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專任師資

李峻德 副教授兼任所長

Indiana University – Bloomington, 2000Ph.D., Instructional Systems Technology

【聯絡資料】

03-5712121 轉31324
jiulee@nycu.edu.tw

Website

【任教課程】

  • 人機互動概論
  • 多媒體訊息設計與評估
  • 互動媒體設計概論

【學術專長】

  • 電腦人機互動
  • 電腦中介傳播
  • 認知心理學
  • 多媒體訊息設計與評估

【經歷】

  • Associate Director, Aug. 2021 ~ present Center for Institutional Research and Data Analysis, National Yang Ming Chiao Tung University, Taiwan
  • Associate Professor, 2008 ~ current Institute of Communication Studies National Chiao Tung University, Taiwan
  • Assistant Professor, 2003 ~ 2008 Institute of Communication Studies National Chiao Tung University, Taiwan
  • Assistant Professor, 2001 ~ 2003 Dept. of Communication National Chung Cheng University, Taiwan
  • Chairman, 2013 ~2016 Institute of Communication Studies National Chiao Tung University, Taiwan
  • Coordinator, 2017 ~ current Motion Picture Maker Space and Co-creation Workshop Center for Teaching and Learning Development National Chiao Tung University, Taiwan
  • Workshop / Tutorial Chairman, 2018 2018 TAICHI International Conference
  • Executive Chairman, 2011 of 2011 Interaction Experience Design & Digital Archive Service / Application International Conference, Taipei.
  • Director, 2003 ~ current Interaction Media Laboratory, Institute of Communication Studies National Chiao Tung University, Taiwan
  • Director, 2003~2004 Center for Digital Content Production, National Chiao Tung University, Taiwan Editorial Board, 2003 ~ 2012
  • Editorial Board, 2006 ~ 2012 TechTrends Journal
  • Review Committee, 2002 ~ current Interacting with Computers (SCI / SSCI)
  • Review Committee, 2002 ~ current International Journal of Human Computer Interaction (SCI / SSCI)
  • Review Committee, 2001 ~ current American Society for Information Science and Technology (SCI / SSCI)
  • Member, 2012 ~ current Advanced Interface Group, SIG of Joyful Learning & Society, Discipline of Information Education Ministry of Science and Technology
  • Member, 2016 ~ current Taiwan CHI Organization
  • Member, 2012 ~ current ACM SIGCHI

【榮譽事蹟】

  • Senior Research Fulbright Grant,2012-2013
  • 國科會科技人員短期國外進修(一年),2012-2013
  • Visiting Scholar, Dept. of Human-Computer Interaction Design (HCI/d), Indiana Univ. – Bloomington, 2012-2013
  • 國立交通大學研究獎勵,2009-2011
  • 國立交通大學聯電獎勵國際會議補助,2004~2011
  • 國科會甲種研究獎勵,2000
  • The Reward of School of Education Scholarship, University of Missouri – Columbia, 1994

【期刊論文】(2009年後)

  • 溫孟瑀,李峻德(2021年07月)。參與式設計工作坊分析研究:以溝通策略和溝通工具為視角。設計學研究,(24)1, 91-122。
  • 張又驊,李峻德(2020年)。情緒設計三層次設計元素於療癒系手機遊戲使用者療癒感受與自我接納之研究。感性學報,8(1), 54-85。
  • Lee, J. (in press). An Exploration of the Factors Affecting Users’ Performances in a Desktop 3D Virtual Space: Cognitive Ability,Landmark, Resource Distribution of Working Memory, and Spatial Knowledge.Journal of Human-Computer Studies. (SSCI, SCI)
  • Yen, Y. M., & Lee, J. (2018). A study of the relationship between social context, sticker interpretation and social presence in LINE. Research of Educational Communication and Technology (119).
  • Lee, J. (2014). The Factors Affecting Perceived Play ability of Hardcore and Casual Players in Online Role-Playing Games. Journal of Information Management(TSSCI), 21(4). MOST 98-2511-S-009-004-MY2.
  • Lee, J., & Boling, E. (2008). Information conveying approaches andcognitive styles of mental modeling in a hypermedia-based learning environment.Journal of American Society for Information Science and Technology, 59(3),001-018. (SSCI, SCI, EI) (Impect factor: 1.555)
  • Lee, J. (2007). The effects of visual metaphor and cognitive style for mental modeling in a hypermedia-based environment. Interacting with Computers, 19,614-629 (SSCI, SCI, EI) (Impect factor: 0.833)
    Zhang Tianfeng, Li Junde (Min 97). The influence of landmark-assisted and path-finding strategies on spatial knowledge in 3D virtual environments.Journal of Information Management, Vol. 15, No. 3. (TSSCI)
  • Zhou Qianru and Li Junde (Min 97). Interactive storytelling and mythical online role-playing games: story plots, roles, and interactive behavioral research.Chinese Journal of Communication, No. 14. (TSSCI)
  • Huang Yuchen, Li Junde (2007). The e-commerce system affects the design factors that make trust. Information Society Research, No. 13, pp. 125-166.
  • Li Junde (Min 95). Serious game play in the design of learning technology concept: play ability and usability perspective. Teaching and Technology Media,No. 75, pp. 18-37.
  • Li Junde (Nation 91). Discussion on Human-Computer Interface Design Factors:Human Factors and Information Structure, Teaching and Technology Media, No. 58,pp. 34-43.

【會議論文】(2009年後)

  • Lee,J., & Wun, M. Y. (2022). Exploring the Interaction Design Elements to Support Online Co-creation Activities: From the Facilitator’s Perspectives. 13th 2022 International Conference on Applied Human Factorsand Ergonomics, New York, US.
  • 梁皖茵、李峻德 (2022年)。探討AR濾鏡與人格特質在線上互動過程中對社交情緒的影響。2022台灣感性學會暨台灣數位媒體設計學會國際研討會。
  • 吳冠穎、李峻德 (2022年)。 團隊型手機遊戲設計元素對玩家團隊流感受之研究。TAICHI 2022 第八屆人機互動研討會,國立陽明交通大學。
  • 謝婷昀、鄭宇芯、林俊延、李峻德(2021年03月)。聽「擬」的臉色:3D 虛擬角色表情與聲音情緒表達之研究。2021 第二十八屆 中華民國人因工程學會年會。
  • 鄭宇芯、李峻德(2021年07月)。初探恐怖遊戲任務中感官刺激尋求度對於設計元素運用之關聯- 以惡靈古堡二重製版為例。TAICHI 2021 第七屆人機互動研討會,國立政治大學。
  • Lee, J. (2018). Exploring the Impacts of Field of View on 3D Game Experiences and Task Performances. 20th International Conference on Human-Computer Interaction, London.
  • Wun, M. Y., Lee, J. (2018). An analysis study of a participatory design workshop: From the perspectives of communication Strategies and tools. 20th International Conference on Human-Computer Interaction, London.
  • Lee, J., Chang, N. C., Chang, C. C., Tong, I., & Liao, P. Y. (2018). User experience design communication model and gamification application. TAICHI2018, Hsinchu, Taiwan.
  • Chang, C. C., & Lee, J. (2018). A study of the cool hunting card in boardgame design. TAICHI 2018, Hsinchu, Taiwan.
  • Tong, I., & Lee, J. (2018). The application of integrating culture probetool and gamification design. TAICHI 2018, Hsinchu, Taiwan.
  • Liao, P. Y., & Lee, J. (2018). Visualization of the design tool in theco-design workshop: Persona. TAICHI 2018, Hsinchu, Taiwan.
    Hsu, H. C., & Lee, J. (2018). The Impacts of Navigability and Modality on Media Credibility and Technology Trust in the Picture-Based Social Media. HCI International 2018, Las Vegas, US.
  • Lee, J., & Chung, Y. J. (2017). An Exploration Study of Travel Experience in a Reality Game-based Environment: Travel Style and Perceived Value. HCI International 2017, Vancouver, Canada.
  • Chang, Y. C., & Lee, J. (2016, Jul). The Impact of Social Context and Personality toward the Usage of Stickers in LINE. Human-Computer Interaction International 2016 / HCII 2016, Toronto, Canada.
  • Duh, BL, Lee, J., Rau, PL, & Chen, M. Q (2016, Jul). The Management Model Development of User Experience Design in Organization – A Case Study for Taiwan Technology Industry. Human-Computer Interaction International 2016 / HCII 2016,Toronto, Canada.
  • Lee, J., & Wun, MY (2016, Jul). The Effect of Game Challenges to Players’Perceived Types of Game Fun and Degrees of Difficulty in Augmented Reality Game.. Human-Computer Interaction International 2016 / HCII 2016, Toronto,Canada.
  • Lee, J. (2015, Jul). The Effect of Field of View in 3D Simulation Games on Players’Gaming Experiences and Task Performances. 2015 European Conference on Psychology & the Behavioral Sciences, Brighton, East Sussex, United Kingdom.
  • Jiunde Lee (2014, Nov). An exploration study of gaming motivations, challenge types in affecting players’ problem-solving procedures in a game-based AR Environment. 2014 International Symposium on Interaction design and Human Factors (2014 IDHF), Kochi, Japan . MOST 103-2511-S-009-001.
  • Lee, J. (2013, Aug). A Study of Developing Auditory Icons for Mobile Phone Service Applications in Taiwan Region. Mobile HCI 2013, Munich, Gernany.
  • Jiunde Lee (2013, Feb). An Exploratory Study of the FrontPage Emotional Design for Online Music Sites.. The Sixth International Conference on Advances in Computer-Human Interactions. ACHI 2013, Nice, France.
  • Lee, J., and Lin, J. (2012, Jul). A sociability study of Facebook games: The perspectives of group member roles and interpersonal relationship types.. The 4th International Conference on Applied Human Factors and Ergonomics , San Francisco, US .

【專書論文】

  • Lee, J. (2014). From Problem to Design.Taipei: Academic and Social Promotions and Applications of Digital Archives and e-Learning Project (ISBN: 978-986- 03-7663-0).
  • Lo,SH, Hung, CL, Hsu, CW, & Lee, J. (2013). Practice, Theory, Rethinking:Citizen Digital Archives. Taipei: Academic and Social Promotions and Applications of Digital Archives and e-Learning Project (ISBN:978-986-03-7701-9)

【研究計畫】

  • 104-107 Industrial Bureau of the Ministry of Economic Affairs”Cloud Service and Massive Data Industry Development Project – User Experience Standardization Study”, Project Host
  • 103-104 Ministry of Science and Technology Special Research Project”Affecting the Impact of Reality Games on Knowledge Construction and Problem Solving Process” (MOST 103-2511-S-009-011-), Project Host
  • 100-102 National Science Council Special Research Project “Impact of Different Motivation Players and Game Character Types in Problem Solving Performance and Knowledge Formation in Different Game Task Types” (NSC100-2511-S-009 -003 -MY2) ( Biennial), project host
  • 100-101 National Science and Technology Digital Content Collection Project Item4: Academic and Social Application Promotion Plan for Digital Collection and Learning “Digital Collection Promotion and Use of Interface Improvement and Social Impact” (NSC 96-2422-H-194 -001) (five-year period), co-host
  • 99-100 National Classification of National Digital Representation Project of the National Science Council: The Academic and Social Application Promotion Plan for Digital Collection and Learning “Digital Collection Promotion and Use of Interface Improvement and Social Impact” (NSC 96-2422-H-194 -001)(five-year period), project host
  • 98-100 National Science and Technology Research Project “Exploration of Factors Affecting Player Problem Solving in Game Environment: Player Motivation, Task Type, and Emotion” (NSC 98-2511-S-009 -004 -MY2) Biennial), project host
  • 97-98 National Science Council Special Research Project “Discussion on Factors Affecting Users’ Pathfinding Performance in Desktop 3D Virtual Space:Cognitive Ability, Landmark Interface, Cognitive Resource Allocation, and Spatial Knowledge” (NSC 97-2511-S- 009 -003), Project Host
  • 97-99 National Science and Technology Digital Content Collection Project Item4: Academic and Social Application Promotion Project for Digital Collection and Learning “Digital Collection Promotion and Use of Interface Improvement and Social Impact” (NSC 96-2422-H-194 -001) (five-year period), project host
  • 96-98 National Science Council Integrated Project “Digital Learning for Situational Scientific Problem Solving: Cognition, Emotion, and Problem Solving Ability” (three-year period), co-host

【國內外期刊工作】

  • 2002-present Journal of American Society for Information Science and Technology (SSCI)
  • 2004-present, International Journal of Human-Computer Studies (SSCI), ReviewBoard
  • 2006-present, China Communication Journal (TSSCI), Review Committee
  • 2003-present, Journal of Information Management (TSSCI), Review Committee
  • 2006-present, E-Commerce Journal (TSSCI), Review Committee
  • 2002 – So far, Information Sociology Research, Review Committee
  • 2002-present, Education Technology and Media, Review Board
  • 2003-present, Journal of TechTrends, Association for Educational Communications& Technology (AECT), United State. Editorial Board