Pei-Luen Patrick Rau

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

About

329
Publications
162,892
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5,078
Citations
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August 2002 - present
Tsinghua University
Position
  • Professor (Full)

Publications

Publications (329)
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
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
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
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...
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
Boredom is a common workplace problem. Previous researches have 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 workload. This research developed a general boredom model and compared the...
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...
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....
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...
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
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
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...
Article
Background Work fatigue negatively impacts personal health in the long term. Prior research has indicated the possibility of leveraging both walking parameters and perceptual measures to assess a person’s fatigue status. However, an effective and ubiquitous approach to assessing work fatigue in young adults remains unexplored. Objective The goals...
Article
Background: Unrestricted by time and place, innovative technologies seem to provide cost-effective solutions for gait assessment in older adults. Objective: The objective of this study is to provide an overview of gait assessment for older adults by investigating critical gait characteristics of older adults, discussing advantages and disadvanta...
Article
Distance underestimations along the depth plane are widely found in virtual environments. However, past findings have shown that changes in the visual aspects of virtual reality settings do not lead to more accurate depth estimates. Therefore, we examined if nonvisual stimuli, namely, sounds, could serve as cues that affect observers’ depth perce...
Article
Multisensory learning has the potential to facilitate learning outcome. However, visual, auditory, and tactile information can be distractive under certain circumstance, and the effect of their combination has not been fully explored. In two experiments, sixty-four participants read Chinese paragraphs and then answered multiple-choice questions wit...
Chapter
Emotion affects human activities in our everyday lives. Therefore, it is quite normal to expect that emotion can act on our common human–computer interaction behaviors. In the present study, ambient sounds or pictures were provided to create emotional contexts and examine their influences on the initial stage of information processing—information d...
Preprint
BACKGROUND Chinese square dancing, known as guangchang wu in Chinese, is a well-known public fitness activity that provides an entertaining way for older Chinese women to improve their flexibility, lower extremity strength, overall coordination, and balance. However, injuries, noise conflicts, and lack of space are challenging aspects of this activ...
Chapter
Chinese and Japanese culture have long been influencing each other. With the popularity of Japanese animation, comics, and game industry, Japanese kawaii culture has swept across China, especially among young Chinese people. In this chapter, we will introduce a study we conducted between Chinese and Japanese people to learn about their perceptions...
Article
Full-text available
ABSTRACT This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address...
Chapter
In this study, the effect of layout on user performance and subjective evaluation in an augmented-reality (AR) environment was investigated. A scenario where participants had to work on three windows simultaneously was used. Three basic layouts of these windows have been examined, i.e., a horizontal layout, a vertical layout, and a diagonal layout....
Conference Paper
Kawaii has drawn the attention of people both in and out of Japan. In order to investigate Kawaii semantics and find typical Kawaii design features, we conducted a survey of Kawaii semantics and an experiment to verify the findings of the survey. The survey finds Kawaii semantics from visual, acoustic, tactile, movement and emotional aspects. Explo...
Chapter
Overheated phones lead to uncomfortable user experience and degrade the reputation of the phone brand. This paper focused on the antecedents and consequences of mobile thermal satisfaction. The paper proposed the top influencing factors that affect the thermal satisfaction of mobile phones and emphasized the importance of mobile thermal performance...
Chapter
Aging has become one of the most significant population trends, and eldercare, particularly regarding emotional and entertainment needs, has become a challenge and an opportunity. Virtual reality (VR) can offer more direct and effective entertainment methods for the elderly. We interviewed ten elderly people in aging community to further know about...
Chapter
This paper aims to explore the factors that influence the attitude of players from different countries towards video games. Three steps were taken in this study: (1) Survey construction and distribution to collect players’ ratings of the importance of each variable to a game story, and (2) exploratory factor analysis to extract a concise model from...
Article
China is currently undertaking healthcare reform, and promoting general practitioner (GP) practice is a major improvement. The key to the success of the GP practice is whether or not patients are willing to accept and trust in GPs in community healthcare centers (CHCs). The objective of this study is to evaluate the impact of hospital ownership (pu...
Chapter
Nowadays more and more automated systems are used to help human operators to finish their tasks. In security screening of mass transit systems, there have been many studies focused on automated detection, but few can reach completely reliable. It is quite often that human operators work together with not-completely reliable automated systems. This...
Article
The design of multimodal output should be based on modality capacity and appropriateness. Previous relevant research had various limitations such as using over-simplified tasks. We proposed a paradigm with virtual reality to explore the capacity and appropriateness of complex non-semantic information stream. In two experiments, fifty-six college st...
Article
Full-text available
We explored decision-making and attitudes from humans toward robots with different embodiments and substrates. Specifically, four types of robots were compared through experiments, namely, a virtual reality robot, an augmented reality robot, a physical robot, and a physical but tele-present robot that was displayed on a screen. For the experiments,...
Chapter
Since touchscreens were introduced into mobile devices, interaction directly on the touchscreen replaced interaction with the keyboard. In order to protect touchscreens and improve user experience, touchscreen protectors are widely used. This study selected three different designs of touchscreen protectors with three different levels of friction, a...