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Chih-Hung Wu

吳智鴻
Name Chih-Hung Wu
Title Professor
Education Ph.D. in Business Administration at National Taipei University
Phone 61259
E-mail prof.chwu@mx.nthu.edu.tw
Office Room 755
Research Artificial Intelligence (AI), Generative Artificial Intelligence (GAI), Educational technology,
STEAM education, E-learning, Education game design, Game-based learning,
Affective computing, Web programming, Vibe coding, APP design, Big Data analysis,
Fintech and finance data analysis, Sport analysis, Interdisciplinary research, Multivariate statistical analysis
Class  
Personal website: http://nthuai.edu.nthu.edu.tw/
Awards-Research

•Zixiang Chair Professor (Aug. 2025 – Jan. 2026)
•Distinguished Professor (Jul. 2024 – Jul. 2025) 
•Stanford Top 2% World’s Most Influential Scientists (AI field), 2023, 2024, 2025
•Ministry of Science and Technology Undergraduate Research Project Award, once (Mathematics Education)
•Ministry of Science and Technology Outstanding Researcher Salary Incentive, 10 awards
•Ministry of Education Higher Education Sprout Project – Outstanding Research Talent Salary Incentive, 5 awards
•University-wide Outstanding Research Award, three times (2014, 2021, 2025)

Awards-Teaching

•Excellent Teaching Award (University-wide), 2015 
•Outstanding Teaching Materials and Innovative Instructional Media Award, five-time recipient  
•MOE Award for Excellence in Digital Instructional Material Design

Awards-R&D

•Ministry of Science and Technology (MOST) Future Technology Research Award, 2017
•University Outstanding Teaching Award, 2015

 

 


Teaching and Research Features

AI + Education

AI教育AI教育

  • Our research focuses on the integration of AI and generative AI in education. To date, we have developed the following research directions:
    (1) AI-based facial emotion analysis
    (2) AI math tutor
    (3) AI + LINE Bot intelligent teaching chatbot
    (4) AI sports technology analysis
    (5) AI posture analysis technology
    By combining AI, generative AI, and ACG (Anime, Comics, and Games) culture, we aim to create innovative and intelligent applications for educational contexts.

STEAM Education

STEAM教育STEAM教育

The research focus centers on AI-enabled game-based learning integrated into STEAM educational contexts. The research directions include:
(1) AI image recognition games – integrating real-time AI image recognition with robotic motors to develop a complete STEAM educational game system.
(2) MakeCode games – using a block-based programming development environment combined with Mewobit control modules to create handheld educational games that can be played in real-world settings.

Educational Technology / AR / VR / RPG / Game Development

EducationalTechnlogySabARVRRPGGameDevlopmentEducationalTechnlogySabARVRRPGGameDevlopment

The research focuses on emerging educational technologies, game-based learning, and game development, including the following directions:
(1) RPG-based calculus learning game – developing an RPG-style mathematics game in which students learn calculus by battling monsters, integrated with EEG-based attention analysis.
(2) Augmented Reality (AR) – developing AR-based instructional materials for educational use.
(3) Virtual Reality (VR) – developing VR-based instructional content, including achievements such as VR museum tours and VR temple tours.
3D mathematics geometry games developed with (4) Unity – creating interactive 3D geometry learning games using the Unity game engine.


Academic Publications and Research Projects

  • Wu, C. H.*, Chen, Y. X., Hou, W. A., Chen, P. Y., & Chou, M. T. (2025). AI-based posture recognition system to analyze the impact of core strength on forehand loop against backspin in table tennis. International Journal of Sports Science & Coaching. https://doi.org/10.1177/17479541251389701. (SSCI, IF=2.1, Q2 62/139 (44.6%) Hospitality, Leisure, Sport & Tourism; Q3 62/115 (53.9%) Psychology, Applied) ISSN: 1747-9541
  • Wu, C. H., Chou, M. T.*, & Liu, C. H. (2025). Exploring consumer behavior and brand loyalty in recreational prawn fishing: The influence of experience, value, and innovation. Marine Policy, 182, 106860. https://doi.org/10.1016/j.marpol.2025.106860. (SSCI, IF=3.7, Q1 10/169, Top 5.9% in International Relations) ISSN: 0308-597X
  • Wu, C. H.* & Peng, K. L. (2025). Development of an artificial intelligence-based text sentiment analysis system for evaluating learning engagement levels in STEAM education. Applied Sciences, 15(8), 4304. https://doi.org/10.3390/app15084304. (SCIE, IF=2.5, Q1 in Engineering, Multidisciplinary) (MOST 110-2511-H-142-008-MY2) ISSN: 2076-3417
  • Wu, Y. C., Wu, C. H.*, & Peng, K. L. (2025). Effects of creativity styles on learning engagement and motivation in STEAM education. Sustainability, 17(6), 2755. https://doi.org/10.3390/su17062755. (SSCI, IF=3.3, Q1 in Geography, Planning and Development) (MOST 110-2511-H-142-008-MY2; NSTC 113-2410-H-003-144-MY3) ISSN: 2071-1050
  • Wu, C. H., Chien, Y. C., Chou, M. Z., & Huang, Y. M.* (2025). Integrating computational thinking, game design, and design thinking: A scoping review on trends, applications, and implications for education. Humanities and Social Sciences Communications, 12, 163. https://doi.org/10.1057/s41599-025-04502-x. (SSCI, IF=3.7, Q1 13/267, Top 4.8% in Social Sciences, Interdisciplinary) (NSTC 112-2410-H-142-027-MY3) ISSN: 2662-9992
  • Wu, C. H.* & Vu, H. T. (2025). Critical factors for why ChatGPT enhances learning engagement and outcomes. Education and Information Technologies. https://doi.org/10.1007/s10639-025-13346-6. (SSCI, IF=4.8, Q1, 17/760, Top 2% in Education & Educational Research) (NSTC 112-2410-H-142-027-MY3) ISSN: 15737608
  • Wu, C. H.*, Weng, T. S., & Liu, C. H. (2025). Exploring ChatGPT’s potential to enhance problem-solving and critical thinking in education. Educational Technology & Society, 28(2), 310-326. https://doi.org/10.30191/ETS.202504_28(2).TP04. (SSCI, IF=4.6, Q1, Education & Educational Research: 22/760, 2.9%) (NSTC 112-2410-H-142-027-MY3) ISSN: 11763647
  • Wu, C. H., Tang, K. D., Kang, L. P., Huang, Y. M.*, & Liu, C. H. (2024). The effects of matching/mismatching cognitive styles in e-learning. Educational Psychology, 44(9-10), 1048-1072. https://doi.org/10.1080/01443410.2024.2434741. (SSCI, IF=3.6, Q1, 48/760, Top 6.2% in Education & Educational Research) (MOST 110-2511-H-142-008-MY2 and NSTC 112-2410-H-142-027-MY3) ISSN: 0144-3410
  • Wu, C. H., Dong, T. P., Liu, C. H., & Vu, H. T.* (2024). Discovering the critical factors of affecting non-fungible tokens (NFT) purchase intention. International Review of Economics and Finance, 96(Part B), 103660. https://doi.org/10.1016/j.iref.2024.103660. (SSCI, IF=4.8, Q1, Business, Finance: 26/233, 11.2%; Economics: 58/600, 9.7%) ISSN: 10590560
  • 吳智鴻*、周美孜(2024)。ChatGPT 提示工程架構在教育上的應用。收錄於《ChatGPT對課程和教學帶來的挑戰與契機:師生怎樣善用生成式AI工具》專書。中華民國課程與教學學會。ISBN: 978-626-393-848-9
  • 吳智鴻*(2024)。人工智慧技術於STEAM創客教育之學習參與度分析。國科會科教實作學門第34期電子期刊《新知分享》。ISSN: 27069281 https://esep.colife.org.tw/34/journal
  • Wu, C. H., You, A. H., Dong, T. P., & Liu, C. H. (2024). Analysis of factors influencing the intention to engage online learning in Chinese calligraphy and their mediation effects. The Asia Pacific Education Researcher, 33, 1405-1419. https://doi.org/10.1007/s40299-024-00822-9. (SSCI, IF=3.6, Q1, Education & Educational Research: 48/760, Top 6.2%) ISSN: 0119-5646
  • Wu, C. H., Liu, C. Y.*, & Weng, T. S.* (2023). Critical factors and trends in NFT technology innovations. Sustainability, 15(9), 7573. https://doi.org/10.3390/su15097573. (SSCI, SCIE, IF=3.3, Environmental Sciences: 160/358, 44.6%, Q2; Environmental Studies: 96/184, 52.1%, Q3; Green & Sustainable Science & Technology: 58/91, 63.8%) ISSN: 2071-1050
  • Wu, C. H., Lin, Y. F., Peng, K. L., & Liu, C. H.* (2023). Augmented reality marketing to enhance museum visits intentions. Journal of Hospitality and Tourism Technology, 14(4), 658-674. https://doi.org/10.1108/JHTT-05-2022-0129. (SSCI, IF=5.3, Q1, Hospitality, Leisure, Sport & Tourism: 19/140, 13.2%) ISSN: 1757-9880
  • Lin, M. C., Wu, C. H., Fang, C. Y., & Au, W. C. (2023). Self-protective dining behavior: An investigation on consumer's use of online food delivery service. Journal of China Tourism Research. https://doi.org/10.1080/19388160.2023.2213906. (ESCI, IF=1.3, Q3, Hospitality, Leisure, Sport & Tourism: 90/140, 64.2%) ISSN: 1938-8160
  • Peng, K. L., Chan, X., & Wu, C. H. (2023). Space tourism flow generated from social media data. Data in Brief, 48, 109061. http://doi.org/10.1016/j.dib.2023.109061. (ESCI, IF=1.0) ISSN: 2352-3409
  • Wu, C. H.*, Wu, T. C., & Lin, W. B.* (2023). Exploration of applying pose estimation techniques in table tennis. Applied Sciences, 13(3), 1896. https://doi.org/10.3390/app13031896. (SCIE, IF=2.5, Q1, Engineering, Multidisciplinary: 44/181, 24.3%) (MOST 108-2511-H-142-007-MY2; MOST 110-2511-H-142-008-MY2) ISSN: 20763417
  • Wu, C. H.*, & Liu, C. Y. (2023). Educational applications of non-fungible token (NFT). Sustainability, 15(1), 7. https://doi.org/10.3390/su15010007. (SSCI, SCIE, IF=3.3, Q2, Environmental Sciences: 159/358, 44.4%; Environmental Studies: 66/182, 36.3%; Q3, Green & Sustainable Science & Technology: 58/91, 63.8%) ISSN: 20711050 (MOST 110-2511-H-142-008-MY2)
  • Peng, K. L., Wu, C. H., Lin, M. C., & Kou, I. E. (2023). Investor sentiment in the tourism stock market. Journal of Behavioral and Experimental Finance, 37, 100732. https://doi.org/10.1016/j.jbef.2022.100732. (SSCI, IF=4.3, Q1, Business, Finance: 33/233, 14.2%; Economics: 70/600, 11.7%) ISSN: 22146350, 22146369
  • Wu, C. H., Liu, C. H., & Huang, Y. M.* (2022). The exploration of continuous learning intention in STEAM education through attitude, motivation, and cognitive load. International Journal of STEM Education, 9(1), 35. https://doi.org/10.1186/s40594-022-00346-y. (SSCI, SCIE, IF=5.6, Q1, Education & Educational Research: 11/760, 1.5%; Education, Scientific Disciplines: 2/86, 2.3%) (MOST 108-2511-H-142-007-MY2; MOST 110-2511-H-142-008-MY2)
  • Wu, C. H., Lin, H. K., Wang, T. H., Huang, T. H., & Huang, Y. M.* (2022). Affective mobile language tutoring system for supporting language learning. Frontiers in Psychology, 13, 833327. http://doi.org/10.3389/fpsyg.2022.833327. (SSCI, IF=2.6, Q2, Psychology, Multidisciplinary: 56/219, 25.6%) (MOST 108-2511-H-142-007-MY2; MOST 110-2511-H-142-008-MY2) ISSN: 16641078
  • Wu, C. H., Tzeng, Y. L., & Huang, Y. M. (2020). Measuring performance in learning process of digital game-based learning and static e-learning. Educational Technology Research and Development, 68, 2215-2237. https://doi.org/10.1007/s11423-020-09765-6. (SSCI, IF=3.3, Q1, Education & Educational Research: 64/760, 8.4%) ISSN: 1042-1629; Electronic ISSN: 1556-6501 (MOST 104-2410-H-142-017-MY2, and MOST 106-2511-S-142-006-MY2)
  • Wu, C. H., Lai, C. W., & Chen, S. C.* (2020). The perspective of information system success with social interaction on online game continuance: The moderating role of gender, age, and play frequency. International Journal of Mobile Communications, 18(5), 571-597. http://doi.org/10.1504/IJMC.2020.10023680. (SSCI, IF=0.7, Q3, Communication: 158/228, 69.3%) ISSN: 1741-5217, 1470-949X
  起迄年月 研究計畫名稱 主持人/共同主持人 補助單位
114/08-115/07 建構學習韌性模型與發展GAI輔助教學框架:高等教育的兩階段研究
NSTC 114-2410-H-328-002
共同主持人 國科會
114/07-115/02 探討推理型模型在培養運算思維中的應用與成效
國科會大專生研究計畫
NSTC 114-2813-C-142-022-H
主持人 國科會
113/07-114/12 推動中小學數位學習精進方案:數位內容充實計畫 共同主持人 教育部
113/07-114/02 結合人工智慧情緒分析應用與同理心溝通提升學習參與度、動機、成效
林苡婷
國科會大專生研究計畫
NSTC 113-2813-C-142-015-H
主持人 國科會
111/07-112/12 推動中小學數位學習精進方案:數位內容充實計畫 共同主持人 教育部
112/08-115/07 STEAM教育新篇章: 以永續發展教育培育產業導向之高層次思維能力課程發展與評估--混成學習策略結合STEAM遊戲設計於培育數位內容產業高層次思維之永續發展人才
NSTC 112-2410-H-142-027-MY3
主持人 國科會
112/08-115/07 STEAM教育新篇章: 以永續發展教育培育產業導向之高層次思維能力課程發展與評估--STEAM教育新篇章: 以永續發展教育培育產業導向之高層次思維能力課程發展與評估-子計畫一:應用設計思考教學法培育資訊軟體產業高層次思維之永續發展人才
NSTC 112-2410-H-025-027-MY3
共同主持人 國科會
110/08-112/07 運用運算思維與探究式教學法以提昇STEM教育合作學習參與度
MOST 110-2511-H-142 -008 -MY2
主持人 科技部
109/06-110/05 新興科技創新營運模式--亞洲矽谷創新營運模式研究中心:物聯網創新應用與東南亞新興市場之連結(4/4)
MOST 109-2425-H-007-001
共同主持人 科技部
108/08-110/07 基於人工智慧技術之STEM與運算思維教育之學習參與程度分析系統
MOST 108-2511-H-142 -007 -MY2
主持人 科技部
108/06-109/07 新興科技創新營運模式-亞洲矽谷創新營運模式研究中心:物聯網創新應用與東南亞新興市場之連結(3/4)
MOST 108-2420-H-007-001 -
共同主持人 科技部
112/07-113/02 結合體驗式學習與遊戲式學習法以提升永續教育之學習動機、認知負荷與接受度
邱于芳
NSTC 112-2813-C-142-019-H
大專學生參與國科會計畫
主持人 科技部
107/06-108/07 新興科技創新營運模式-亞洲矽谷創新營運模式研究中心:物聯網創新應用與東南亞新興市場之連結(2/4)
MOST 107-2420-H-007-002 -
共同主持人 科技部
107/08-108/07 發展區塊鏈的RPG遊戲以提升大學生電腦科學素養之研究
MOST 108-2511-H-415-009
共同主持人 科技部
107/07-108/02 「結合RPG遊戲式學習與腦波分析之微積分學習遊戲」之學習動機評估
莊汶樺
MOST107-2813-C-142- 035-H
大專學生參與國科會計畫
主持人 科技部
106/08-108/07 STEM 教育結合遊戲式學習對學習成就、風格與動機之影響
MOST106-2511-S-142-006-MY2
主持人 科技部
105/01-105/12 問題解決之研究方法:新混合式多評準決策模型之理論與應用研究學術網站
MOST 105-2420-H-002-016-MY3-W10506
共同主持人 科技部
104/11-105/10 生理訊號輔助大學微積分e化評量之研究 II
(MOST 104-2511-S-142-010-)
主持人 科技部
105/08-106/07 結合情感運算與支持向量機之智慧型情緒與注意力感測之數位教材學習系統 II (第二年)
(MOST 104-2410-H-142-017-MY2)
主持人 科技部
104/08-105/07 結合情感運算與支持向量機之智慧型情緒與注意力感測之數位教材學習系統 II (第一年)
(MOST 104-2410-H-142-017-MY2)
主持人 科技部
103/11-104/10 生理訊號輔助大學微積分e化評量之研究
(MOST 103-2511-S-142-030-)
主持人 科技部
103/08-104/07 結合情感運算與支持向量機之智慧型情緒與注意力感測之數位教材學習系統II
(MOST 103-2410-H-142-006)
主持人 科技部
103/01-103/12 問題解決之研究方法:新混合式多評準決策模型之理論與應用研究
(NSC102-2420-H-002-001-W10308)
(NSC103-2420-H-002-001-W10308)
共同主持人 國科會
101/08-103/07 結合情感運算與支持向量機之智慧型情緒與注意力感測之數位教材學習系統
(NSC 101-2410-H-142-003-MY2)
主持人 國科會
101/07-102/02 結合腦波與眼動分析電子書配色之視覺疲勞相關因子研究:以蘋果電腦iPad為例
(NSC100-2815-C-142-006-H)
大專生參與國科會計畫
主持人 國科會
100/08-101/07 兩階段之混合型支援向量機之選擇權價格預測模型
(NSC 100-2410-H-142-009)
主持人 國科會
100/07-101/02 結合腦波與眼動分析於iPad電子書色彩最佳化研究
(NSC100-2815-C-142-003-H)
大專生參與國科會計畫
主持人 國科會
100/03-100/05 教師專業成長計畫—通識課程資訊與生活數位教材計畫 主持人 教育部
2010/07-2011/02 樂器聲音波形對腦波特徵的影響
(NSC 99-2815-C-142-003-H)
大專學生參與國科會計畫
主持人 國科會
2010/06-2011/05 多評準決策理論與應用研究網站IV
(NSC98-2420-H-001-003-MY3-B9904)
共同主持人 國科會
2009/07-2010/02 整合RFID、XML與Web Services技術之緊急醫療資訊整合系統
(NSC 98-2815-C-142-009-H)
大專學生參與國科會計畫
主持人 國科會
2009/01-2009/12 多評準決策理論與應用研究網站建置III
(NSC97-2420-H-001-001-B9702)
共同主持人 國科會
2008/08-2009/07 創新混合型演化式技術於改良支持向量機正確率之多年期計畫(in English)
Novel Evolutionary Computation Approaches to Improving Accuracy of Support Vector Machines
(NSC97-2410-H-142-005)
主持人 國科會
2008/01-2008/12 多評準決策理論與應用研究網站建置II
(NSC96-2420-H-001-001-B9702)
共同主持人 國科會
2007/01-2007/12 多評準決策理論與應用研究網站建置
(NSC95-2420-H-001-003-B9602)
共同主持人 國科會
2006/08-2007/07 動態最佳化支持向量機之參數:電力需求預測之實證
(NSC 95-2416-H-147 -005)
主持人 國科會
2001/08-2002/07 電子商務專業經理人管理才能評鑑量表與指標之研究(NSC 90-2520-S-305-001) 共同主持人 國科會
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