Kuo-Ting Huang
Biographic Data
| ID | 235512 |
|---|---|
| NAME | Kuo-Ting Huang |
| GIVEN NAMES | Kuo-Ting |
| FAMILY NAME | Huang |
| SIGNATURE | HUANG K |
| AFFILIATIONS | Michigan State University |
| ORCID | 0000-0001-5426-558X |
| VERIFIED | Yes |
| TOTAL WORKS | 18 |
| TOTAL CITATIONS | 12 |
| AUTHOR COUNT | 18 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
The Generative Artificial Intelligence (GenAI) Divide: Exploring the Individual Factors Influencing GenAI Competency, Adoption Readiness, and Psychological Barriers
Generative artificial intelligence (GenAI), a branch of AI capable of producing novel content from human input, is poised to transform various aspects of society. However, the benefits and challenges of GenAI adoption are not equally distributed, contributing to a new layer of digital inequality, the GenAI divide. This study examines the individual factors associated with psychological barriers, GenAI competency, and adoption readiness. Using dat…
The Perceived Impacts of Covid-19 on Users' Acceptance of Virtual Reality Hardware: A Digital Divide Perspective
The COVID-19 pandemic has directly or indirectly impacted everyone around the globe. However, the pandemic and its long-term consequences have not been distributed evenly within societies. These disparities have in many cases intensified existing social and economic inequalities such as the uptake of novel digital technologies. This study investigates the influence of the pandemic on the acceptance of virtual reality (VR) hardware within the fram…
Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning
Feasibility of a Computer Role-Playing Game to Promote Empathy in Nursing Students: The Role of Immersiveness and Perspective
Empathy is considered a cornerstone of high-quality health care and a required element of nursing education. Although computer role-playing games (CRPGs) are a promising tool to promote clinical empathy, little is known about how and why it is effective at improving empathy. The goal of the current study is to investigate the feasibility and effectiveness of a CRPG on nursing students' empathy with a focus on immersiveness and perspective. Result…
To Believe or Not to Believe: Framing Analysis of Content and Audience Response of Top 10 Deepfake Videos on YouTube
This study explores popular deepfake media content and audience response in an effort to gain better understanding of the potential social and psychological impacts of deepfakes. A content analysis of the top 10 YouTube deepfake videos and their audience comments (n = 2,689) was conducted to investigate the degree to which media meta-frame influenced audience response. The results suggested that media meta-frame, the type of video (deepfake video…
Eyewitness memory contamination through misleading questions by reporters
A series of three studies examined how misleading questions and misinformation in a news article resulted in eyewitnesses remembering they saw a weapon that was actually not visible during a robbery. Some participants even provided a description of the weapon, though the weapon type depended on whether the news story depicted the alleged weapon as a gun or a knife. Hence, reporters can influence eyewitness memories with misleading questions and f…
Cascading Crises: Society in the Age of Covid-19
The tsunami of change triggered by the COVID-19 pandemic has transformed society in a series of cascading crises. Unlike disasters that are more temporarily and spatially bounded, the pandemic has continued to expand across time and space for over a year, leaving an unusually broad range of second-order and third-order harms in its wake. Globally, the unusual conditions of the pandemic-unlike other crises-have impacted almost every facet of our l…
The Multifaceted Impact of Covid-19: Health, Emotions, Well-Being, and Risk Assessment
Analyzing diverse and rich data on the COVID-19 pandemic, this issue of the American Behavioral Scientist offers important insights into health and risk assessment in a time of unprecedented crisis in the 21st century. This issue explores health, emotions, and well-being vis-à-vis the pandemic and its societal impacts. Across the articles, we see the complex ways that this global health crisis has consequences for individuals and groups as they e…
Exergaming Executive Functions: An Immersive Virtual Reality-Based Cognitive Training for Adults Aged 50 and Older
Prior research suggests that both exergaming and virtual reality (VR)-based training programs could improve executive functions in older adults. However, few studies investigated whether combining exergaming with VR would be more effective. This study seeks to (a) investigate whether playing exergames in an immersive virtual environment (IVE) would yield differential outcomes in selected executive functions, including inhibition, task switching, …
Digital inequalities 3.0: Emergent inequalities in the information age
Marking the 25th anniversary of the “digital divide,” we continue our metaphor of the digital inequality stack by mapping out the rapidly evolving nature of digital inequality using a broad lens. We tackle complex, and often unseen, inequalities spawned by the platform economy, automation, big data, algorithms, cybercrime, cybersafety, gaming, emotional well-being, assistive technologies, civic engagement, and mobility. These inequalities are wov…
Digital inequalities 2.0: Legacy inequalities in the information age
2020 marks the 25th anniversary of the “digital divide.” Although a quarter century has passed, legacy digital inequalities continue, and emergent digital inequalities are proliferating. Many of the initial schisms identified in 1995 are still relevant today. Twenty-five years later, foundational access inequalities continue to separate the digital haves and the digital have-nots within and across countries. In addition, even ubiquitous-access po…
Effective Experiences: A Social Cognitive Analysis of Young Students’ Technology Self-Efficacy and STEM Attitudes
The development of computer skills, as well as computer self-efficacy, has increased in importance along with the role of technology in everyday life. Childhood is a critical time for the development of these skills since early inequalities may substantially impact future life outcomes. In a context of a computing intervention designed to improve digital inclusion, we hypothesize that students’ enactive learning experience (conceptualized as thei…
A Call for Computer Recess: The Impact of Computer Activities on Predominantly Minority Students' Technology and Application Self-Efficacy
The digital divide limits the flow of potential students through the science, technology, engineering, and mathematics (STEM) pipeline and into STEM careers. The digital divide is a dynamic and constantly evolving concept of digital exclusion that encompasses numerous dimensions and levels. The "usage access gap" and the "second-level divide" both account for differences in how digitally divided people actually use technology. In this study, we e…
Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator
The connection between video games and science, technology, engineering, and mathematics (STEM) fields has become a key focus for education and game scholars alike. While games may have the power to bring more students toward STEM fields, gender stereotypes about gaming ability may hinder this potential. To examine this issue, two studies were conducted to investigate whether stereotype threat induced in a gaming context would affect players' gam…
Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides
Science, technology, engineering, and mathematics (STEM) careers are increasingly vital for countries, such as the United States and United Kingdom, to remain innovative and productive in the 21st century. Despite the growing demand and lucrative nature of STEM fields, minorities have remained traditionally underrepresented in STEM careers, possibly due to digital divide factors. In this study, we use social cognitive theory to explore the potent…
The emotional costs of computers: An expectancy-value theory analysis of predominantly low-socioeconomic status minority students’ STEM attitudes
There is a strong push to increase American students’ interest in Science, Technology, Engineering, and Mathematic (STEM) careers. However, minority and female students remain underrepresented in the STEM fields. Therefore, it is essential that we continue to examine the potential factors that both incite and dissuade STEM interest. We apply Expectancy-Value Theory (EVT) to examine STEM attitudes of predominantly low-socioeconomic status minority…
Access is not enough: The impact of emotional costs and self-efficacy on the changes in African-American students’ ICT use patterns
Previous research has examined the impact of computing interventions to reduce digital inequity. However, few studies focus on factors such as inequalities to material access, Internet use patterns, and affective or emotional anxiety. This paper investigates the potential role of emotional costs and computer self-efficacy in the connection between computer use at home and students’ computer use patterns. Data for this research come from pretest a…
Invaluable values: An expectancy-value theory analysis of youths’ academic motivations and intentions
While Science, Technology, Engineering, and Math (STEM) fields have increased in importance over the past decade, minorities have remained traditionally underrepresented in these fields. In this study we seek to better understand some of the factors that might contribute to or potentially mitigate early STEM pipeline leaks, specifically, high school graduation and college entrance leaks. Student interest formed in the early school years has an im…
Cascading Crises: Society in the Age of Covid-19
The tsunami of change triggered by the COVID-19 pandemic has transformed society in a series of cascading crises. Unlike disasters that are more temporarily and spatially bounded, the pandemic has continued to expand across time and space for over a year, leaving an unusually broad range of second-order and third-order harms in its wake. Globally, the unusual conditions of the pandemic-unlike other crises-have impacted almost every facet of our l…
Effective Experiences: A Social Cognitive Analysis of Young Students’ Technology Self-Efficacy and STEM Attitudes
The development of computer skills, as well as computer self-efficacy, has increased in importance along with the role of technology in everyday life. Childhood is a critical time for the development of these skills since early inequalities may substantially impact future life outcomes. In a context of a computing intervention designed to improve digital inclusion, we hypothesize that students’ enactive learning experience (conceptualized as thei…
A Call for Computer Recess: The Impact of Computer Activities on Predominantly Minority Students' Technology and Application Self-Efficacy
The digital divide limits the flow of potential students through the science, technology, engineering, and mathematics (STEM) pipeline and into STEM careers. The digital divide is a dynamic and constantly evolving concept of digital exclusion that encompasses numerous dimensions and levels. The "usage access gap" and the "second-level divide" both account for differences in how digitally divided people actually use technology. In this study, we e…
Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator
The connection between video games and science, technology, engineering, and mathematics (STEM) fields has become a key focus for education and game scholars alike. While games may have the power to bring more students toward STEM fields, gender stereotypes about gaming ability may hinder this potential. To examine this issue, two studies were conducted to investigate whether stereotype threat induced in a gaming context would affect players' gam…
Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides
Science, technology, engineering, and mathematics (STEM) careers are increasingly vital for countries, such as the United States and United Kingdom, to remain innovative and productive in the 21st century. Despite the growing demand and lucrative nature of STEM fields, minorities have remained traditionally underrepresented in STEM careers, possibly due to digital divide factors. In this study, we use social cognitive theory to explore the potent…
Invaluable values: An expectancy-value theory analysis of youths’ academic motivations and intentions
While Science, Technology, Engineering, and Math (STEM) fields have increased in importance over the past decade, minorities have remained traditionally underrepresented in these fields. In this study we seek to better understand some of the factors that might contribute to or potentially mitigate early STEM pipeline leaks, specifically, high school graduation and college entrance leaks. Student interest formed in the early school years has an im…
Access is not enough: The impact of emotional costs and self-efficacy on the changes in African-American students’ ICT use patterns
Previous research has examined the impact of computing interventions to reduce digital inequity. However, few studies focus on factors such as inequalities to material access, Internet use patterns, and affective or emotional anxiety. This paper investigates the potential role of emotional costs and computer self-efficacy in the connection between computer use at home and students’ computer use patterns. Data for this research come from pretest a…
The emotional costs of computers: An expectancy-value theory analysis of predominantly low-socioeconomic status minority students’ STEM attitudes
There is a strong push to increase American students’ interest in Science, Technology, Engineering, and Mathematic (STEM) careers. However, minority and female students remain underrepresented in the STEM fields. Therefore, it is essential that we continue to examine the potential factors that both incite and dissuade STEM interest. We apply Expectancy-Value Theory (EVT) to examine STEM attitudes of predominantly low-socioeconomic status minority…
Exergaming Executive Functions: An Immersive Virtual Reality-Based Cognitive Training for Adults Aged 50 and Older
Prior research suggests that both exergaming and virtual reality (VR)-based training programs could improve executive functions in older adults. However, few studies investigated whether combining exergaming with VR would be more effective. This study seeks to (a) investigate whether playing exergames in an immersive virtual environment (IVE) would yield differential outcomes in selected executive functions, including inhibition, task switching, …
Digital inequalities 3.0: Emergent inequalities in the information age
Marking the 25th anniversary of the “digital divide,” we continue our metaphor of the digital inequality stack by mapping out the rapidly evolving nature of digital inequality using a broad lens. We tackle complex, and often unseen, inequalities spawned by the platform economy, automation, big data, algorithms, cybercrime, cybersafety, gaming, emotional well-being, assistive technologies, civic engagement, and mobility. These inequalities are wov…
Digital inequalities 2.0: Legacy inequalities in the information age
2020 marks the 25th anniversary of the “digital divide.” Although a quarter century has passed, legacy digital inequalities continue, and emergent digital inequalities are proliferating. Many of the initial schisms identified in 1995 are still relevant today. Twenty-five years later, foundational access inequalities continue to separate the digital haves and the digital have-nots within and across countries. In addition, even ubiquitous-access po…
Effective Experiences: A Social Cognitive Analysis of Young Students’ Technology Self-Efficacy and STEM Attitudes
The development of computer skills, as well as computer self-efficacy, has increased in importance along with the role of technology in everyday life. Childhood is a critical time for the development of these skills since early inequalities may substantially impact future life outcomes. In a context of a computing intervention designed to improve digital inclusion, we hypothesize that students’ enactive learning experience (conceptualized as thei…
A Call for Computer Recess: The Impact of Computer Activities on Predominantly Minority Students' Technology and Application Self-Efficacy
The digital divide limits the flow of potential students through the science, technology, engineering, and mathematics (STEM) pipeline and into STEM careers. The digital divide is a dynamic and constantly evolving concept of digital exclusion that encompasses numerous dimensions and levels. The "usage access gap" and the "second-level divide" both account for differences in how digitally divided people actually use technology. In this study, we e…
Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator
The connection between video games and science, technology, engineering, and mathematics (STEM) fields has become a key focus for education and game scholars alike. While games may have the power to bring more students toward STEM fields, gender stereotypes about gaming ability may hinder this potential. To examine this issue, two studies were conducted to investigate whether stereotype threat induced in a gaming context would affect players' gam…
Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides
Science, technology, engineering, and mathematics (STEM) careers are increasingly vital for countries, such as the United States and United Kingdom, to remain innovative and productive in the 21st century. Despite the growing demand and lucrative nature of STEM fields, minorities have remained traditionally underrepresented in STEM careers, possibly due to digital divide factors. In this study, we use social cognitive theory to explore the potent…
Feasibility of a Computer Role-Playing Game to Promote Empathy in Nursing Students: The Role of Immersiveness and Perspective
Empathy is considered a cornerstone of high-quality health care and a required element of nursing education. Although computer role-playing games (CRPGs) are a promising tool to promote clinical empathy, little is known about how and why it is effective at improving empathy. The goal of the current study is to investigate the feasibility and effectiveness of a CRPG on nursing students' empathy with a focus on immersiveness and perspective. Result…
To Believe or Not to Believe: Framing Analysis of Content and Audience Response of Top 10 Deepfake Videos on YouTube
This study explores popular deepfake media content and audience response in an effort to gain better understanding of the potential social and psychological impacts of deepfakes. A content analysis of the top 10 YouTube deepfake videos and their audience comments (n = 2,689) was conducted to investigate the degree to which media meta-frame influenced audience response. The results suggested that media meta-frame, the type of video (deepfake video…
Eyewitness memory contamination through misleading questions by reporters
A series of three studies examined how misleading questions and misinformation in a news article resulted in eyewitnesses remembering they saw a weapon that was actually not visible during a robbery. Some participants even provided a description of the weapon, though the weapon type depended on whether the news story depicted the alleged weapon as a gun or a knife. Hence, reporters can influence eyewitness memories with misleading questions and f…
Cascading Crises: Society in the Age of Covid-19
The tsunami of change triggered by the COVID-19 pandemic has transformed society in a series of cascading crises. Unlike disasters that are more temporarily and spatially bounded, the pandemic has continued to expand across time and space for over a year, leaving an unusually broad range of second-order and third-order harms in its wake. Globally, the unusual conditions of the pandemic-unlike other crises-have impacted almost every facet of our l…
The Multifaceted Impact of Covid-19: Health, Emotions, Well-Being, and Risk Assessment
Analyzing diverse and rich data on the COVID-19 pandemic, this issue of the American Behavioral Scientist offers important insights into health and risk assessment in a time of unprecedented crisis in the 21st century. This issue explores health, emotions, and well-being vis-à-vis the pandemic and its societal impacts. Across the articles, we see the complex ways that this global health crisis has consequences for individuals and groups as they e…
Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning
The Perceived Impacts of Covid-19 on Users' Acceptance of Virtual Reality Hardware: A Digital Divide Perspective
The COVID-19 pandemic has directly or indirectly impacted everyone around the globe. However, the pandemic and its long-term consequences have not been distributed evenly within societies. These disparities have in many cases intensified existing social and economic inequalities such as the uptake of novel digital technologies. This study investigates the influence of the pandemic on the acceptance of virtual reality (VR) hardware within the fram…
The Generative Artificial Intelligence (GenAI) Divide: Exploring the Individual Factors Influencing GenAI Competency, Adoption Readiness, and Psychological Barriers
Generative artificial intelligence (GenAI), a branch of AI capable of producing novel content from human input, is poised to transform various aspects of society. However, the benefits and challenges of GenAI adoption are not equally distributed, contributing to a new layer of digital inequality, the GenAI divide. This study examines the individual factors associated with psychological barriers, GenAI competency, and adoption readiness. Using dat…
Psychology (15 works) · Computer Science (12 works) · Social Psychology (11 works) · Sociology (7 works) · Multimedia (6 works) · Political science (6 works) · Impact of Technology on Adolescents (5 works) · World Wide Web (5 works) · Child Development and Digital Technology (4 works) · Digital divide (4 works)