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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

勞動、互動與理性行動──早期哈伯瑪斯對社會進化的重建方案 / Labor, interaction and rational action: habermas' reconstructive program for social progress

張心如, Chang, Hsingju Unknown Date (has links)
任何一門學科,必然都直接或間接的和個人、社會有一定的連繫,當然,哲學亦然,哲學所關切的問題,向來尤其是關乎每一個個人,以及人類全體,從先蘇的宇宙論時期、希臘三哲開始,就關心著人類如何在世界之中安身立命,並進一步針對人類的幸福、德行、善等等的倫理學問題進行討論。 即便哲學曾經一度遠離塵世,所討論的問題似乎越來越抽象難解,予人難以親近之感,但筆者認為,哲學既然是從個人,而且是生存在社會當中的個人出發,最終同樣應回到個人、回到社會之中,哲學不可能、也不應該只是被限縮在遙遠的彼岸,而不與實際社會發生任何聯繫,而事實上,在經過文藝復興、啟蒙運動之後,哲學也的的確確又回到此岸,重新對人類理性、道德、存在基礎的問題進行追問探討。 若以馬克思(K. Marx)對德國傳統哲學的批判為起點,及至更具體地對資本主義社會的運作規律進行分析與發展的預測起,哲學就不再是單單探求社會與人類的存在基礎或認知條件,更是對於為何是這樣的社會,人類是這樣的生活,而不是其他可能的社會、可能的生活,進行追問、批判的考察,於是一個對社會與人類的發展更好的理論體系不再是唯一的問題核心,去揭露與批判社會結構性問題並進行改變更是當前要務。 在這個觀點上,筆者相當認同,哲學對當代社會的重要任務之一,就是對於當今人類處境,特別是在面對現代社會種種已然面臨的以及可能面臨的危機時,我們應該能夠有所觀察、反省、直指問題核心並積極回應。而當代知名理論大師哈伯瑪斯(J. Habermas)在這一立場上,亦和任何對社會問題有實踐上的關心、理論上的興趣的人一般,同樣將哲學的功能定位在實踐指導、反思與批判之上,並以這樣的標準從事其理論研究。 當然,哈伯瑪斯在當代社會的影響力之大,讓任何一個進行相關領域學術研究後輩無法輕易跳過的原因之一,就在於其理論範圍的廣泛度與深度,他嘗試建立起一個能夠更普遍且更好的說明與解釋社會發展過程的理論,我們可以從一九八一年所出版的《溝通行動理論》(Theorie des kommunikativen Handelns/ The Theory of Communicative Action)中,看出他這番意圖。 不過,哈伯瑪斯激發起一些學術研究工作者注意力的另一部份原因,即是他身為法蘭克福學派後繼者,與他的前輩、甚至馬克思,在理論內容上及批判精神上的延續、關聯,對於筆者而言,正是在《溝通行動理論》出版之前的哈伯瑪斯,他與馬克思(主義)理論之間的差異,特別是他對馬克思(主義)理論核心「歷史唯物論」(historischen Materialismus/ historical materialism)的重建看法,更是筆者所感興趣之處。
32

部落格互動性機制使用影響因素探討─以udn部落格為例 / Exploring the influential factors of using interaction mechanism in blogs- a case study of udn blog

李皇萱 Unknown Date (has links)
具有web2.0精神的部落格誕生後,呼應其上傳、分享與建造關係的本質,互動性機制陸續增加,提供部落客連結和建立關係的可能。使用部落格,不只是為了滿足存在需求,也帶有與他人建立關係的社交需求。然而,這樣的精神和需求並未具體呈現在部落格上。部落格主要仍以部落客的發文,和瀏覽人數的跳動為主,其他各項互動性機制的使用比例很低。 為了了解部落格互動性機制使用的影響因素,本研究回溯過往研究,從新聞網站、特殊功用部落格、一般部落格和潛水族相關研究中,整理出人口變項、基本使用情形、使用動機、機制設計、社群氛圍五大方面的影響因素,並以udn部落格為研究對象,探討影響因素對互動性機制使用的解釋力。 本研究先以內容分析蒐集udn部落格上互動性機制使用比例,了解使用情形是否真的如此低落,再以內容分析和網路問卷調查了解影響部落客互動性機制使用的因素。 研究結果發現,udn部落格上互動性機制使用比例極低,使用較為頻繁的互動性機制為「瀏覽>推薦>回應>引用」。而五大面向的影響因素,人口變項和基本使用情形不具解釋力,使用動機、機制設計和互動頻繁的社群氛圍是主要影響因素。不同使用動機,使用的互動性機制有所不同;機制設計的好壞對使用與否具有顯著影響,知覺易用性對回應和留言有解釋力,而知覺有用性則對其他機制有解釋力;社群氛圍中互動頻繁的特色和推薦機制使用密切相關,udn部落格雖帶有報系政治色彩,但並不影響部落客使用互動性機制。 從互動性機制使用影響因素差異來看,udn部落客具有「喜歡互動,卻不主動」的特性,雖然具有互動頻繁的社群氛圍,但整體平台的機制設計並未體現社群概念,仍停留於靜態互動的層次。在社群網站的興起後,其互動性高、即時性強的特色,瓜分部落客使用時間,但部落格「互動性定位更加明確」,部落格從互動性較高的期待轉而被視為是書寫、論述和發表意見的空間,成為未來新的定位。 關鍵字:部落格、部落客、互動性機制、潛水族
33

遠距戀愛的信任

尤漪薇 Unknown Date (has links)
「遠距戀愛」或許不是當代所獨有的現象,但不可否認,因為社會條件、環境改變已促使遠距戀愛發生的可能性高於以往。「遠距」使得這群人有著不同一般戀愛相處的模式,到底距離對親密關係的影響為何?這是筆者所欲釐清的。 或許,即時的視迅、便捷的E-Mail、較以往便宜的國際電話、甚至是免費網路電話…這些現代科技對當代的遠距戀愛助益非淺。人們利用這些科技,試圖克服實體距離所帶來的影響,這也是當代遠距戀愛與以往遠距戀愛最大的差異,它使得人們在維持遠距戀愛上,似乎有更多成功的機會! 但如果深入觀察,遠距戀愛者似乎仍有諸多的不安,其中比較特殊的是人們對「近水樓台」的擔憂,人們為何產生這樣的擔憂?以及人們不斷強調信任對遠距戀愛的重要性,亦即信任作為化解不安的重要環節,裡面的內涵為何?不過,本文的討論並不僅止於探討遠距戀愛中信任的作用,而是,當物理距離已經是既存的前提時,這些遠距戀愛的情人在有意無意中,到底運用了什麼技巧,使彼此在互動過程中,以增進信任的意願、減低誤信的機率。另外,本論文引用Goffman的理論並結合本研究的經驗分析,目的在深入討論信任互動的過程。
34

《人形終端機》劇本創作論述 / 無

陳亞孜, Chen, Ya tzu Unknown Date (has links)
本劇作以一則自殺為事件為開頭,藉由主角追尋姊姊自殺死因,揭開姊姊在自殺前備受期待、倍感壓力且無法溝通的情境。藉此企圖討論在科技中介的人際互動中,人們如何被科技形塑成繭縛的自我,及如何在科技中介的人際互動中,找到最佳的溝通模式。      本文共分《人形終端機》劇本、創作論述及附錄三部分。在創作論述中說明《人形終端機》劇本之創作背景與歷程,探討科技介入社會後如何影響人的思維;科技介入溝通後如何改變人際關係網絡的建立與維繫方式;其次為劇本之人物與情節研究,講述《人形終端機》中緘默的現代人,及刻意交錯補敘的故事線及其隱含。附錄則為本劇之分場大綱。
35

林布隆(Charles E. Lindblom) 決策思想之研究

陳生富, Chen, Sheng-Fu Unknown Date (has links)
第一章導論:述及研究方法、範圍、及所用資料及研究態度。 第二章思想基礎及形成:討論林布隆思想形成的背景因素與其思想主要基礎所在。 第三章互動決策論:討論林布隆對決策的觀點,說明不能純粹仰賴思考分析,多數的 決策是經由社會黨派互動達成,而且決策也應該如此,方能突破思考分析對價值無法 處理之限制。 第四章漸進主義:說明如要經由分析達成決策則須善用策略以因應互動達成決策。 第五章結論:說明林布隆決策思想體系及發展過程,並與當今決策大家及派別加比較 ,並說明應用的價值。
36

A Schema and Ontology-Assisted Heterogeneous Information Integration Study / 運用綱要和本體論以協助異質資訊整合之研究

龔怡寧, Kung, Yi-Ning Unknown Date (has links)
由於對資訊科技以及網際網路/和企業內網路的依賴持續加深,異質資訊整合在電子化企業中已經成為一個普遍存在而且相當重要的議題。因為在缺乏整合的情形下個別地存取異質資訊來源可能會造成資訊的混亂,而且在電子化企業的環境中,這麼做也不符合成本效益決策支援管理分析。在傳統異質資訊整合的研究中,通常會創造一個共同資料模式來處理異質性的問題,而可延伸性標記語言已經成為網路上交換資訊時的標準文件格式,使得XML成為整合工作中共同資料模式的一個很好的候選者;然而,XML僅能夠處理結構異質性,無法處理語意異質性,而本體論被視為是一個重要而且自然的工具可以用來表現真實世界中模糊不清的語意和關係,因此,在本研究中也加入了本體論以期達到異質資訊整合中的語意互動性。 在本篇論文中,我們提出一個以學名結構導向非特殊隨機式對應的方法來產生全區域綱要方法(Global Schema),以促成非傳統而是以網路為基礎的異質資訊整合。我們也提出一個對異質資訊來源較具智慧性的查詢方法,該查詢方法應用了global-as-view (GAV)全區域景觀導向方法加上本體論觀念運用,可以同時提高對底層異質資訊來源的結構互動性和語意互動性。我們透過雛型系統的實作來驗證本研究所提供的異質資訊整合方法的可行性。 / The research issues of heterogeneous information integration have become ubiquitous and critically important in e-business (EB) with the increasing dependence on Internet/Intranet and information technology (IT). Accessing the heterogeneous information sources separately without integration may lead to the chaos of information requested. It is also not cost-effective in EB settings. A common general way to deal with heterogeneity problems in traditional HII is to create a common data model. The eXtensible Markup Language (XML) has been the standard data document format for exchanging information on the Web. XML only deals with the structural heterogeneity; it can barely handle the semantic heterogeneity. Ontologies are regarded as an important and natural means to represent the implicit semantics and relationships in the real world. And they are used to assist to reach semantic interoperability in HII in this research. In this thesis, we provide a generic construct orientation no ad hoc method to generate the global schema to enable the web-based alternative to traditional HII. We provide a wiser query method over multiple heterogeneous information sources by applying global-as-view (GAV) approach with the use of ontology to enhance both structural and semantic interoperability of the underlying heterogeneous information sources. We construct a prototype implementing the method to provide a proof on the validity and feasibility.
37

人際與人機互動經驗沈浸的前因、狀態及後果之研究 / The study of antecedents, states, and consequences of flow in person-interactivity and machine-interactivity environments

黃增隆, Huang, Tseng Lung Unknown Date (has links)
Woodruff (1997) 認為企業若沒有由建構滿意度的顧客價值 (customer value) 中做更為深入的了解,則顧客的意見將無法完全引導管理者研擬競爭策略。因此Woodruff (1997) 進而主張顧客價值才是企業當前最主要競爭優勢的來源,而非滿意度而已。Peterson (1995) 的研究指出,透過經驗所給予顧客的價值,是促使顧客願意與廠商進一步建立起長久關係的驅動因子。Spiegelman (2000) 也建議:「廠商若希望能夠將第一次消費的造訪者,進而轉變成為重複購買的顧客,則廠商必須在消費體驗的過程中不斷的傳遞價值」。換言之,體驗價值 (experiential value) 可視為提高顧客忠誠的最佳利器 (Stoel, Wickliffe and Lee, 2004)。再者,Babin, Darden, and Griffin (1994) 認為體驗價值是消費經驗後的主要結果,若研究者沒有確實掌握所知覺的體驗價值為何,則無法清楚了解消費者的消費經驗全貌。然而體驗價值雖然對於行銷研究與管理者相當重要,但有關消費者體驗價值的探討,主要都限制在網路購物的人機互動情境。關於線上人際互動情境中,將可能產生何種體驗價值,學者就較少進行探究 (Mathwick, 2002)。 Pine and Gilmore (1999) 在體驗經濟《Experiential Economics》一書中曾指出,消費者之所以能夠形成難忘且有價值的體驗,關鍵乃在於廠商是否能夠設計一個使消費者完全融入,且如同身歷其境的感受。換言之,引發消費者沈浸當下的消費情境,成為企業傳遞體驗價值給消費者的關鍵因素所在。但很遺憾的,沈浸與體驗價值的關係,過去研究較少深入的分析與探討,而且先前的研究情境卻也僅限於線上搜尋的人機互動經驗 (Mathwick and Rigdon, 2004),忽略了人際互動的體驗才是消費者最為渴望的經驗 (Spiegelman, 2000)。因此在今日人們相當渴望透過網路進行人際接觸的同時,研究更應深入討論與分析,在線上人際互動情境中,沈浸 (flow) 與各種體驗價值 (experiential value) 的關係。 基於上述,研究將選擇以同時具有人際與人機互動的線上遊戲為主要研究情境,藉此以補足缺乏探討人際與人機互動共有的沈浸經驗之缺口,同時也進一步將沈浸概念擴大其應用的範疇,不在只限於人與特定事物間的沈浸研究。 在研究方法方面,有鑑於人際與人機互動的沈浸概念必須重新被審視並釐清 (Huang, 2006),並且考量消費者的沈浸狀態是具有動態且連續發生一段時間的特性,同時也由於沈浸本身是一種內心深處的感受,若訪談過程中沒有任何憑據可提供受訪者作事後的回憶,則受訪者將很難描述沈浸當時發生的所有感受與心路歷程 (Csikszentmihalyi and Csikszentmihalyi, 1988),基於此,本研究選擇能夠幫助受訪者回憶起所有心路歷程的自發性導引法 (auto-driving) (Belk and Kozinets, 2005),為探討沈浸的質化研究方法,如此才能藉此重新釐清在人際與人機互動情境中,消費者沈浸的定義與構面。更進一步的,由於能夠更清楚掌握沈浸的本質,也才能夠使得研究者可以更為明確的探究出引發沈浸產生的人際與人機互動因子以及在沈浸歷程中消費者所知覺體驗價值類型。 經訪談17位受訪者後,不僅探究出在人際與人機互動媒體情境下的沈浸成份,同時也依據沈浸所包含的特質,對沈浸下了如下的定義:「所謂沈浸是指消費者產生情境推想、整合思維、具象化、情緒感染與情緒激發的狀態。」其中「情境推想」,是消費者猜想線上其他消費者的想法、意圖與動向所釀成;「整合思維」是來自消費者多方思索回應他人策略與執行策略效果所促成;「具象化」則是消費者將線上他人的表情或揣摩想像內容予以圖像化所形塑而成的狀態;「情緒感染」的狀態則源自消費者感同他人情緒的效果;「情緒激發」是來自消費者將個人內心的情緒,藉由肢體或表情予以宣洩的狀態。另外,從消費者的自我沈浸描述內容中,研究得知,前述這五種沈浸成份,其彼此間存有因果關係,而這樣的研究結果,是先前沈浸研究未能確實發現的。 其中,情緒激發的形成深受情緒感染與整合思維兩元素直接影響,又具象化分別會直接影響情緒感染與整合思維兩成份的產生。最後情境推想也會分別引發具象化、整合思維、情緒感染等沈浸成份的產生。 更進一步,研究也根據訪談內容結果得知,影響沈浸的前置因子可分為人際與人機互動兩種類型的因素,其中在人際因素方面,包含具有二元對立目標設定的競玩,以及源自環境成份所營造出探索趣味的嬉玩。同時人際與人機互動情境中所引發的人際互動競爭性與親和性,可營造出競玩氣氛。而人際互動中的不確定性與嘲弄則是構成嬉玩的主要成份。最後影響消費者沈浸經驗的人機互動因子包括驚奇性、因果性、生動性等三種因素。因此這將可以給予研究者與管理者,在設計吸引消費者融入購買或消費情境時的重要參考。 另外,訪談內容的結果也顯示,人際與人機互動的沈浸經驗不只是一種最佳互動消費經驗 (Novak and Hoffman, 1996; Privette and Bundrick, 1987),同時它包含了許多豐富且多元的體驗價值 (Mathwick, et al., 2001)。換言之,當消費者全心投入在情境推想、整合思維、具象化、情緒感染與情緒激發等任一種活動時,都可以知覺到成就感、尊重、趣味性等這三種價值類型。隨著沈浸經驗本身具有多元且豐富的體驗價值,使得參與線上人際互動的消費者,更因此希望再次透過如此的經驗獲取價值。也因此,沈浸經驗提高了消費者願意再次經歷的意圖。 在經過第二階段研究中一系列沈浸量表的發展與檢測分析後,研究結果顯示,所發展的沈浸量表與體驗量表不論是在探索性因素分析、一階驗證性因素分析與二階驗證性因素分析都具備很好的信度與效度。不僅如此,藉由結構方程式模式的統計分析,研究進一步驗證五種沈浸成份間、沈浸與體驗價值間、五種沈浸成份與體驗價值間、沈浸與持續消費行為間以及五種沈浸成份與持續消費行為間的因果關係。而研究結果顯示,不僅整體模式的配適度達評鑑要求的水準,同時每一個變數彼此間的因果關係也都達顯著。 / Woodruff (1977) maintains that customers’ opinions can lead managers to plan competitive strategies if enterprises can have a profound understanding and analysis of customer value, which influences on the formation of customer satisfaction. Accordingly, it’s Woodruff’s contention that the primary source of competitive edge among present-day enterprises isn’t just concerned with “customer satisfaction”, but with “customer value” as well. According to Peterson’s research (1995), the experience-based value bestowed upon customers is an impetus to customers’ desire to develop a long-term relationship with enterprises. Furthermore, Spiegelman (2000) also suggests that enterprises have to incessantly deliver value to customers in their consumption process if enterprises expect to turn customers purchasing for the first time into those making purchase over and over again afterwards. In other words, experiential value can be seen as the best way to enhance customer loyalty (Stoel, Wickliffe, and Lee 2004). What’s more, Babin, Darden, and Griffin (1994) think that experiential value is the major result of consumption experience, and that observers won’t get a clear, and panoramic picture of the consumption experience in case they can’t tell exactly what the perceived experiential value is. However, though experiential value plays an integral part between managers and marketing research, discussions on customer’s experiential value are primarily confined to the online-shopping machine-interactivity context. As for online person-interactivity context, scholars are to put less emphasis on what experiential value can be generated and delivered to customers under such a context (Mathwick 2002). According to the book Experiential Economics, written by Pine and Gilmore (1999), Pine and Gilmore indicate that whether enterprises can create a context for customers to fully engage themselves in and live vicarious with is the key to the formation of customer’s unforgettable and valuable experience. To put it differently, the consumption environment which can prompt customer’s flow in the present plays a pivotal role in helping enterprises deliver experiential value to their customers. However, it’s a pity that in-depth discussions and analyses of the relationship between experiential value and flow are usually overlooked by previous researchers. Besides, previous research context is limited to online-searching machine-interactivity experience (Mathwick and Rigdon 2004), neglecting that person-interactivity experience is the one that customers yearn for the most (Spiegelman 2000). Therefore, in-depth discussions and analyses of the relationship between various experiential values and flow in online person-interactivity context should be made, especially in modern times when people are desperate for personal exposure through the Internet. As aforementioned, by choosing online games with both person-interactivity and machine-interactivity as the primary research context, the research aims to make up for the lack of discussions on flow experience shared by person-interactivity and machine-interactivity contexts. In the meanwhile, the research puts concepts of flow to a wide range of use, not just in the flow research between people and specific things. As far as the research method is concerned, the research takes the facts into consideration that concepts of flow in person-interactivity and machine-interactivity contexts need re-examining and clarifying (Huang 2006), and that customer’s flow conditions are dynamic and capable of lasting for a period of time consecutively. Moreover, since the flow is a feeling in the recesses of mind, interviewees might have a hard time delineating the course of thought developments and feelings in the flow experience if there are no reminders in the interview process for them to recall afterwards (Csikszentmihalyi and Csikszentmihalyi 1988). Considering the above-mentioned factors, the research chooses a method called “auto-driving”, able to help interviewees recall their courses of thought developments and feelings in their consumption process (Belk and Kozinets 2005), as the qualitative research method for exploring what flow is. In this way, the definition and dimensions of customer flow experience in person-interactivity and machine-interactivity contexts are likely to be clarified. What’s more, researchers can get a more explicit picture of what types of experiential value that customers would perceive in the process of flow are due to the fact that such a method will better the understanding of the essence of flow. Furthermore, once the elements of the flow have been confirmed, the researcher may also clearly ascertain what kinds of the person-interactivity and machine-interactivity factors triggering flow. After the first phase interviews, the present study not only finds out components of flow, but also defines flow as consumers’ state of inferring thinking, integrated thinking, visualization, emotional contagion and emotional arousal. Besides, according to the content of consumers’ self-description about flow experience, the study also found that causal relationships among the five elements of flow which were not found in the previous flow studies. For example, emotional contagion and integrated thinking influenced simultaneously emotional arousal and visualization influenced simultaneously emotional contagion and integrated thinking. Finally, inferring thinking directly influenced visualization, integrated thinking, and emotional contagion. Furthermore, the researcher identifies both person-interactivity and machine-interactivity factors that influence flow in base on the result of interviewees’ description about flow experience. Also, there are ludus which comes from the design of winning or losing and paidia which comes from exploring interesting content in person-interactivity factors. At the same time, the elements of ludus are competition and affiliation, and the elements of paidia are uncertainty and teasing. Finally, the machine-interactivity factors which influence flow include surprise, causality, and vividness. These findings would be practical implications for design consumers’ flow experience in further for the researcher and the management in service marketing. The result of the interviews also proves that flow experience with both person-interactivity and machine-interactivity is not only the optimal interactive consuming experience (Novak and Hoffman, 1996; Privette and Bundrick, 1987), but also delivers the multiple and rich experiential value to consumers. (Mathwick, et al., 2001). On the other word, consumers would perceive experiential value of achievement, reputation, and playfulness when they act with total involvement in one of the inferring thinking, integrated thinking, visualization, emotional contagion, or emotional arousal. Because of flow experience including multiple and rich experiential value, consumers in online person-interactivity would like to have the same flow experience in order to perceive these experiential value again. Therefore, flow experience positively influences re-patronage intention. The result of flow scale development and detection and analysis in the second step of this study shows flow scale is validity and reliability base on the exploratory factor analysis, the first confirmatory factor analysis and the second confirmatory factor analysis. The study further confirms causal relationships among the five elements of flow, causal relationships between flow and experiential value, causal relationships among the five elements of flow and experiential values, causal relationships between flow and re-patronage intention, and causal relationships among the five elements of flow and re-patronage intention by the statistic analysis of structure equation modeling.
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互動玩具系統開發與互動行為探討 / System development of interactive toy and study on behavior

孟憲奇, Meng, Shian Chi Unknown Date (has links)
本研究設計了一個結合遊戲性及新型互動體驗的英語學習輔助玩具,目的是將英語學習帶入學齡前兒童的戲水情境之中,兒童可透過與玩具遊戲的過程,達到英語學習歷程的催化。本研究開發之數位互動玩具,可藉由手與尾巴做出不同組合的動作,以及眼睛可以投射出燈光圖案表達不同情緒。並透過語音播放出故事中的單字與句子,再藉由以上的功能會組成不同的回饋。小朋友能用摸與說話的方式,在與玩具之間的遊戲過程中,達到產生興趣的效果。 現階段本研究探討使用者經驗的分析,若要分析小朋友的正式學習歷程,就必須先了解小朋友的動機和使用後的回饋,以讓未來學習歷程中的研究作為基礎。因此,基於認知心理學家的理論討論幼兒學習的歷程,以及為了得知如何設計適合的玩具給小朋友,本研究提出設計時的原則以及使用者經驗與使用性,建構出互動玩具的雛形。實驗評估對象共為8位3~5歲之兒童(第一階段7位,第二階段1位),以觀察的方式紀錄實驗過程,利用開放式問題詢問小朋友的回饋,並以進行整理與分析。總結,研究成果為: 1. 互動學習體驗:將科技結合一般戲水玩具,透過觸摸及語音的互動方式產生動作、燈光圖案、聲音等回饋,從戲水互動過程中給予兒童新的互動學習體驗。 2. 學習與探索的動機:本研究依據Skinner的操作制約概念制定互動流程,玩具經實驗發現透過觸摸及口說的互動,產生了多元回饋刺激,包含故事內容及卡牌的配合,讓小朋友在遊戲過程中能自行探索內容並在過程中學習。 3. 使用者經驗與使用性分析:從使用性五項指標分析情緒起伏歷程紀錄及分析使用者經驗,發現玩具容易讓小朋友操作且記憶玩具提供之內容,整體使用性是高的。但相較於觸摸的互動方式,說話的互動方式會讓小朋友在操作上使用性較低。 互動玩具的設計製作:以UCD的設計思維建構互動玩具外型設計、人機互動方式及內容設計,並再以Arduino為主要載體建構模組化之設計。 / This study designed an English learning toy that combined the game and a new interactive experience. This aim is to integrate English learning into the context of preschoolers playing in water and use the interaction with the toy to promote the English learning process. In this study, the digital interactive toy we made that can make different combinations of action by using its hands and tail, project out the lighting patterns to express various emotions by its eyes, and play out the words and sentences of the story by the voice player. According to the above functions, the toy forms different ways of feedback. It is effective that children can develop an interest in the toy by the ways of touching and saying in the process of game playing. At present, this study explored the analysis of user experience, if we want to analysis the children's formal learning process, we must first understand the child's motivation and feedback after use, so that it can be a foundation of the learning process in the future. Thus, the study is based on the theory of cognitive psychologists that discussed the course of early childhood learning. In order to know how to design a suitable toy for preschoolers, this study built the prototype of the interactive toy through presenting the design principles and user experience and usability. The subjects were 8 preschoolers (3-5 years of age) enrolled in the study (7 subjects in the first stage and 1 subject in the third stage). Researcher recorded the experimental procedure by the way of observing, inquired the research subjects to get their feedback by opened questions, and then digested and analyzed to the conclusion. Summary, the results of this research are in the following: (1) Interactive learning experience: The combination of technology and the general water-playing toys. The digital interactive toy let preschoolers get a new interactive learning experience through the way of touching and speaking to emerge action, light patterns, sound and other feedback. (2) Learning motivation and exploration: Based on Skinner's operational control concept, the research has found that the toy stimulates a variety of feedback through touching and speaking of the interaction, including the story content and cards. The preschoolers in the course of the game can explore the content by themselves and learning during the process. (3) User experience and usability analysis: According to the use of five indicators to analyze the course of emotional change and user experience, the research has found that the toys easily to be operated by children and made them keep memory of the contents the toy provided. The overall use is high, however, compared to the interactive way of touching, the way of speaking is lower in the children’s operation. (4) Interactive toy design: The toy is based on UCD design thinking to construct interactive toy exterior design, human-computer interaction and content design. The main carrier is Arduino to build out the modular design.
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中文母子對話互動中的母親互動風格與話題延續 / Maternal interactional styles and topic maintenance in mandarin mother-child conversational interactions

劉冠男, Liu, Guan Nan Unknown Date (has links)
本研究的目的為探究中文母子對話中,母親的互動風格與話題延續的關係。 研究問題為: (a)本研究中兩位母親的互動風格為何? (b)兩位孩童的話題延續表現有何不同? (c)母親的互動風格與話題延續有怎樣的互動關係? 研究語料為兩組親子互動的自然語料,各取三個小時,孩童的年紀約為三歲。研究結果顯示兩位母親的互動風格有所不同,分別屬於命令型和引誘型。 而小孩的在話題延續上表現則是相近,大多用回應母親問題的方式來延續話題並且能在不同的情境中提供新資訊。對兩組親子互動的探究顯示命令型的母親比較不會延續對話而經常改變話題,造成較短的話題片斷。引誘型的母親則較注重對話的延續且較少改變話題,造成較長的話題片斷。 / The purpose of the study is to investigate the interaction of the maternal interactional styles and topic maintenance in Mandarin mother-child conversational interaction. There are three research questions: (a) What are the mothers’ interactional styles in the current case? (b) What are the differences among children’s competences of topic maintenance? (c) How do the maternal interaction styles interact with topic maintenance in the conversational interactions? Naturally occurring conversations of two dyads' conversational interactions were adopted as the data and analyzed. Results suggested that while the two mothers differed in terms of their interactional styles, the two children showed nearly equal sophistication in terms of their topic-maintaining competences. Examinations of the two dyads' interactions also revealed that the directive mother was less interested in maintaining the conversations, changed topics more frequently, and maintained discourse topics for less turns. The conversation-eliciting mother paid more attention on maintaining of the conversations, change topics less frequently, and maintained discourse topics for much more turns.
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顧客價值創造: 以台灣互動媒體整合服務為例 / Customer value creation: case study of Taiwan's Interactive Design Company

劉家齊, Liu, Chia Chyi Unknown Date (has links)
台灣近年來逐漸可以看到互動媒體整合設計的應用,然而此類服務仍屬於發展中的產業,顧客使用互動媒體整合設計產品的需求亦尚未明確。本研究以價值創造的角度,探討在顧客價值尚未明確的情況之下,互動媒體整合設計公司(1)創造何種價值,(2)如何創造價值,以及(3)廠商活動與廠商資源的關係。本研究發現,(1) 互動媒體整合設計公司能同時創造資訊功能、互動功能、情境塑造功能之「整合」價值,(2) 互動媒體整合設計公司以建造模組、經營社群網絡、視顧客為開發團隊的方式創造價值,(3) 互動媒體整合設計公司會應用自身廠商資源進行價值創造,每一次專案所進行的廠商活動,也會影響廠商獲取之資源。 / In recent years, the application of interactive design in Taiwan has boarden. Still, the customer value remains implicit, while consumer needs stays unclear. In this situation, this rescearch explains: (1) What value do interactive design companies create? (2) How do interactive design companies create value? (3) When creating value, what is the relationship between firm’s activity and firm’s resourses? The findings of this research demonstrate: (1) Interactive design companies create the intergrated value of information function, interactive function, and sensorial fuction. (2) Interactive design companies use methods in the process of value creation such as module building, network managing, and incorporate customers into develop team to achieve the consensus of customer value. (3) Interactive design companies utilize its’ recourses in the process of value creation, while the process of value creation also influence its’ recourses.

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