye trackers to explore the situational perception of drivers.
international conference on cross-cultural design | 2014
Jun-Liang Chen; Yu-Ju Lin; Stanley Wei; Yen-Yu Kang
This paper focuses on the Taipei City as the World Design Capital Planning, through curatorial concepts into urban governance, the completion of substantial city transformation, the implementation of bid idea, especially the establishment of a “Public Policy by Design” and “Public participation in the design” two-track operation mechanisms platform. The study presents a process, based on the International Council of Societies of Industrial Design (ICSID) requirements, for developing guidelines for bid spindle philosophy: Adaptive City, and contributes to improve Taiwan’s visibility, and the effects of while promoting related design, tourism industry development. Factors affecting content Application design are identified and discussed; these guidelines can be categorized into three principles of design. Some ideas for Tenders Book design are developed, and finally, made by Jun-Liang Chen the use craft techniques to new design based on “dragon-scale binding” is proposed. Future research could apply the design to other groups of City Curatorial Concept Design. How to design into public policy, designed to carry through the city’s social reform movement.
international conference on cross-cultural design | 2014
Yuhsuan Lin; Yen-Yu Kang
The purpose of this study is to define problems of YouBike’s design, and then, to provide designers with public bicycle design advice. Firstly, an observation was carried out to discover the general process among YouBike users. Secondly, case studies were conducted. Time and period were recorded following each correspondent’s activities, including withdrawing YouBike, returning YouBike, confirming the transaction fee. Research findings include: (1) Attaching magnetic on the bike’s locking plate to reduce the occurrence of error.(2) Changing the color of the lights contrasting colors to enhance the degrees in visual recognition.
international conference on human interface and management of information | 2013
Chien-Hsiung Chen; Wen-Hsin Hsiao; Shih-Chieh Chen; Yen-Yu Kang
The social media and related applications were developed and spread fast in our daily lives. Many users of social network sites (SNS) would use social network functions to communicate with their friends, such as share, like (or dislike), check in, upload interesting information to website, etc. Research on visible icons design in SNS user interfaces were one of the most important direct manipulation research issues. Moreover, how the privacy setting in different interaction model were discussed in this study. The results showed that: (1) The well-designed icons illustrated higher concreteness, less complexity, higher familiarity and suitable semantic distance than others; (2) There existed higher privacy setting in personal photo content than landscape photo content; (3) The design element used with most highest percentage was the man image because the functions were related to friends photos and popular users photos in the photo sharing Apps; (4) Different privacy setting considerations were dependent on different interaction models and scenarios.