Pei-Luen Patrick Rau

Pei-Luen Patrick Rau
Tsinghua University | TH · Department of Industrial Engineering

About

360
Publications
234,397
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
7,594
Citations
Additional affiliations
August 2002 - present
Tsinghua University
Position
  • Professor (Full)

Publications

Publications (360)
Article
The study explored the mixture of boba, food neophobia, and the impact of food characteristics on food experience. The study invited 61 participants to taste 6 kinds of food and evaluate them. The results indicated that the mixture of boba, food neophobia, food culture, particle size/number of ingredients all had impacts on the food experience. The...
Article
The increasingly ubiquitous use of smartphones has made distracted walking common, not only on flat ground, but also on stairs. Available information regarding changes in gait performance while walking and using a smartphone in different environments is still lacking. We aimed to investigate the differences in gait behavior and subjective walking c...
Chapter
Concerns with the aging global population have been growing and have led to a call for further investment in innovative senior-friendly products to promote healthy and independent living. New and old businesses have strived to adopt different business models to assist them in addressing this challenge, but they may have been using the wrong approac...
Article
Full-text available
This study examined the effects of explanation strategy (global explanation vs. deductive explanation vs. contrastive explanation) and autonomy level (high vs. low) of explainable agents on human–AI collaborative decision-making. A 3 × 2 mixed-design experiment was conducted. The decision-making task was a modified Mahjong game. Forty-eight partici...
Article
Full-text available
This paper describes the motivation, framework, concepts, method, implementation, and results of the HCII2023 Design Cafe, a dedicated participatory highly interactive design workshop held in Copenhagen in July 2023. Motivated by the ubiquitous challenges our world is facing, this initiative had the goal to explore six main issues from an interdisc...
Conference Paper
The Objective: Doctor-patient communica- tion gains increasing attention as frequent occurrence of violence against doctors in recent years. This study aimed to investigate the impact of explaining traditional medical beliefs and providing medical records on trust in doctors’ benevolence, ability and integrity and overall diagnosis. Methods: A 2 (e...
Conference Paper
This research focused on the continuous usage of gerontechnology products by discussing the impact of three factors - perceived ease of use, social influence, and performance expectancy. Through experimental research, this article explored 1) what frequency of task splitting can enhance the continuous usage willingness; 2) what frequency of organiz...
Article
Full-text available
This study explored the colour–touch cross-modal correspondence and its impact on colour–touch multisensory perception. Two laboratory experiments were conducted based on a pre-experiment. In the first experiment, participants chose the colour according to their tactile sense against the vibration generated by the smartphone simulator. A positive c...
Article
Purpose This study aims to reveal how mobile app stickiness is formed and how the stickiness formation process differs for apps of different social levels. Design/methodology/approach This study proposed and validated a stickiness formation model following the cognitive–affective–conative framework. Data were collected from surveys of 1,240 mobile...
Article
Objective: To examine the effect of interruption value type (utilitarian, hedonic) and source (external, internal) in different phases of an interruption process. Background: Prior studies on interruption mostly focused on the cognitive outcomes of utilitarian interruptions. Hedonic interruptions are common in life; however, they are not suffici...
Chapter
This paper presents a comprehensive literature review of the key elements for designing a voice intelligent agent. The design problems and guidelines concerning input, functions, output, anthropomorphism, and intelligence level are summarized. First, voice is the primary modality for the input/output of a voice intelligent agent, but the recognitio...
Chapter
The Social Web of Things (SWoT) is a paradigm comprising the social web and the Internet of Things (IoT), in which users can interact with IoT in the same way they use social network services. This study aims to investigate users’ perceptions and preferences of the social roles of the SWoT agents in smart home scenarios. We designed three social ro...
Preprint
Objective: We aimed to use adaptive psychophysics methods, which is a Bayesian Model, to measure users' time perception of various progress bar quantitatively. Background: Progress bar informs users about the status of ongoing processes. Progress bars frequently display nonuniform speed patterns, such as acceleration and deceleration. However, whic...
Article
Virtual reality (VR) provides a powerful tool in education and training due to its ability to create immersion and arouse emotions compared to the traditional approaches like paper-based and screen-based. This study investigates the effects of instruction type and emotional arousal on learning performance in the VR environment. We employed a kitche...
Chapter
The future development of fully automated vehicle cannot be predicted yet. Car-driver handover control need be existed in a certain period, but it is not well understood. The present study is to gain deeper insight into car-driver handover control in the highly automated vehicle by investigating the effects of mode transition, the time of transitio...
Article
This study investigated players' emotional responses to performance feedback in an educational game under cooperative and competitive structures. A 2 × 2 repeated-measures experiment was conducted with the task structure (cooperative and competitive) and the task demand (low and high) as independent variables. Thirty-two students from a university...
Article
We aimed to investigate the alpha (α) activity in operators experiencing boredom while performing prolonged monitoring and prospective memory tasks using different processing mechanisms. Fifty-four participants underwent electroencephalography (EEG) and were found to have poorer prospective memory performance under top-down conditions. Further, α p...
Article
Owing to the development of anthropomorphic intelligent agent (IA) designs, users consider IAs as more than just inanimate tools. Previous studies have reported that anthropomorphic features can promote users' social feedback and aid in establishing intimate human–agent relationships. The present study examined the main and interaction effects of a...
Article
Full-text available
Anthropomorphic design in intelligent agents (IAs) applies the concept of human features to inanimate objects. However, there is a trade-off between personalized service and information protection when people share their information towards IAs. This study examined the influence of social responsiveness (a highly responsive IA vs. a low-responsive...
Article
Full-text available
An intelligent tutoring system (ITS) provides universal access to education, which is an emerging paradigm of modern education. ITS is an educational tool that provides learners with adaptive and real-time instructional content, wherever they happen to be. Learner acceptance is a critical factor for the success of an ITS. Thus, this study investiga...
Article
Full-text available
With the popularity of Japanese products and kawaii culture in China, understanding how the Chinese perceive kawaii style will help to satisfy their emotional needs in product design. To overcome the problems of expansion difficulty and low efficiency due to expert dependence on traditional methods, this study combines deep learning and Kansei engi...
Chapter
To upgrade tourism experience, gender and sociocultural differences of wayfinding strategy are critical topics in tourism planning and management. However, the navigation system in real world does not differentiate the gender and regional difference during giving voice navigation. Therefore, in order to provide the future based navigation with more...
Chapter
With the development of economic globalization, more and more product designers are faced with the need of designing for customers from different countries. However, it is a challenge for designers to efficiently develop the desired mental images of certain products for target users with different cultural backgrounds. Our research proposed a deep...
Chapter
The development of social media platforms has brought global attention to short video applications; in China, this is especially true of Douyin. This study aims to find out: how different generations of people perceive and react to this age of short video dominance; what factors affect behaviors towards Douyin usage; and what level of influence eac...
Chapter
Chinese culture has the potential to influence Chinese people’s odor preference and odor-evoked emotion. However, previous studies have rarely investigated odor preference and odor-evoked emotion among Chinese people. Verbal reports are a widely used tool for measuring odor-evoked emotion. However, since it is viewed as inappropriate to verbally ex...
Chapter
Lots of music pieces are blooming with internet advancement, but only few studies focused on popular music and relevant social contexts. We can enhance the knowledge of popular music markets through the musical patterns. Therefore, this study aims to investigate prevalent styles of Chinese popular music from 2001 to 2017, and explore the trends. Th...
Chapter
Needs and preferences are two critical elements for starting a user-centered design. Nevertheless, there is a gap between the link of needs and preferences of user interface/experience. It is very difficult to find out why such a need could be transferred into a design preference. The exploration of dimensions in human factors could provide a theor...
Chapter
User attributes, such as gender, age, and education background, affect users’ spatio-temporal mobility and smartphone usage. A two-week diary study was conducted among thirteen participants to investigate the spatio-temporal behavior and smartphone usage of college students. Data including the mobility trajectory, the overall smartphone usage, and...
Chapter
People in cultures of a short-term orientation rely more on experience than those in cultures of a long-term orientation do. In visual search tasks, attention is guided by experience and will be directed to the target sooner if the layout is similar to the immediately former task trial. We hypothesize that individuals in countries of a short-term o...
Article
Full-text available
As artificial intelligence (AI) became a part of daily life, it has become important to determine user competence in using AI technology. Here, we propose the concept of AI literacy and develop a quantitative scale for obtaining accurate data regarding the AI literacy of ordinary users. We first identified the primary core constructs of AI literacy...
Article
The purpose of this study was to investigate the cue congruency effect of auditory stimuli during visual search in dynamic environments. Twenty-eight participants were recruited to conduct a visual search experiment. The experiment applied auditory stimuli to understand whether they could facilitate visual search in different types of background. A...
Article
This study investigated several visualizations, including enhancing relevant information and impairing distracting information, that harnessed the visual salience effect with augmented reality (AR) to assist people in searching for targets. The experiment used a scenario of shopping for food products where participants searched for the target produ...
Article
Full-text available
Intelligent interaction alters previous human–machine task allocation patterns. Human workers will suffer from boredom and inattention, posing a significant challenge for the human–machine interaction loop. This study aims to investigate the relationship between boredom and prospective memory, which is a memory form including the detecting, identif...
Article
Full-text available
The pervasive use of information and communication technology (ICT) typically causes constant interruptions. Digital interruptions permeating work-nonwork boundaries can lead to well-being problems, which are particularly common for knowledge workers. In this study, we examine the effect of work-nonwork interruptions on emotional experience to mana...
Article
Full-text available
Passengers’ security perceptions of ride-hailing services influence their acceptance and adoption of such online-to-offline services. The current study aims to study factors that influence Chinese passengers’ security perceptions of ride-hailing services in general and for a specific ride. Based on a literature review and information sourced from f...
Article
Full-text available
Pedestrians’ unsafe behavior is one of the most critical factors causing traffic incidents in China. The primary objective of this study is to explore the cause of pedestrians’ unsafe behavior and provide possible solutions. We interviewed pedestrians and experts to investigate pedestrians’ unsafe behaviors. Results from interviews indicated that p...
Article
Full-text available
This study investigated the effect of a robot tutor’s feedback valence (positive feedback and negative feedback) and attributional style (internal-attribution and external-attribution) on learners. A Nao robot was designed to be a dance tutor that taught participants dance movements and gave performance feedback. Thirty-six graduate and undergradua...
Article
Full-text available
Objectives This study investigated the prevalence of musculoskeletal discomfort among female cabin crew through cabin tasks and demographic factors, including age and seniority. Methods This study conducted an online questionnaire survey targeted at female cabin crew in Taiwan and ensured that the sample size was with a statistical power of 0.95....
Article
Internet of things conversational agents (IoT-CAs) are making human–computer interactions ubiquitous. In this study, we experimentally examined the effects of IoT-CA use on face-to-face conversations between close partners. A total of 136 participants (68 close relationship dyads) participated in the experiment. We prepared an IoT chat environment...
Article
Guanxi, which literally means interpersonal relationship or social connections, plays an important role in achieving business success in China. This study investigates the effect of interpersonal relationship on trust and trustworthiness in four regions in China. Eighty pairs of close friends participated in the experiment: 20 pairs from Beijing, 2...
Article
With the rapid development of new technology, robots are increasingly being introduced into decision-making such that people can receive advice from them. Decision-making involves many variables, which should be investigated together. In the current study, we explored human-robot interaction in decision-making from the perspectives of confidence, t...
Chapter
People with different cultural backgrounds think and behave differently. Designing user interfaces and products for different cultures also affects human factors design methodology. This chapter provides human-computer interaction researchers and human factors design practitioners a comprehensive perspective on cross-cultural issues in user interfa...
Article
Boredom is a common workplace problem. Previous research has suggested that repetitive and monotonous work tasks may lead to boredom. However, these tasks have been reduced due to increased workplace automation. Thus, the current cause of boredom may be due to low mental work-load. This research developed a general boredom model and compared the ef...
Article
During online cross-cultural communication, knowing more about the person on the other end of the Internet can help improve communication effectiveness. Rapidly developing technology has allowed systems to be built that can collect, analyze, and present individuals’ cultural information, thereby supporting online cross-cultural communication. Compa...
Article
Purpose This study aims to investigate “immersive reading,” which occurs when individuals read text while in a virtual reality (VR) or augmented reality (AR) environment. Design/methodology/approach In Experiment 1, 64 participants read text passages and answered multiple-choice questions in VR and AR head-mounted displays (HMDs) compared with doi...
Chapter
Map navigation is the main task and the main page of human-machine interface (HMI) in vehicles. The design of map page is paramount to improve user experience of automotive HMI. The present study was to examine whether the design of quick buttons or icons on map page has an influence on Chinese and German driver’s preference and experience during u...
Chapter
The rise of media and new tools in computer science provide new approaches to study culture. We proposed a novel research method that leverages facial expression and language features from TV series to assist cross-cultural studies. We first compared the statistical results of the features and drew a set of conclusions that can be supported by a nu...
Chapter
This study evaluates people’s attitude and preferences toward human-machine interaction from a machine ethics perspective. An interview was first conducted with 30 participants to gather ideas and concerns about future AI technology. Then a survey was conducted with 103 participants to collect quantitative data, and an in-depth interview held with...
Chapter
Recently, social interaction between gamers has caught the attention in sociology and psychology. The purposes of this study are: (1) to explore the relationship between gamer background information and social competence with player social behavior and role choice in team-based multiplayer online games. (2) To verify the relationship which found in...
Chapter
Face recognition has gained increasing attention during recent years thanks to technology development, however, the majority of its application is limited to access and security, while a much wider potential is yet to be exploited. Based on the insight provided by the literature review the present work research objective has been defined as the dev...
Chapter
Various social media products concentrate differently on social media affordances to meet the needs of users. When designing social media products, understanding the value of each social media affordance is crucial to realizing commercial success. This study aims to expand the limited understanding of social media affordances from the perspective o...
Chapter
TV series is one of the most popular entertainment media globally and is a representation of popular culture. It reflects a specific group's daily life culture and certain characteristics of society such as social norms. This paper improved and verified a new cross-cultural analysis method by analyzing facial expressions, original text features and...
Chapter
This study examines the levels of trust and trustworthiness in northeast Asia, including the northeast, southeast, and central regions of China as well as South Korea. Trust and trustworthiness were measured using a simulated two-tier supply chain experiment. The retailer obtains a demand forecast and reports a value to the supplier; then the suppl...
Chapter
In recent years, the internet industry in China went through dramatic development, to which product managers made a great contribution. This study aimed to define what qualities are required for internet product managers to be competent. This study reviewed the literature on product managers’ competency in traditional industries and interviewed thr...
Chapter
Voice intelligent agents absorb and deliver information among users, thus bringing information risks to users. This article designed an automatic tool called VIARS for the classification work of voice intelligent agents and compared the different management style of experts and general users for VIARS. Results found that experts relied less on VIAR...
Chapter
In recent years, significant improvements have been made in the field of sentiment analysis, particularly in computational humor. In this research work, an AI-based cross-cultural humor recognition model has been developed and implemented. The model consists of a Convolutional Neural Network that can assess whether a given sentence is humorous or n...
Article
Full-text available
Problematic social media use is detrimental to users’ subjective well-being. Based on cognitive behavioral therapy (CBT), we proposed a short-term abstinence intervention to treat this problem. A mixed method study with 65 participants was conducted to examine the effectiveness of this intervention and to reveal the underlying mechanisms of how the...
Article
Facial recognition technology (FRT) has been rapidly applied, and it has been accompanied by the potential for misuse due to technical limitations and legal irregularities. This study aimed to provide a conceptualizing model to investigate the public perception of FRT, and to identify FRT scenarios with the potential for misuse. We first reviewed p...
Article
Video-sharing social networking (VS-SN) platforms are a new communication tool especially popular among young people. Goal of our study was to examine the cultural adaptation of kawaii in VS-SN videos and its effect on viewers' social approach motivation to share the content. In a content analysis of 198 videos from a Japanese and Chinese VS-SN pla...
Article
Although often ignored, adult gamers, as with children and adolescents, can suffer from problematic gaming. This study explores the use of a built-in gaming gradual intervention system (G-GIS) designed to help adult gamers achieve their desired gaming habits in an autonomous and acceptable manner. In this study, we interviewed 26 heavy adult gamers...
Article
Full-text available
The present research studies the attribution of credit for success and attribution of blame for failure in a human–robot group. In the experiment, two participants of the same gender and a robot composed of a group that cooperated to solve the desert survival problem. Each group completed two tasks whose outcomes were manipulated: one task succeede...
Article
This study investigates the effect of relative status on responsibility attributions in situations in which people and a humanoid robot collectively contribute to an outcome. A 3 × 2 experiment was conducted using the robot status (supervisor, peer, and subordinate) and the attribution target (robot or self) as independent variables. Fifty-four stu...
Book
The three-volume set LNCS 12771-12773 constitutes the refereed proceedings of the 13th International Conference on Cross-Cultural Design, CCD 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was car...
Book
The three-volume set LNCS 12771-12773 constitutes the refereed proceedings of the 13th International Conference on Cross-Cultural Design, CCD 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was car...
Book
This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research inst...
Conference Paper
This study examined how anthropomorphism of the Internet of Things (IoT) influences users’ accepting IoT services. The objective was to explore uses’ mental model of IoT, and develop an IoT mental model compatible with users’. A laboratory experiment was conducted with 36 college students. The independent variables were hierarchy of things (non-hie...
Conference Paper
This study aims to investigate different methodologies in performing mystery shopping programs, i.e. new (call, SMS, and notes) and traditional methodologies in the aspect of shoppers’ workload, satisfaction, consistency, accuracy and timing. For that purpose, a single factor experiment with four levels was designed in this research. A smartphone a...
Article
Full-text available
This research investigated the influence of advertisement (ad) duration and key elements (titles, logos, and texts) on advertising effectiveness in mobile feeds. We recruited 40 participants (27 men and 13 women) who are aged from 20 to 43 years (M = 29.33, SD = 6.67). The participants were assigned randomly to four groups to watch four different t...
Article
This article reviewed research studies on social media misuse (SMM), including diverse measurements, consequences caused by SMM, and its predictive factors. SMM measuring dimensions typically comprise three categories: motivation-based items, behavior-based items, and impacts-based items. The consequences caused by SMM vary from mood disorders to p...
Article
Full-text available
Background: A high prevalence of work-related musculoskeletal disorders (WMSDs) has been reported among flight attendants. Identifying the root causes of these disorders may improve the health conditions of flight attendants and further improve flight safety and service quality. Objective: In this study, we aimed to identify WMSD risk factors fo...
Chapter
In multimodal interaction, information is presented to users through multiple channels, e.g., sight, sound, touch, smell, and taste. Too much information delivered in a short time, however, may result in information overload that overflows people’s information processing capacity. We summarized the methods of quantifying the capacity by categorizin...
Chapter
Trust is essential in supply chain management, and it maintains relationships among members in a supply chain. Moreover, trustworthiness influences an individual’s behavior, which is related to trust-building. Therefore, this study aims to investigate trust and trustworthiness in a three-echelon supply chain based on the bullwhip effect, trust diff...
Chapter
Can machines learn to perceive products like humans? Kansei Engineering has been developed to connect product design and human perception. While conventional Kansei Engineering Systems exhibit a high dependency on manual extraction of design elements and thereby are restricted to validity issues, we present a Pixel-level Image Kansei Analysis and R...
Chapter
Full-text available
Pain compels patients to visit doctors and is an inevitable topic of discussion between doctors and patients. The objective of the study was to investigate Chinese pain descriptors and explore their characteristics among 93 medical personnel in Beijing. This study used a questionnaire to collect Chinese pain descriptors used by medical personnel wi...
Conference Paper
This research examined the effect of bilingualism on Chinese-English bilinguals through three decision-making scenarios, including risk framing, loss aversion, and myopic loss aversion. Twenty-four Chinese-English bilinguals who were raised acquiring both Chinese and English with an almost equal proficiency were recruited. The bilinguals demonstrat...
Chapter
With the development of 5G networks, capacity enhancement, massive connectivity, ultra-high reliability, and low latency are typical use scenarios of information communication technology (ICT). These ICT improvements will also bring large challenges and revolutions to future human-computer interaction (HCI). This study aims to explore the emerging...
Chapter
Trust influences the stability and development of the global supply chain and is a unique phenomenon across different cultures. This study aimed to investigate how culture influences trust and the consequential global supply chain through the computerized supply chain management experiment, which was conducted with a two-echelon supply chain involv...
Article
Full-text available
In this study, we investigated users' subjective attitudes (e.g., acceptance and perceived ease of use) towards artificial intelligence (AI) recommendation services and compared them with human expert recommendation services before and after use. Our experiments used fashion street snaps and online product images. The obtained experimental results...
Article
Full-text available
Background: Chinese Square Dance (known as Guang Chang Wu in Chinese) has been a well-known public fitness and entertaining way for older Chinese women to improve their flexibility, lower extremity strength, overall coordination and balance. However, injuries, conflicts with noise and space problems are still challenging. Somatosensory games(SG) ar...
Article
This study designs, develops and evaluates an aging simulation system. An aging simulation suit is used to emulate a decline in one’s physical quality. Virtual reality technology is used to simulate aging-related audio-visual impairment and to create scenarios for situational aging experiencing. A virtual character was designed to simulate the inte...
Chapter
Cognitive biases are often treated as cognitive constraints or flaws in the design of the mind that were not overcome. But in an evolutionary perspective, they do make a lot of sense as they were evolved and not eliminated. This chapter provides an original and positive perspective to view cognitive bias. The outline includes the theoretical framew...
Article
People are currently facing a one-to-multiple mode of interaction with voice agents (VAs), which are widely used in their personal and working lives separately owing to the rapid development of artificial intelligence. To explore potential trends in the use of VAs, we designed a merged VA and two either familiar (interconnected) or strange (complet...
Article
Full-text available
Background Gait disorders are common among older adults. With an increase in the use of technology among older adults, a mobile phone app provides a solution for older adults to self-monitor their gait quality in daily life. Objective This study aimed to develop a gait-monitoring mobile phone app (Pocket Gait) and evaluate its acceptability and usa...
Article
People’s parallel-processing ability is limited, as demonstrated by the psychological refractory period (PRP) effect: The reaction time to the second stimulus (RT2) increases as the stimulus onset asynchrony (SOA) between two stimuli decreases. Most theoretical models of PRP are independent of modalities. Previous research on PRP mainly focused on...
Book
This two-volume set LNCS 12192 and 12193 constitutes the refereed proceedings of the 12th International Conference on Cross-Cultural Design, CCD 2020, held as part of HCI International 2020 in Copenhagen, Denmark in July 2020. The conference was held virtually due to the corona pandemic. The total of 1439 papers and 238 posters included in the 40...
Book
This two-volume set LNCS 12192 and 12193 constitutes the refereed proceedings of the 12th International Conference on Cross-Cultural Design, CCD 2020, held as part of HCI International 2020 in Copenhagen, Denmark in July 2020. The conference was held virtually due to the corona pandemic. The total of 1439 papers and 238 posters included in the 40...
Book
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 paper...
Chapter
In the original version of this chapter Reference 6 was published incorrectly. Reference 6 has now been corrected.
Article
Dual-task performance depends on both modalities (e.g., vision, audition, haptics) and task types (spatial or object-based), and the order by which different task types are organized. Previous studies on haptic and especially auditory–haptic attentional blink (AB) are scarce, and the effect of task types and their order have not been fully explored...
Article
Full-text available
Introduction This study used smart bracelets and smartphones for gait assessment and analysis. Method Two hundred and twenty-eight older Chinese (mean age 69.3 ± 7.5 years) participated in this study. Participants wore either a smartphone or smart bracelet on their lower back while performing the gait test. They walked at a comfortable speed, at a...
Preprint
BACKGROUND Severe work fatigue impacts personal health in the long run. Prior research indicates a research opportunity of using walking parameters to indicate mental status. However, an effective and lightweight approach for inferring work fatigue remains unexplored. OBJECTIVE The research goals of this study are 1) to explore the ability to use...

Network