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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.
1

擴增實境與人機介面應用之研究-以醫療衛教為例 / A study of augmented reality and human-machine interface applications: A case study of health education

鄭邦堅 Unknown Date (has links)
一個進步的文明城市,公共區域建築物內皆設有無障礙空間設施以照顧社會弱勢的族群,使這些族群享有同等使用社會資源的權利。同樣的,在電腦科技日新月異的當下,某些人在享受科技帶來的資訊及便利,某些人則因使用介面的障礙而無法同等享受其便利,因而形成人機介面所造成的數位障礙。 電腦虛擬世界和現實世界本是涇渭分明,由於電腦科技的進步及人們的需要在現實世界中擴增虛擬訊息成為可能。憑藉擴增實境的應用及使用者互動方面的研究,來改善人機介面造成的數位障礙,讓更多不同族群的人享有資訊科技帶來的好處。 上述的數位障礙中,最普遍的族群是幼年與年長者,其通常亦是最需要醫療照護的族群;因此本研究以一個醫療衛教為主題實例,著重預防重於治療的前提,研究醫護人員如何讓一般民眾了解特定疾病或傷害的基本知識;用於在平時或治療前、治療後的醫病溝通,欲有助於減少特定疾病引發一連串成本較高的治療程序,進而減少醫療資源的使用,使全民健保預算有效運用。 人機介面是為溝通真實世界與電腦虛擬世界,因此在本研究中以實例運用目前主流的圖形使用者介面(Graphic Uesr Interface, GUI)的操作模式下,提供以有形使用者介面(Tangible User Interface, TUI),以一個腦部虛擬實境的衛教應用,加上擴增實境技術,將教材內容具象化、內容可視化、可操作化,建立一個數位弱勢族群(如老人、小孩)易於使用的互動介面環境。
2

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.
3

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.
4

結合實體物件與行動載具之開發套件設計 / A Tangible UI Toolkit for Capacitive Touch Devices

黃奕誠 Unknown Date (has links)
過去,感知物件的互動方式大多發展於大型互動桌上,其技術主要是採用影像辨識來進行互動偵測,隨著平板的普及,我們希望能將大型互動桌的實體互動體驗帶到平板世界,然而現今平板使用之電容式觸控技術有別於大型互動桌之影像偵測技術,無法直接應用影像式的物件辨識方法,因此設計出一套結合平板電腦與感知物件的開發工具,目的是要讓互動設計的開發者能夠快速開發感知物件的互動模式。 而電容式實體互動物件設計較為複雜,對於互動設計的開發者而言,要去製作、開發這些互動物件不論是在電路或是實體物件都是有一定的難度,並不是所有的開發者都擁有相關的背景或是資源。而為了讓原型製作更加的簡單在軟體上我們設計了一套SDK,在硬體上結合了樂高積木和導電的膠帶,不僅製作快速、成本低,在組裝上也能擁有一致的規格以減少誤差的發生。藉由其底座組合方式的差異也就代表著不同的感知物件。因此開發者只需套用我們所設計的SDK就可以將原有的作品加上實體互動物件的互動模式。 / The Tangible User Interface (TUI) has been widely adopted on interactive tabletops by using optical sensing techniques and fiducial markers. With the huge growth of smartphone and tablet market, we hope to expand the tangible interaction experience to the off-the-shelf touch devices. However, most touch devices use capacitive sensing techniques that can only detect human fingers. We create a tangible hardware toolkit base on capacitive touch devices so developers can use it to build tangible interactions in a fast way. We put conductive adhesive tape on LEGO blocks to form an identifiable footprint. The footprint could be attached onto a tangible object. And the pattern of the footprint could be easily arranged to represent different identities. We also provide a flash SDK that can be quickly integrated into a developer’s project and then enable tangible interactions. We expect our hardware toolkit and software SDK can benefit more developers to create tangible UI applications on the capacitive touch devices.
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協同式創造力學習之線上腦力激盪系統 / Idea Storming Cube: An Online Brainstorming System to Support Collaborative Creative Thinking

黃俊傑, Huang,Chun-Chieh Unknown Date (has links)
本論文之研究目的為開發一線上合作式創造力學習系統。本文將描述一以遊戲為基礎之創造力思考輔助工具"Idea Stroming Cube"。它的目標在於讓學生養成創意思考與典範轉移能力的習慣。此系統會汲取學科專家的知識,使用者歷史記錄,和腦力激盪中的個人創意,提供使用者、目標及情境感知的學習支授。比較相關的教學系統,它更注重於刺激發散情思考之能力。此系統可分為兩種學習模式Base Mode和Agent-Assist Mode:一為提供學科知識學習之輔助,另一為提供學習發散性思考能力之輔助。 本文提出合作式創造力思考輔助之Human-Computer Interaction(HCI)的系統已初步實作完畢,本文並報告了兩個相關的實驗以測試系統效能。本研究的主要結果符合實驗假設,以遊戲情境為基礎之創造力支援系統相較於其他類似系統,更有助於學生學習創造力,另外,籍由適當且適時的智慧型思考輔助Agent,亦能提供學生不同面向的思考觀點,有助於學生用更多觀點學習知識。 / The objective of this research is to develop a Web-based collaborative tool for learning creativity. This research describes a game-based system, Idea Storming Cube, in support of creative thinking. It aims to make people form a creative and Perspective-Modifying thinking habit. Based on theories of this kind support system and prior studies, we propose to integrate exciting game environment and intelligent support mechanism into the creativity thinking support system. The system acquires knowledge from domain expert, user inputs history, and individuals of a brainstorming group, and then provides user-, goal- and context-sensitive supports. Compared to classic tutoring systems, it focuses more on stimulating divergent thinking. The system can be utilized with two distinct support strategies, Basic Mode and Agent-Assist Mode, in order to support different learning objectives. One focus on knowledge learning, the other highlights the divergent thinking ability. The proposed Human-Computer Interaction (HCI) tool for collaborative idea generation has been implemented, and two experiments for preliminary evaluation of the system are also reported in this thesis. The major results of this study show that the game-based brainstorming system with appropriate intelligent support outperforms the other types of systems because the game competition environment can make them concentrate on the brainstorming tasks and let them think more from different view points for learning the knowledge with the support of the peer-like agent.

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