Hao-Chiang Koong Lin

Orcid: 0000-0001-9824-6938

Affiliations:
  • National University of Tainan, Department of Information and Learning Technology, Taiwan


According to our database1, Hao-Chiang Koong Lin authored at least 47 papers between 2010 and 2025.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

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Legend:

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Links

Online presence:

On csauthors.net:

Bibliography

2025
Personalized Programming Education: Using Machine Learning to Boost Learning Performance Based on Students' Personality Traits.
CoRR, January, 2025

Do Students with Different Personality Traits Demonstrate Different Physiological Signals in Video-based Learning?
CoRR, January, 2025

2024
MindMe: an AI-Powered personality assessment tool.
Multim. Tools Appl., April, 2024

Exploring the Integration of Phenomenon-Based Learning Approach in Programming and Critical Thinking Intent.
Proceedings of the Innovative Technologies and Learning - 7th International Conference, 2024

2023
A Study of Virtual Skills Training on Students' Perceptions of Sense of Ownership and Sense of Agency.
Proceedings of the Innovative Technologies and Learning - 6th International Conference, 2023

The Effect of Makey Makey Combined with Tangible Learning on Marine Conservation Outcomes with Attitude, and Learning Satisfaction of Rural Elementary School Students.
Proceedings of the Innovative Technologies and Learning - 6th International Conference, 2023

2022
Developing an E-Learning Platform Capable of Being Aware of Self-Regulated Learning Behaviors of Role Models.
IEEE Trans. Learn. Technol., 2022

Incorporating Affective Computing Into an Interactive System With MakeyMakey: An Emotional Human-Computer Interaction Design.
Int. J. Online Pedagog. Course Des., 2022

The Effect on Students' Learning Efficacy by Using Self-regulated Learning Combined with Game-Based Learning in Learning Idioms.
Proceedings of the Innovative Technologies and Learning - 5th International Conference, 2022

The Effectiveness of Incorporating Augmented Reality Board Game into Temple Culture.
Proceedings of the Innovative Technologies and Learning - 5th International Conference, 2022

2021
The design and evaluation of a multimodal ubiquitous learning application for EFL writers.
Digit. Creativity, 2021

Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students' Learning Motivation and Learning Activity Satisfaction.
Proceedings of the Innovative Technologies and Learning - 4th International Conference, 2021

Employing STEAM 6E Teaching Methods to Analyze the Academic Emotions of the Digital Video Practice Course.
Proceedings of the Innovative Technologies and Learning - 4th International Conference, 2021

2020
Applying sentiment analysis to automatically classify consumer comments concerning marketing 4Cs aspects.
Appl. Soft Comput., 2020

2019
The asymmetric effect of review valence on numerical rating.
Online Inf. Rev., 2019

Sentiment Analysis of Brand Personality Positioning Through Text Mining.
J. Inf. Technol. Res., 2019

Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan.
Proceedings of the Innovative Technologies and Learning - Second International Conference, 2019

2018
Emotional Design Tutoring System Based on Multimodal Affective Computing Techniques.
Int. J. Distance Educ. Technol., 2018

Usability Evaluation of the Game Based E-Book System on Natural Science Teaching System.
Proceedings of the Innovative Technologies and Learning - First International Conference, 2018

The Creation of Interactive Visual Music with Kandinsky Abstract Arts.
Proceedings of the Innovative Technologies and Learning - First International Conference, 2018

Augmented Reality Applied to Smartphones and Wearable Devices - Virtual Furniture Simulation System.
Proceedings of the Innovative Technologies and Learning - First International Conference, 2018

2017
A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games.
Proceedings of the Emerging Technologies for Education - Second International Symposium, 2017

The Development of an Affective Tutoring System for Japanese Language Learners.
Proceedings of the Emerging Technologies for Education - Second International Symposium, 2017

2016
Multi-Modal Affective Computing Technology Design the Interaction between Computers and Human of Intelligent Tutoring Systems.
Int. J. Online Pedagog. Course Des., 2016

Guest Editorial: Intelligent and Affective Learning Environments: New Trends and Challenges.
J. Educ. Technol. Soc., 2016

Construction of Multi-mode Affective Learning System: Taking Affective Design as an Example.
J. Educ. Technol. Soc., 2016

2015
Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system.
Interact. Learn. Environ., 2015

Influence of Cognitive Style and Cooperative Learning on Application of Augmented Reality to Natural Science Learning.
Int. J. Technol. Hum. Interact., 2015

2014
Elucidating the role of IT/IS assessment and resource allocation in IT/IS performance in hospitals.
Inf. Manag., 2014

The influence of using affective tutoring system in accounting remedial instruction on learning performance and usability.
Comput. Hum. Behav., 2014

Usability of affective interfaces for a digital arts tutoring system.
Behav. Inf. Technol., 2014

2013
An Automatic Mechanism to Recognize and Generate Emotional MIDI Sound Arts Based on Affective Computing Techniques.
Int. J. Online Pedagog. Course Des., 2013

Enhancing Learning Achievement Using Affective Tutoring System in Accounting.
Proceedings of the 21st International Conference on Computers in Education, 2013

The Interactive Building Projection on Heritage Based on Game-Based Learning - A Case of "Red Building in National University of Tainan".
Proceedings of the 21st International Conference on Computers in Education, 2013

From a Perspective on Foreign Language Learning Anxiety to Design an Affective Tutoring System.
Proceedings of the 21st International Conference on Computers in Education, 2013

2012
An emotion recognition mechanism based on the combination of mutual information and semantic clues.
J. Ambient Intell. Humaniz. Comput., 2012

Using the Analytic Hierarchy Process Methodology to Assess the Drivers Affecting the Implementation of Interactive Digital Television as a Commerce Platform.
Int. J. Wirel. Networks Broadband Technol., 2012

The Establishment and Usability Evaluation on a Markerless AR-Based Hairstyle Simulation System.
Int. J. Online Pedagog. Course Des., 2012

An Affective Learning Interface with an Interactive Animated Agent.
Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 2012

2011
Usability Evaluation on an Affective Mobile Platform Based on Social Computing.
Proceedings of the Proceeding of the 19th International Conference on Computers in Education, 2011

Combining Affective Computing and Facebook API Social Computing to Establish a Mobile Platform with Automatic Emotion Status Updating Functions.
Proceedings of the Proceeding of the 19th International Conference on Computers in Education, 2011

Eye Tracking for Evaluating an AR-based Learning System on Monocotyledons/Dicotyledons.
Proceedings of the Proceeding of the 19th International Conference on Computers in Education, 2011

The Human-Like Emotions Recognition Using Mutual Information and Semantic Clues.
Proceedings of the Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 2011

An ontology-based affective tutoring system on digital arts.
Proceedings of the 2011 IEEE Workshop on Affective Computational Intelligence, 2011

2010
The Implementation of a Game Based Character Model E-Learning System.
Proceedings of the 18th International Conference on Computers in Education, 2010

Implementing an Interactive Digital Artwork Based on Concepts of Concrete Poetry.
Proceedings of the 18th International Conference on Computers in Education, 2010

Interaction Design Based on Augmented Reality Technologies for English Vocabulary Learning.
Proceedings of the 18th International Conference on Computers in Education, 2010


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