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Tsung-Yen Chuang

dblp:86/4532 · DBLP profile ↗
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18ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 14 · 2 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
Interconnection networks and networks-on-chip · 61% Electronic design automation · 30% Hardware reliability and fault tolerance · 9%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interconnection networks and networks-on-chip
network topology
0.112009
The Strong Diagnosability of Regular Networks and Product Networks under the PMC Model · IEEE Trans. Parallel Distributed Syst. 2009
Interconnection networks and networks-on-chip › network topology
regular networks
0.112009
The Strong Diagnosability of Regular Networks and Product Networks under the PMC Model · IEEE Trans. Parallel Distributed Syst. 2009
Electronic design automation › hardware verification and test › fault diagnosis
system-level diagnosis
0.112009
The Strong Diagnosability of Regular Networks and Product Networks under the PMC Model · IEEE Trans. Parallel Distributed Syst. 2009

Methods — techniques the papers use, named apart from their topics

combinatorial analysis · 0.1PMC model analysis · 0.1
YearPublicationVenuePosition
2019 Game-based Learning: Students' Critical Thinking Performance while Playing "Callisto Summit"
abstract
This study investigates students’ gaming decisions while playing the robotic game “Callisto Summit” and analyzes their critical thinking performance based on the gaming decisions. “Callisto Summit” is designed for the players to use block codinge to move the robots on a large game map to negotiate and solve inter-group conflicts and issues, such as city development, environmental pollution, and population. Forty-eight American students aged 8-12 participated in the game-based learning activity. In this study, qualitative research methods are used to document and observe how players made gaming decisions, then further analyze their behaviors to understand their critical thinking performance.
Kung-Hou Lin, Tsung-Yen Chuang, Ju-Ling Shih
ICCE2
2019 The Effect of Digital Game-Base Learning on Primary School Students' Critical Thinking Skills and Environmental Literacy
abstract
Over the past few decades, many countries are doing everything they can to develop the young generation’s critical and systematic thinking, to help them become independent thinkers with the capacity to engage in higher-order thinking or policy promotion. This study aims to examine the way that digital game-based learning (DGBL) exerts an effect on critical thinking and environmental literacy. The fifth-and-sixth graders will participate in the study. Participants will finish the questionnaire survey and interviewed regarding environmental protection and participants’ behavior and attitudes, revealing the effect of digital game-based learning upon their critical thinking skills, and the students’ environmental literacy.
Szu-Kai Tsai, Tsung-Yen Chuang
ICCE2
2018 Investigating Effects of Game-based Design Mechanisms on Learners' Reasoning Ability: A Cluster Analysis
Shu-Yuan Tao, Tsung-Yen Chuang
ICCE2
2015 Game-based creativity assessment system: the application of fuzzy theory
Tsung-Yen Chuang, Eric Zhi-Feng Liu, Wen-Ya Shiu
Multim. Tools Appl.1
2014 Gamification in Academia Practice - What Motivate Users Most
abstract
Gamification is the use of game design elements and game mechanisms in non-game context to increase audience’s motivation and engagement. Not only being applied on the commercial market to attract consumers, gamification is also used in educational context by teachers to help keeping students engaged and motivated in the physical classrooms. This paper furthermore upraises the discussion of how the gamification strategies can be implemented online for a website with academic purposes to retain its members, and what of which are the members’ most concerns a designer should adapt to if time and resource are limited. Examples are given and an online survey of 73 subjects with empirical experience was conduct to reveal that among those game mechanisms proposed, the graphical feedbacks are the subjects’ most concerns, followed by the gamified theme activity and discussion board. For websites which are not gameplay purposed this paper could provide useful suggestions for the designers who try to use gamification for enhancing the audience’s participation and enthusiasm, even for educational purposes.
Ming-Shiou Kuo, Tsung-Yen Chuang, Ting-Chieh Chuang, Hsin-Chih Lin
ICCE2
2014 The Curriculum Design of Nutrition and Food Safety Game for Elementary School Student
Chun-Heng Lin, Tsung-Yen Chuang, Chung-Chiann Chuang, Fang-Ying Tu, Hua-Hsiang Tseng
ICCE2
2014 Elucidating the role of IT/IS assessment and resource allocation in IT/IS performance in hospitals
Hao-Chiang Koong Lin, Tsung-Yen Chuang, I-Long Lin
Inf. Manag.2
2013 The Design of Kinect Posture Game in Treating Sensory Integration Dysfunction
abstract
Therapists have search for a better solution to integrate with sensory integrative therapy for the purpose of multisensory stimulation for children with sensory integration dysfunction (SID). This research designs a digital posture game using in treating SID. Challenges in this game mainly designed to stimulate the vestibular and proprioceptive of SID children. Patients have to transform their postures to accomplish the game task, achieving therapeutic purposes. Researchers hope through this game, we can provide the therapist more treatment information of patients to improve the overall effectiveness of the treatment.
Lan-Yu Kuo, Tsung-Yen Chuang, I-Ching Lee, Wei-Fang Tseng, Yen-Wei Hsu
ICCE2
2012 Uncover the Ambiguity between GBL and CAI
Tsung-Yen Chuang, Yen-Ru Shi, Tsun-Huang Tsai, Chi-Yu Yang, Shu-Yuan Tao, Jung-Tsan Ma, Sheng-Hsiung Su, Yu-Jen Hsu
ICCE1
2012 A Two-Dimensional Approach to Creativity Assessment for Digital Game Story Design
abstract
This assessment design examines the deficiencies and flaws of existing creativity measures for digital game story design. Instead of using holistic scoring simply overlooking an overall story, a two-dimensional analytic approach to creativity assessment which combines distinct game story constructs with six types of creativity indicators is proposed. Besides, creativity descriptors commonly used by educators in scoring rubrics are also been characterized to correspond to the categories of creativity indicators. This creativity assessment not only helps evaluators like teachers measure digital game story creativity, understands which aspects of the digital game story are short of creativity, but also prompts digital game story designers like students and product developers to tailor creative and entertaining game stories.
Yun-Hsuan Huang, Tsung-Yen Chuang
ICCE2
2012 Inspiring Creativity through a Creativity Game of Players as Game Story Designers: A Metacognitive Approach
Yun-Hsuan Huang, Tsung-Yen Chuang
ICCE2
2012 The Impact of Prior Knowledge and Level of Effort on the Learning Effectiveness of Subjects Using Game-Based and Traditional Certification Tutorial System
Gwo-Haur Hwang, Chen-Yu Lee, Tsung-Yen Chuang, Wei-Fang Tseng
ICCE3
2011 From Speaking to Acting - Enhancing Interactivities of Learning in the 3D Virtual Worlds
Ming-Shiou Kuo, Tsung-Yen Chuang, Chi-Syan Lin, Chih-Chia Chou
ICCE2
2010 Ontology-based intelligent system for malware behavioral analysis
abstract
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.
Hsien-De Huang, Tsung-Yen Chuang, Yi-Lang Tsai, Chang-Shing Lee
FUZZ-IEEE2
2010 Using Handheld Gaming Device to Increase Multiple Intelligences with Digital Puzzle Game
abstract
Today, video game has become an indispensable entertainment to children, and the theory of Multiple Intelligences is popular in Education, too. But so far, there are no researchers focused their studies on relation between video game and Multiple Intelligences in education. In this study, the researcher explored that students’ change after utilizing video game into the curriculum of Multiple Intelligences. According to the theory of authentic assessment, there were four fifth grade students participated in this study, the researcher tried to investigate the effect of Multiple Intelligences when students played video game. The researcher used hand-held device: Nintendo Dual Screen and puzzle game software: Big Brain Academy for this experiment, and adopted observation and interview for data collection to understand students’ change of Multiple Intelligences. The researcher discovered that he could assess students’ spatial intelligence and logical-mathematical intelligence during the game. At the same time, students also enhanced their spatial intelligence, logical mathematical intelligence, interpersonal intelligence and bodily-kinesthetic intelligence.
Tsung-Yen Chuang, Sheng-Hsiung Su, Yi-Ping Tsao
ICCE1
2010 Seventh Grade Students' Learning Attitudes toward Game-based Programming
Sheng-Hsiung Su, Tsung-Yen Chuang
ICCE2
2010 Applying Social Media for Encouraging Mutual Support and Social Creativity
abstract
This study applied the features of social media to implement a picture book in facilitating the students collaborative creative activity. Based on Amabile’s componential theory, this study evaluated the influences of social media in students’ creativity behaviors. The results showed that the students were more active to present multi-thinking, as well as revealed higher significant satisfaction in the perceptions of the ownership of working and peers’ mutual support. Moreover, the collaborative creative environment engaged the students in developing creative works.
Shu-Yuan Tao, Wei-Hung Chen, Chen-Chung Liu, Baw-Jhiune Liu, Tsung-Yen Chuang
ICCE5
2009 The Strong Diagnosability of Regular Networks and Product Networks under the PMC Model
abstract
Strong diagnosability is a more precise concept for measuring the reliability of multiprocessor systems than the traditional global measurement. In this paper, we study the strong diagnosability of multiprocessor systems under the PMC model. Our main objective is to determinate the strong diagnosability of two wide classes of networks, namely regular networks and product networks, subject to certain conditions. Based on our results, we demonstrate the strong diagnosability of several well-known networks, including variants of hypercubes and many others.
Sun-Yuan Hsieh, Tsung-Yen Chuang
IEEE Trans. Parallel Distributed Syst.2