電話: 02-2300-3040 # 1163 / 6902
>國立成功大學工業設計所 博士
>產品設計 >人機介面設計
>臺北市立大學通識教育中心課程教學組 組長.2023-至今
>Luh, D. -B., Li, E. C., & Dai, C. -C. (2017). Game Factors Influencing Players to Continue Playing Online Pets. IEEE Transactions on Computational Intelligence and AI in Games, 9(3), 267-276. (SCIE).
>Li, E. C. & Luh, D. -B. (2017). Effect of Game Motivation on Flow Experience and Companionship: The Online Pet Games as the Example. Interaction Studies, 18(1), 95-115. (SSCI).
>Luh, D. -B., Li, E. C., & Kao, Y. -J. (2015). The Development of a Companionship Scale for Artificial Pets. Interacting with Computers, 27(2), 189-201. (SCI, SSCI).
>Tsai, Y. S., Li, E. C., & Yeh, C. -L. (2021). The Effect of User Interface on Experiential Value for E-Book Platforms Users. Proceedings of 23th International Conference on Human-Computer Interaction (HCI International 2021), LNCS 12780, pp. 647–660. Washington D.C., USA.
>Li, E. C., Chen, S. -Y., Lin, Y. -S., Lee, Y -Z., Huang, Y. -C., Wen, J. -Y., & Syu, F. -Y. (2020). Using a Playability Scale to Modify Mobile Games for Reducing Players’ Addictive Intention: A Mobile Game as an Example.. The 2020 International Conference on Kansei Engineering and Emotion Research (KEER 2020), Tokyo, Japan.
>Bakar, M. A., Hsueh, H. H., Tsai, Y. -T., & Li, E. C. (2020). CrowbarLimbs: A Fatigue-reducing VR Typing System. ACM SIGGRAPH 2020 (The 47th International Conference & Exhibition on Computer Graphic & Interactive Techniques), Washington D.C., USA.
>Wu, S. -C. & Li, E. C. (2019). Using a Mobile Phone App as a Teaching Aid for Aesthetics Education: Case Study of a Photography Course at a Taiwanese Junior High School. International Association of Societies of Design Research Conference 2019, Manchester, United Kingdom.
>Li, E. C., Liang, Y. -W., Lu, H. -N., & Chen, J. -Y. (2018). The Effect of Character Design on Character Identification for Mobile Games. The 20th Congress of the International Ergonomics Association (IEA 2018), AISC 824, pp. 97-106, Florence, Italy.
>Li, E. C. & Luh, D. -B. (2017). Effect of Playing Factors and Playing History on Game Flow and Companionship Levels for Online Pets. Proceedings of 19th International Conference on Human-Computer Interaction (HCI 2017), pp. 428-442, Vancouver, Canada.
>Li, E. C. & Luh, D. -B. (2015). The relationship of flow level and companionship level for online pet games. Proceedings of 2015 The International Conference on Applied System and Innovation (ICASI 2015), CD format, Osaka, Japan.
>陳志洪、李佳穎、齊珮芸 (2020)。擴增實境輔助拼圖學習系統對學習成效、學習動機與學習興趣之影響。教育傳播與科技研究,123期,頁21-38。
>李佳穎、陳建雄 (2016)。網路書店使用者介面之資訊呈現與商品圖片型式對使用性之影響。設計學年刊,4期,頁146-166。
>蔡晏姍、李佳穎、葉志良 (2021)。電子書平台介面設計對使用者經驗與購買意圖之影響。2021中華民國設計學會第26屆學術研究成果研討會。桃園市。
>呂昕妮、李佳穎(通訊作者) (2019)。以科技接受模式探討記帳應用程式之獎懲機制設計。2019中華民國設計學會第24屆學術研究成果研討會 (最佳論文獎)。臺中市。
>蔡晏珊、李佳穎 (2018)。以科技接受模式探討自費出版電子書的購買意願。2018年臺灣資訊社會研究學會年會暨論文研討會 (學生論文競賽佳作),新竹市。
>李佳穎 (2021/8-2022/7)。情緒牌卡的視覺設計準則建立與評估 (I)。MOST 110-2410-H-845-018
>李佳穎 (2020/8-2021/10)。數位著色畫創作模式對壓力知覺與創造力之影響。MOST 109-2410-H-845-004
>李佳穎 (2018/8-2019/10)。手機遊戲可玩性設計對遊戲成癮之影響。MOST 107-2410-H-155-033
>李佳穎 (2017/8-2018/10)。健康健身類手機應用程式遊戲化設計對使用意圖之影響。MOST 106-2410-H-155-031
>李佳穎 (2016/11-2017/10)。手機遊戲玩家對遊戲角色認同與遊戲可玩性之研究。MOST 105-2410-H-155-058