Su-Hang Yang

dblp:129/7518 · DBLP profile ↗
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20ranked-venue papers
0as first author
15since 2021 · last 2025
—ORCID · none

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

Applied, interdisciplinary, general and emerging computing · 20 · 15 since 2021Human-computer interaction and ubiquitous computing · 11 · 7 since 2021
YearPublicationVenuePosition
2025 AI-Powered Personalized Robots with Digital Companions: Leveraging LLMs for Frequent Engagement, Ownership, and Sustained Learning
Vando Gusti Al Hakim, Su-Hang Yang, Jen-Hang Wang, Chih-Yang Peng, Gwo-Dong Chen
ICALT2
2025 Integrating Physical Object Manipulation, Sensory-Motor Feedback, and AI-Driven Multimodal Assessment in Situated Extended Reality: Enhancing Reflection and Skill Acquisition
Su-Hang Yang, Jia-Jun Ren, Jen-Hang Wang, YungYu Zhuang, Gwo-Dong Chen
ICALT2
2024 Integrate an AI Chatbot-Based Learning Butler Digital system to enhance Students' Grit and Growth Mindset for Improving Learning Outcomes
abstract
In the digital age, chatbots are widely applied in education. chatbots have become prevalent in education, proving to enhance learning outcomes. However, Students often face challenges in time and task management, which simultaneously test their ability to continue learning and cope with setbacks. To address this, we developed a "Learning Butler" chatbot system. incorporating the GPT language model and prompt engineering to support students' task and schedule management. This system fosters grit and a growth mindset through interactive dialogues, boosting their perseverance and adaptability in the face of challenges. thereby enhancing learning outcomes. Experiment results show significant improvements in students' grit, growth mindset and overall learning outcomes. Furthermore, surveys and web usage records also indicate the chatbot's beneficial impact on education.
Chih-Yen Chen, Yu-Sheng Juan, Jen-Hang Wang, Su-Hang Yang, Gwo-Dong Chen
ICALT4
2024 Marrying Physical and Virtual Realms: An Embodied, Multi-Modal Approach to Situational Learning in Digital Reality
abstract
In the realm of digital education, traditional virtual reality setups often confine students to basic interactions through devices like a mouse and handheld controllers, limiting immersive learning opportunities, particularly in disciplines requiring multi- modal knowledge such as hospitality and teacher training. Multi-modal knowledge encompasses physical actions, gestures, facial expressions, and other non-verbal communication. This study investigates a novel educational approach that synchronizes physical settings with digital reality scenarios, aided by Al Stereo Cameras (e.g., Apple Vision Pro or MetaQuest), to create a more interactive learning experience. A three-group quasi-experimental design involved 103 Taiwanese students practicing hospitality tasks, such as table service in a simulated Japanese restaurant. The groups included: Group A, handling physical utensils in a real-world-like setting; Group B, controlling virtual utensils with a mouse; and a control group, learning through conventional teaching. Findings reveal that Group A reported significantly better learning outcomes and reduced cognitive load compared to Groups B and C. The reduced cognitive load was attributed to the use of real physical utensils, which minimized the need for students to learn how to navigate virtual utensils using a mouse. The findings underscore the benefits of incorporating physical objects into VR environments, bridging the gap between traditional and digital educational modalities. This approach offers a practical framework for situated learning in educational settings, incorporating embodied and multi-modal learning, and suggesting its broad applicability in improving educational practices and outcomes in the digital age.
Vando Gusti Al Hakim, Yao-En Chen, Meng-Heng Lin, Chia-Ying Chang, Jen-Hang Wang, Chih-Kai Chang, YungYu Zhuang, Su-Hang Yang, Gwo-Dong Chen
ICCE8
2024 An Embodied Projection Recognition System for Situated Learning to Enhance Learning Effectiveness and Self-Reflection Ability
abstract
In service-oriented disciplines such as Hospitality Management Education and Nursing Education, multimodal elements such as bodily movements and facial expressions play crucial roles in addition to learning through oral instruction and written materials. Current digital reality learning systems provide excellent spaces for situated learning and real-time assessment. However, they often lack an environment that simultaneously considers real-time assessments of physical actions and spatial awareness. This omission can prevent students from effectively applying their learned knowledge in real professional settings, thereby reducing the practicality and effectiveness of their learning. To address this issue, our study has developed a teaching assistance system aimed at enhancing learners' experiences through readily available technologies. We established a new learning environment and model that can be used in the classroom, incorporating the concepts of personas and spatial computation proposed by Apple Vision Pro to facilitate real-time assessment and scaffolded guidance in service-oriented learning. This model, which complements traditional learning methods, supports embodied cognition and situated learning, allowing users to interact simultaneously with the physical environment and digital reality. Students can engage in both language and embodied action exercises within this environment. Through the system's real-time evaluation and feedback, students can immediately reflect and adjust their behavior in a nearly real interaction setting, enhancing their practical experience and thus improving their ability to absorb and apply learned skills. Moreover, students' performances in the digital reality are displayed on a large screen in the classroom, allowing peers in the audience area to simultaneously observe each other's acts, thereby creating a theater-style learning environment. This transformation not only allows students to see their own and others' real-time performances but also shifts their role from mere participants to performers. This shift helps build a sense of responsibility and enhances their motivation to learn. This method was tested in the 'Hospitality Practices and Japanese' course at a university of technology, with results showing significant improvements in learning outcomes in practical courses that require physical and verbal interactions compared to traditional digital realities.
Zi-Ting Ding, Su-Hang Yang, Jian-Yu Wu, Jen-Hang Wang, Po-Yao Chao, YungYu Zhuang, Gwo-Dong Chen
ICCE3
2024 Enhancing Vocational Training Through Immersive Technology: A Study on Digital Magic Mirrors
abstract
This study explores the impact of digital magic mirrors on student engagement and skill development in vocational education, specifically in the hospitality sector. Traditional classroom-based instruction often fails to connect theoretical knowledge with practical application, leading to insufficient preparation for industry demands. To address this, the research integrates a digital magic mirror into a digital theater room to enhance learning through immersive experiences. A quasi- experimental design involved 60 hospitality students divided into an experimental group using the digital magic mirror and a control group using a general digital learning approach. Learning achievement, engagement, and self-efficacy were measured through pre- and post-tests and a questionnaire. Results showed that the experimental group had significantly higher learning achievement compared to the control group. The digital magic mirror also improved student engagement and skill development. However, no significant differences were found in perceived learning motivation and self-efficacy, with both groups reporting positive experiences. These findings suggest that digital magic mirrors effectively bridge the theory-practice gap in vocational education by providing dynamic learning environments. The study concludes that the proposed digital magic mirror approach can significantly enhance student outcomes and recommends further research on their long-term impacts and broader applicability.
Jen-Hang Wang, Hung-Wei Tseng 0003, Su-Hang Yang, Chih-Kai Chang, YungYu Zhuang, Gwo-Dong Chen
ICCE3
2023 A Pet-Like Model for Educational Robots: Using Interdependence Theory to Enhance Learning and Sustain Long-Term Relationships
abstract
Educational robotics research endeavors to develop companion robots that can engage students in learning activities. However, existing educational robots are not always well-suited for use outside of the classroom and may struggle to sustain compelling interactions. To address this, this study proposes a new model for educational robots that leverages interdependence theory, which explains how mutual dependence can lead to lasting relationships. The pet-owner dynamic, in which the pet relies on the care and attention of the owner and provides emotional support in return, served as inspiration for this model. The proposed model features a digital pet-like robot that students must train and empower to perform a drama presenting their final learning results in front of the class. In an experiment with 60 students in a Japanese Hospitality course in Taiwan, the study found that long-term relationships between students and pet-like robots emerged, and these relationships significantly improved learning performance compared to ordinary robots. This study highlights the potential of integrating interdependence theory with advanced technologies such as robots, mobile devices, and virtual reality to enhance student learning and foster long-term relationships between students and robots.
Vando Gusti Al Hakim, Su-Hang Yang, Jen-Hang Wang, Yu-Chen Chang, Hung-Hsuan Lin, Gwo-Dong Chen
ICALT2
2023 Embodied Learning Through Drama-Based Situatedness Using Immersive Technology in the Classroom
abstract
This study aimed to investigate the effectiveness of embodied learning (EL) approaches in classrooms to improve students' learning effectiveness. A drama-based learning strategy was used to investigate the gap in creating an authentic learning environment for classroom learners and facilitating them to be situationally embodied in the learning context and perform hands-on activities. A total of 76 undergraduate-level students were randomly selected for either the experimental group ($\mathrm{n}=31$) or the control group ($\mathrm{n}=44$). The experimental group used the learning system to immerse and situationally embodied in a drama-based virtual scenario for EL activities where real-time speech, objects and images, body motion and gesture recognition techniques were provided to them as self-evaluation techniques while performing, and the control group used immersion technologies to situationally embody in a virtual fictional context and the teacher and peers did evaluation after the activity. Results showed an improvement in learning effectiveness for both groups, but the approach used for the experimental group outperformed the control group. This study impacts that EL approaches focusing on situatedness can enhance learning effectiveness and provide a useful guide for educational practitioners. Educators can facilitate the effective transfer of knowledge and skills to learners through engaging and immersive learning experiences.
Jen-Hang Wang, Mahesh Liyanawatta, Chia-Ying Lee, Yu-Ling Huang, Su-Hang Yang, Gwo-Dong Chen
ICALT5
2023 Creating Meaningful Connections: The Role of Simultaneous Multi-Situational Learning in Knowledge Contextualization and Application
abstract
This study investigates the effectiveness of a simultaneous multi-situational learning system with embodied recognition to enhance learners' outcomes. Traditional situational learning systems provide a single situation for knowledge explanation or application, which limits learners' ability to fully immerse themselves in the learning environment and receive immediate feedback. To address this, a simultaneous multi-situational learning system was proposed to create a digital space with multiple situations, allowing learners to immerse themselves in different scenarios simultaneously and facilitating reflective learning. An experimental study with 60 undergraduate students in a Hospitality Japanese course compared a control group using the traditional situational learning system with an experimental group using the proposed simultaneous multi-situational learning system. Results showed the proposed system significantly improved learning outcomes, understanding, and interest in learning. It enables the prompt creation of situational learning environments, contextualizes knowledge, and fosters reflective learning with real-time feedback. Overall, this study contributes to the field of education by providing a more effective approach to situational learning that can be easily implemented in classroom settings.
Chih-Yen Chen, Su-Hang Yang, Meng-Xuan Xie, Yi-Chuan Fan, Jen-Hang Wang, Gwo-Dong Chen
ICCE2
2023 Exploring the Impact of Designing a Robot as a Pet with Interdependence Theory on Long-Term Relationships and Learning Performance
abstract
Educational robots have shown promise in enhancing learning performance; but, many of these robots function solely as companions or tutors and rely on novelty to attract attention, making it challenging to maintain long-term relationships. Although pet robots have been utilized to create relationships with users, their potential in education remains underexplored. This study addresses this issue by designing a robot as a pet, applying the interdependence theory to establish lasting relationships and improve learning performance. The interdependence theory suggests that relationships between individuals can be strengthened through mutual dependence and the fulfillment of each other's needs. In this study, learners were prompted to engage in continuous care for their pet robots, receiving emotional reinforcement from them seamlessly across both virtual and tangible forms enabled by the ChatGPT API. To culminate their learning process, learners presented their ultimate learning outcomes alongside their pet robots, enacting situational dramas for their classmates. To evaluate the effectiveness of this approach, a quasi-experiment was conducted with 100 undergraduate learners enrolled in a Japanese for Hospitality and Tourism course in Taiwan. Results indicate that robots designed as pets, leveraging interdependence theory, significantly yield positive effects on learners, encompassing improved learning outcomes, extended interaction rates, and heightened satisfaction with their study journey compared to conventional robots. The study concludes by discussing research limitations and offering suggestions for further enhancements to this approach.
Vando Gusti Al Hakim, Su-Hang Yang, Jen-Hang Wang, Yu-Chen Chang, Hung-Hsuan Lin, Gwo-Dong Chen
ICCE2
2023 Advancing Education through Stakeholder Engagement: An Evaluation of the Learning Butler Chatbot's Impact on Instructors, and Learners
abstract
This study aims to address the limitation of existing chatbots in education, which are designed only for learners and do not account for the needs of instructors. To solve this problem, the study proposes a learning chatbot called the "Learning Butler," which integrates resources for optimal learning outcomes and is developed based on the situational theory for mobile and classroom learning environments. The effectiveness of the Learning Butler in improving learning outcomes was evaluated through an experiment conducted at a university of science and technology. The results demonstrated that the Learning Butler significantly improved learners' performance compared to the general chatbot, and learners and instructors provided positive feedback on its ability to offer instant suggestions and feedback during dialogues and interactions. This research contributes to the development of effective educational technology by exploring the potential of chatbots in enhancing learning outcomes, with the ultimate goal of improving the quality of education through the application of advanced technologies and innovative pedagogical approaches.
Chih-Yang Peng, Su-Hang Yang, Pei-Yu Ho, Jen-Hang Wang, Gwo-Dong Chen
ICCE2
2022 Robot as a Ventriloquist Doll in a Virtual Situational Learning Environment to Facilitate Learning Through Self-Dialogue
abstract
One of the ways of thinking about how to finish the learning task is through self-dialogue. Doing so enables learners to ask themselves what should they do and evaluate whether it is appropriate from another point of view. However, learners might have difficulties imagining the scenario and interacting with an imaginary person. They may need a scaffolding tool or a person as a partner to practice the self-dialogue. Besides, the ventriloquist phenomenon in education has been noted as beneficial for learning as it could make the learners understands the idea through dialogue. This study proposed a learning approach that allows the learners to use a robot as a ventriloquist doll for practicing self-dialogue and knowledge application to enhance their learning effectiveness. The experiment was conducted by participating 104 undergraduate learners who enrolled in a Japanese Hospitality Management course. The results showed that the approach used a ventriloquist robot to facilitate learning through self-dialogue exhibited significant effects on motivation, anxiety, and better learning outcomes. This study provides a novel area of insight into the use of robots in learning, by integrating digital technology with pedagogical approaches to create an immersive intelligent learning environment and offer a self-dialogue mechanism to foster collaborative learning tasks.
Vando Gusti Al Hakim, Su-Hang Yang, Mahesh Liyanawatta, Jen-Hang Wang, Yung-Han Ku, YungYu Zhuang, Gwo-Dong Chen
ICALT2
2022 An immersive situational group learning system with body movement and emotion recognition combined with subject knowledge
abstract
In the current digital situational learning, such as digital game-based learning or Second Life, learners use virtual characters to enter the situational learning, instead of using their own bodies. In addition, many subject matters requiring situational learning need a combination of subject knowledge, body language, and emotional expression, and require students to conduct group learning. However, most of the current situational systems can only provide evaluation and feedback on text or language, and cannot provide feedback on body movements and emotional expressions. To address these issues, this study establishes a situational learning system that enables students to enter the learning situation with their whole body and in small groups. Furthermore, the cognitive services of artificial intelligence are also adopted to conduct immediate evaluation and feedback on students’ learning performance, such as language, body movement, and emotional display, and students’ learning outcomes can be displayed in front of their peers. The experimental results show that the proposed situational learning system can improve students’ learning effect for subject matters that need to combine body movements and emotional expression.
Meng-Xuan Xie, Gwo-Dong Chen, Jen-Hang Wang, Su-Hang Yang
ICALT5
2022 Design a Robot as a Double with Micro-expression to Participate in a Virtual Situational Learning Environment and its Effect on Students' Learning Performance
Vando Gusti Al Hakim, Su-Hang Yang, Jen-Hang Wang, Yi-Jing Li, Yi-Hsin Chen, Gwo-Dong Chen
ICCE2
2021 Robot with Embodied Interactive Modes as a Companion Actor in Journey of Digital Situational Learning Environment and its Effect on Students' Learning Performance
Vando Gusti Al Hakim, Su-Hang Yang, Jen-Hang Wang, Chiu-Chen Yen, Lung Yeh
ICCE2
2020 A Digital Reality Theater with the Mechanisms of Real-Time Spoken Language Evaluation and Interactive Switching of Scenario & Virtual Costumes: Effects on Motivation and Learning Performance
abstract
To promote language learning performance, a realistic speech mission-based digital learning theater, which integrates with real-time spoken language evaluation and interactive switching of scenario and virtual costumes, was proposed in this study. Regarding evaluation, an AI chatbot is integrated into the digital learning theater to assign speech tasks to learners and evaluate their performance in terms of pronunciation and grammar, and then provide immediate feedback for improvement. Regarding interaction, with Kinect motion detection technology, learners can immerse themselves into the digital scene of drama with their whole body and wear various virtual costumes that can automatically match learners' body size and motions, to strengthen learners' interest and engagement in learning. This study was conducted on a Japanese language course for university students. The results suggest that students' learning outcomes and motivation can be enhanced with realistic speech mission-based digital learning theater.
Ming-Yuan Cai, Jui-Yi Wang, Gwo-Dong Chen, Jen-Hang Wang, Su-Hang Yang
ICALT5
2020 Interactive Robot as Classroom Learning Host to Enhance Audience Participation in Digital Learning Theater
abstract
Student audiences in drama-based learning classrooms must concentrate on the learning content of drama performance. Teachers spend much effort on teaching and classroom management, but less on student audience participation. To address this issue, this study proposes a digital theater environment with a robot to explore how the robot can interact with students while performing drama-based activities in the digital theater to improve students' engagement and help them to learn. A quasi-experimental study was conducted and 50 third-grade students from a local junior high school were involved in this study for six weeks. The results show that the learning performance of the experimental group is significantly better than that of the control group. Moreover, the results of questionnaires reveal that the interactive robot can enhance students' interest in learning and help them put concentration more on learning in digital learning theater.
Vando Gusti Al Hakim, Su-Hang Yang, Wen-Hsu Lo, Jen-Hang Wang, Tzu-Chun Hsu, Gwo-Dong Chen
ICALT2
2020 A Digital Reality Learning Environment with Instant Assessment on Learning with Body and Visual Interaction
abstract
The aim of learning a language is to communicate with each other. In a drama that simulates problems taking place in real world, students can learn how to solve these problems via the communication and interaction with such a drama-based learning environment. On the other hand, besides oral interaction, visual interaction is essential as well. To address this issue, this study proposes a digital learning theater which combines itself with visual interaction learning forms and instant assessment. In this learning environment, students can learn a language by pictures and physical objects via visual interaction, and receive immediate feedback from the instant assessment of their learning performance provided by a virtual character. Consequently, students can realize whether their learning performance in the digital reality learning environment need to be improved. Furthermore, an experiment of the proposed learning environment was carried out in a Japanese language classroom for university students. The results suggest that students' learning performance is significantly improved.
Chiu-Chen Yen, Chia-Ying Lee, Gwo-Dong Chen, Jen-Hang Wang, Su-Hang Yang
ICALT5
2014 Using Learning Portfolio Platform to Enhance Altruistic Behaviors
abstract
The purpose of this study was trying to understand what relationship exists between altruistic behaviors and learning styles. The proposed system provided opportunities for self-reflection, and encouraged students to do better assignments. When each style of learners learns with proper strategy, they can improve their learning efficiency. Environment for children to grow up will deeply affect their preference for learning styles and altruistic behaviors. In this way, for each style of learners who had altruistic behaviors, we can provide them some suitable learning approaches to help them. There are 47 technological and vocational schools' students in Taiwan participated in this experiment. The result showed that students whose learning style was tend to active, sequential and intuitive had significant correlation in one or two altruistic behaviors.
Wang-Han Li, Shin-Yi Huang, Chuan-Ling Lien, De-Yuan Huang, Chi-Wen Huang, Su-Hang Yang, Gwo-Dong Chen
ICALT6
2014 Altruistic behavior in a learning stage through social network
abstract
In recent years, we have seen that users edited and shared information actively on various Social Network Sites (SNSs) and those sites are getting richer and more interesting. We expect students can have this mindset similarly on our learning stage. Our study proposed a social networking site for education. Like a stage for students, they can watch and show themselves. We observed altruistic motive and behavior of students on the platform. There were 30 college students participated. We had found that there were six altruistic behaviors. And Students’ altruistic motivations are enjoyment and self-development.
Shiang-Yi Wang, Wang-Han Li, Chi-Wen Huang, Su-Hang Yang, Gwo-Dong Chen
ICCE4