Yu-Hao Lee

Orcid: 0000-0002-0915-7616

According to our database1, Yu-Hao Lee authored at least 42 papers between 2005 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

On csauthors.net:

Bibliography

2024
Helping others and improving myself: The effects of natural- and supernatural-based awe in virtual reality.
Comput. Hum. Behav., 2024

2023
I'm not a puppet, I'm a real boy! Gender presentations by virtual influencers and how they are received.
Comput. Hum. Behav., December, 2023

Seeking a Sense of Control or Escapism? The Role of Video Games in Coping with Unemployment.
Games Cult., May, 2023

2022
A Music Playback Algorithm Based on Residual-Inception Blocks for Music Emotion Classification and Physiological Information.
Sensors, 2022

Twitch Users' Motivations and Practices During Community Mental Health Discussions.
Proc. ACM Hum. Comput. Interact., 2022

Connecting and being connected: investigating friending practices across multiple social networking sites.
Inf. Technol. People, 2022

Unveiling Behind-the-Scenes Human Interventions and Examining Source Orientation in Virtual Influencer Endorsements.
Proceedings of the IMX '22: ACM International Conference on Interactive Media Experiences, Aveiro, Portugal, June 22, 2022

My Tutor is an AI: The Effects of Involvement and Tutor Type on Perceived Quality, Perceived Credibility, and Use Intention.
Proceedings of the Artificial Intelligence in HCI, 2022

2021
Voices of the unsung: The role of social presence and interactivity in building empathy in 360 video.
New Media Soc., 2021

The more the merrier? The effects of system-aggregated group size information on user's efficacy and intention to participate in collective actions.
Internet Res., 2021

Proceedings of the SIGGRAPH 2021: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2021

2020
SHE: An Interactive VR Short Film to Discover Who You Are.
Proceedings of the SIGGRAPH Asia 2019 Extended Reality Program, 2020

2019
The bystander effect in cyberbullying on social network sites: Anonymity, group size, and intervention intentions.
Telematics Informatics, 2019

Training Law Enforcement Officers to Identify Reliable Deception Cues With a Serious Digital Game.
Int. J. Game Based Learn., 2019

Older adults' digital gameplay, social capital, social connectedness, and civic participation.
Game Stud., 2019

A World Following Farmer Almanac: Speculation on Lifestyle Interweaving Folk Religion and Smart Home.
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019

2018
Reliable deception cues training in an interactive video game.
Comput. Hum. Behav., 2018

The Effects of Avatars' Age on Older Adults' Self-Disclosure and Trust.
Cyberpsychology Behav. Soc. Netw., 2018

2017
The effects of cognitive capacity and gaming expertise on attention and comprehension.
J. Comput. Assist. Learn., 2017

Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source.
Int. J. Game Based Learn., 2017

2016
Digital Game based Learning for Undergraduate Calculus Education: Immersion, Calculation, and Conceptual Understanding.
Int. J. Gaming Comput. Mediat. Simulations, 2016

Mitigating bias blind spot via a serious video game.
Comput. Hum. Behav., 2016

Exploring Failure and Engagement in a Complex Digital Training Game: A Multi-method Examination.
AIS Trans. Hum. Comput. Interact., 2016

Serious Games: An Evaluation Framework and Case Study.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

2015
Social Contributors and Consequences of Habitual and Compulsive Game Play.
Int. J. Technol. Hum. Interact., 2015

Does Digital Game Interactivity Always Promote Self-Efficacy?
Cyberpsychology Behav. Soc. Netw., 2015

2014
Implicit and explicit training in the mitigation of cognitive bias through the use of a serious game.
Comput. Hum. Behav., 2014

Mitigating Cognitive Bias through the Use of Serious Games: Effects of Feedback.
Proceedings of the Persuasive Technology - 9th International Conference, 2014

2013
Are Good Games Also Good Problems?: Content Analysis of Problem Types and Learning Principles in Environmental Education Games.
Int. J. Game Based Learn., 2013

Feeling Right About How You Play: The Effects of Regulatory Fit in Games for Learning.
Games Cult., 2013

Players of facebook games and how they play.
Entertain. Comput., 2013

A Stress Evaluation and Personal Relaxation System Based on Measurement of Photoplethysmography.
Proceedings of the Second International Conference on Robot, Vision and Signal Processing, 2013

Does slacktivism hurt activism?: the effects of moral balancing and consistency in online activism.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Conceptually Meaningful Metrics: Inferring Optimal Challenge and Mindset from Gameplay.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Are there cultural differences in how we play? Examining cultural effects on playing social network games.
Comput. Hum. Behav., 2012

Gaming Mindsets: Implicit Theories in Serious Game Learning.
Cyberpsychology Behav. Soc. Netw., 2012

2011
Impacts of Forced Serious Game Play on Vulnerable Subgroups.
Int. J. Gaming Comput. Mediat. Simulations, 2011

Beyond player types: gaming achievement goal.
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, 2011

Time-Frequency Analysis of EEGs Recorded during Meditation.
Proceedings of the First International Conference on Robot, Vision and Signal Processing, 2011

2010
Building common ground and reciprocity through social network games.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Social network games: exploring audience traits.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2005
An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction.
Proceedings of the Digital Games Research Conference 2005, 2005


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