Yu-Hsiu Hung
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Yu-Hsiu Hung has a total of 29 co-authors. Here are the top co-authors by number of shared publications:
- Ji-Hyun Lee
Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology (KAIST), Daejeon 34141, Republic of Korea
2 shared publications - Joosun Yum
Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology (KAIST), Daejeon 34141, Republic of Korea
2 shared publications Wei-Ting Lee
OMDIC Inc
2 shared publicationsBrian M. Kleiner
1 shared publicationC.‐H. Chen
Department of Industrial Design National Cheng Kung University Tainan Taiwan
1 shared publicationCaroline Arkenson
KTH Royal Institute of Technology, SE-100 44 Stockholm Sweden
1 shared publication
Latest Publications
- Open Access
- 10 March 2026
- Published by MDPI AG in Sustainability
- Vol. 18 (6) , 2668
Correction: Yum et al. A Hybrid Spatial–Experiential Design Framework for Sustainable Factory Tours: A Case Study of the Optical Lens Manufacturer. Sustainability 2025, 17, 10650
The authors would like to make the following corrections to the published paper
- 10 March 2026
- Published by MDPI AG in Sustainability
- Vol. 18 (6) , 2668
Open AccessCorrection: Yum et al. A Hybrid Spatial–Experiential Design Framework for Sustainable Factory Tours: A Case Study of the Optical Lens Manufacturer. Sustainability 2025, 17, 10650
The authors would like to make the following corrections to the published paper
- Open Access
- 27 November 2025
- Published by MDPI AG in Sustainability
- Vol. 17 (23) , 10650
A Hybrid Spatial–Experiential Design Framework for Sustainable Factory Tours: A Case Study of the Optical Lens Manufacturer
Industrial tourism has become an increasingly important means of promoting corporate identity and fostering public engagement, yet many factory tours suffer from fragmented layouts, congestion, and low visitor engagement. This study addresses these challenges by developing a hybrid framework that integrates expert-driven spatial zoning with bottom-up visitor analytics. Using an optical lens manufacturer in Taiwan as a case study, we applied a three-step process: (1) Delphi-based zoning of key subareas into functional zones, (2) empirical analysis of visitor movement, feedback, and shadowing data, and (3) computational spatial evaluation through Visibility Graph Analysis (VGA). The findings revealed thematic inconsistencies, overlooked exhibits, and bottlenecks that disrupted narrative flow and reduced engagement. Spatial reorganization—such as relocating interactive subareas to visually integrated zones—enhanced circulation, storytelling alignment, and experiential coherence. A complementary service blueprint linked spatial redesign to operational delivery, ensuring consistency between frontstage activities and backstage support. The data-driven spatial analytics validated the effectiveness of this study’s hybrid approach—combining expert-driven insights with grounded visitor behavior data—to optimize factory tours. Spatial efficiency contributes to reduced energy use and congestion, participatory experiences enhance education and inclusivity, and improved visitor satisfaction strengthens brand resilience and economic viability. The framework thus provides a replicable and sustainable model for industrial tourism development across diverse manufacturing sectors.
- 27 November 2025
- Published by MDPI AG in Sustainability
- Vol. 17 (23) , 10650
Open AccessA Hybrid Spatial–Experiential Design Framework for Sustainable Factory Tours: A Case Study of the Optical Lens Manufacturer
Industrial tourism has become an increasingly important means of promoting corporate identity and fostering public engagement, yet many factory tours suffer from fragmented layouts, congestion, and low visitor engagement. This study addresses these challenges by developing a hybrid framework that integrates expert-driven spatial zoning with bottom-up visitor analytics. Using an optical lens manufacturer in Taiwan as a case study, we applied a three-step process: (1) Delphi-based zoning of key subareas into functional zones, (2) empirical analysis of visitor movement, feedback, and shadowing data, and (3) computational spatial evaluation through Visibility Graph Analysis (VGA). The findings revealed thematic inconsistencies, overlooked exhibits, and bottlenecks that disrupted narrative flow and reduced engagement. Spatial reorganization—such as relocating interactive subareas to visually integrated zones—enhanced circulation, storytelling alignment, and experiential coherence. A complementary service blueprint linked spatial redesign to operational delivery, ensuring consistency between frontstage activities and backstage support. The data-driven spatial analytics validated the effectiveness of this study’s hybrid approach—combining expert-driven insights with grounded visitor behavior data—to optimize factory tours. Spatial efficiency contributes to reduced energy use and congestion, participatory experiences enhance education and inclusivity, and improved visitor satisfaction strengthens brand resilience and economic viability. The framework thus provides a replicable and sustainable model for industrial tourism development across diverse manufacturing sectors.
- Open Access
- 31 March 2022
- Published by MDPI AG in International Journal of Environmental Research and Public Health
- Vol. 19 (7) , 4138
Voice Navigation Created by VIP Improves Spatial Performance in People with Impaired Vision
The difficulty associated with spatial navigation is one of the main obstacles to independent living for visually impaired people. With a lack of visual feedback, visually impaired people must identify information from the external environment through other sense organs. This study employed an observational survey to assess voice navigation version A, created by visually impaired people, and voice navigation version B, created by non-visually impaired people. Thirty-two simulated visually impaired people were assigned to conduct task assessments of voice navigation version A and version B. For mission 1, the mean completion rate is 0.988 ± 0.049 (version A); the mean error rate is 0.125 ± 0.182 (version A). For mission 2, the mean completion rate is 0.953 ± 0.148 (version A); the mean error rate is 0.094 ± 0.198 (version A). The assessment results concluded that version A has a higher completion rate (p = 0.001) and a lower error rate (p = 0.001). In the assessment of subjective satisfaction, all the indicators regarding the impression of navigation directives in version A were significantly superior to those indicators in version B. It appears that version A has a different logic of framing than version B. In future applications, a voice navigation version shall be built, according to the way visually impaired people think, because it will facilitate the direction guide when there is a lack of visual feedback.
- 31 March 2022
- Published by MDPI AG in International Journal of Environmental Research and Public Health
- Vol. 19 (7) , 4138
Open AccessVoice Navigation Created by VIP Improves Spatial Performance in People with Impaired Vision
The difficulty associated with spatial navigation is one of the main obstacles to independent living for visually impaired people. With a lack of visual feedback, visually impaired people must identify information from the external environment through other sense organs. This study employed an observational survey to assess voice navigation version A, created by visually impaired people, and voice navigation version B, created by non-visually impaired people. Thirty-two simulated visually impaired people were assigned to conduct task assessments of voice navigation version A and version B. For mission 1, the mean completion rate is 0.988 ± 0.049 (version A); the mean error rate is 0.125 ± 0.182 (version A). For mission 2, the mean completion rate is 0.953 ± 0.148 (version A); the mean error rate is 0.094 ± 0.198 (version A). The assessment results concluded that version A has a higher completion rate (p = 0.001) and a lower error rate (p = 0.001). In the assessment of subjective satisfaction, all the indicators regarding the impression of navigation directives in version A were significantly superior to those indicators in version B. It appears that version A has a different logic of framing than version B. In future applications, a voice navigation version shall be built, according to the way visually impaired people think, because it will facilitate the direction guide when there is a lack of visual feedback.
- Open Access
- 21 March 2022
- Published by MDPI AG in Sustainability
- Vol. 14 (6) , 3706
A Study on the Optimization of In-Process Inspection Procedure for Active Pharmaceutical Ingredients Manufacturing Process
The in-process inspection procedure is one of the critical operations in the active pharmaceutical ingredients manufacturing process. This study aims to improve the performance of the IPI service system in terms of three main criteria, namely service level, cycle time, and maximum tardy time. In solving this multiple-criteria decision-making problem, the proposed study seeks to redesign three process control factors, namely the service configuration, the dispatching rule, and the scheduling rule. The problem is solved using the Taguchi robust design methodology. Since the Taguchi method handles parameter design problems with only one criterion, Technique for Order Preference by Similarity to an Ideal Solution, a multiple-criteria decision-making method, is used to provide a surrogate response to the Taguchi method. The numerical results show that the redesigned IPI system improves the service level by 28.75%, the cycle time by 18.32%, and the maximum tardy time by 22.22%.
- 21 March 2022
- Published by MDPI AG in Sustainability
- Vol. 14 (6) , 3706
Open AccessA Study on the Optimization of In-Process Inspection Procedure for Active Pharmaceutical Ingredients Manufacturing Process
The in-process inspection procedure is one of the critical operations in the active pharmaceutical ingredients manufacturing process. This study aims to improve the performance of the IPI service system in terms of three main criteria, namely service level, cycle time, and maximum tardy time. In solving this multiple-criteria decision-making problem, the proposed study seeks to redesign three process control factors, namely the service configuration, the dispatching rule, and the scheduling rule. The problem is solved using the Taguchi robust design methodology. Since the Taguchi method handles parameter design problems with only one criterion, Technique for Order Preference by Similarity to an Ideal Solution, a multiple-criteria decision-making method, is used to provide a surrogate response to the Taguchi method. The numerical results show that the redesigned IPI system improves the service level by 28.75%, the cycle time by 18.32%, and the maximum tardy time by 22.22%.
- 27 June 2019
- Published by Springer Nature
- p. 192-202
Enhancing Cultural Engagement: A Heuristic Evaluation of World Cultural Heritage Websites
- 27 June 2019
- Published by Springer Nature
- p. 192-202
Enhancing Cultural Engagement: A Heuristic Evaluation of World Cultural Heritage Websites
- 1 June 2018
- Published by Springer Nature
- p. 145-157
Assessing Patient Needs for the Enhancement of Stroke Rehabilitation Services: A Customer Value Perspective
- 1 June 2018
- Published by Springer Nature
- p. 145-157
Assessing Patient Needs for the Enhancement of Stroke Rehabilitation Services: A Customer Value Perspective
- 18 April 2018
- Published by Springer Nature
- p. 107-114
The Need for a Cultural Representation Tool in Cultural Product Design
- 18 April 2018
- Published by Springer Nature
- p. 107-114
The Need for a Cultural Representation Tool in Cultural Product Design
- Top Cited Papers
- 27 December 2016
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 33 (3) , 252-266
Applying augmented reality to enhance learning: a study of different teaching materials
The objective of this study was to determine the usefulness of augmented reality (AR) in teaching. An experiment was conducted to examine children's learning performances, which included the number of errors they made, their ability to remember the content of what they had read and their satisfaction with the three types of teaching materials, including a picture book, physical interactions and an AR graphic book. The three teaching materials were aimed to respectively demonstrate the characteristics of six bacteria with 2D graphics, 3D physical objects, and 3D virtual objects. Seventy‐two fifth‐grade children were randomly selected to participate in the study, and they were divided into three groups, each of which used the assigned teaching material to learn the name of the six different bacteria in intervals of 1, 2 and 3 min. Results showed that the AR graphic book offers a practical and hands‐on way for children to explore and learn about the bacteria. Follow‐up interviews indicated that the children liked the AR graphic book the most, and they preferred it to the other materials.Lay Description: What is currently known about Augmented Reality and learning?: Augmented reality (AR) provides a new perspective for learning by allowing learners to visualize complex spatial relationships and abstract concepts. What the paper adds to the subject matter?: AR improves learning performances to a similar extent as the most used teaching materials (both picture books and physical interactions) do. AR not only facilitates learning but also increases learning motivations better than conventional teaching materials do.The implications of study findings for practitioners.: If children feel bored about reading textbooks, give them AR (because AR effectively enhances learning and children are more motivated when using AR). AR teaching material is a good alternative to conventional picture book and physical interactions.
- 27 December 2016
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 33 (3) , 252-266
Top Cited PapersApplying augmented reality to enhance learning: a study of different teaching materials
The objective of this study was to determine the usefulness of augmented reality (AR) in teaching. An experiment was conducted to examine children's learning performances, which included the number of errors they made, their ability to remember the content of what they had read and their satisfaction with the three types of teaching materials, including a picture book, physical interactions and an AR graphic book. The three teaching materials were aimed to respectively demonstrate the characteristics of six bacteria with 2D graphics, 3D physical objects, and 3D virtual objects. Seventy‐two fifth‐grade children were randomly selected to participate in the study, and they were divided into three groups, each of which used the assigned teaching material to learn the name of the six different bacteria in intervals of 1, 2 and 3 min. Results showed that the AR graphic book offers a practical and hands‐on way for children to explore and learn about the bacteria. Follow‐up interviews indicated that the children liked the AR graphic book the most, and they preferred it to the other materials.Lay Description: What is currently known about Augmented Reality and learning?: Augmented reality (AR) provides a new perspective for learning by allowing learners to visualize complex spatial relationships and abstract concepts. What the paper adds to the subject matter?: AR improves learning performances to a similar extent as the most used teaching materials (both picture books and physical interactions) do. AR not only facilitates learning but also increases learning motivations better than conventional teaching materials do.The implications of study findings for practitioners.: If children feel bored about reading textbooks, give them AR (because AR effectively enhances learning and children are more motivated when using AR). AR teaching material is a good alternative to conventional picture book and physical interactions.
- 6 October 2016
- Published by Springer Nature
- p. 177-188
Designing for Culture: The Development of a Cultural Design Tool for Service Design
- 6 October 2016
- Published by Springer Nature
- p. 177-188
Designing for Culture: The Development of a Cultural Design Tool for Service Design