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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.
21

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.
22

青少年涉足電動遊樂場的相關因素及其替代性方案之探討 / why the reasons adolescents involved in playing TV games in penny arcade and to recommend some substitutional leisure ac- tivities.

黃德利, Hwang, Der Lih Unknown Date (has links)
本研究的目的是探討青少年涉足電動遊樂場打電動玩具的原因及了解青少年打電動玩具所獲得的心理體驗,並希望從這些結果中找出可以替代打電動玩具的其他休閒活動。本研究以30名台北市國民中學二年級男性學生為研究對象,利用半結構式問卷進行面對面的訪談,然後把受試者的訪談資料根據質的分析的方法分析結果。結果發現青少年涉足電動遊樂場打電動玩具的主要原因是受到人格因素、情境因素及打電玩的心理體驗三方面的影響,而最可能的替代性方案是利用視訊為媒介進行電腦教學,並依據結論提出對結果的討論及對學校、家長的建議。
23

從價值共創與地方資本觀點探討 台灣地方經營-以宜蘭冬山河計畫三十年發展為例 / The exploration of Taiwan place management from the perspective of value co-creation and local capital bases on Yilan Dongshan River project

王姿婷, Wang, Tzu Ting Unknown Date (has links)
地方經營大約在西元兩千年開始陸續獲得各國重視,城市、鄉村乃至於郊區的實際經營案例、研究發現陸續提出,一場對於地區競爭力的討論與行動大幅展開,然而這場對話中對地方經營方式探討卻顯得相對稀少,但經營方式卻是強化經營、提升競爭力的關鍵要素。因此,本研究希望從此方向進行探索性研究,期望能有助於相關學術與實務的發展。 創意時代來臨、網際網路使用普及化、自我意識提升等,改變過去價值由供應者單一創造的模式,也突顯出使用者參與創造的需求。讓地方採用「價值共創」的方式進行經營,背後應該有可供解釋的理由與成果。因此本研究期盼藉由研究結果回答三點研究問題:(1)地方如何啟動價值共創活動?(2)地方價值共創活動關鍵影響要素為何?(3)共創活動如何影響地方經營? 本研究藉由文獻與學理回顧,進一步探討地方價值共創活動之內涵。以價值共創、地方資本觀點為基礎,將描述價值創造過程的商業模式略作調整,發展出個案研究的概念性研究架構。研究架構將地方價值共創活動分為價值主張、關鍵資源、關鍵流程、經營成果四個部分,其中經營成果採用地方資本四構面進行觀察。本研究採用單一個案研究法。透過三十年的長期觀察,淬取出三個具有代表性、足夠影響規模的共創活動,以上述概念性架構進行深入探討。 本研究所得到的初步結論:(1)資源不足、認同共創必要性、共創氛圍是影響地方在不同階段採取價值共創進行地方經營之原因。(2)關鍵流程為強化價值主張內涵與論述、資源取得與整合、經營成果在地累積與提升之共同之基礎。(3)共創活動為地方向外擴大人力資本的取得並深化既有人力資本、發展社會資本,進而強化該地的人為資本與自然資本。 / Many countries have put emphasis on local management since 2000 and there are more and more practical cases or studies for city, urban and rural area management. The debates and the actions about the competitiveness of a place has started; however, the exploration of the approach of local management appears quite less even though that is the key to enforce place management and increase competitiveness. Therefore, this purpose of the thesis is to focus the direction to express an explorative studies. I expect it could make some contribution for the academic and practical development of this field. In the era of creativeness with the universality of Internet and the awareness of self-consciousness, the model which values are only created by suppliers has changed and the demand of users’ participation has also become stronger. There are some explanations or achievements for a place to take the way of “Value Co-Creation” to manage; therefore, the thesis aims to answer three research questions: (1) How does a place start the value co-creation activities? (2) What is the key factor of value co-creation activities in a place? (3) How does a value co-creation activity affect the management of a place? The thesis will firstly explore the significance of value co-creation activity in a place through literature review. Using “value co-creation,” local capitalism as basis, I make some adjustments in the business model, which portrays the process of “value creation” to develop the conceptual structure of case study. My research structure is divided into four parts: value proposition, key resource, key process and management performance explained by local capital. The thesis adopts individual case research method, and focuses on three representative and influential activities in the Yilan region, which are totaly observed case for 30 years. The conclusions of the thesis are as the following: (1) lacking resources, recognition for the necessary of co-creation and the co-creative atmosphere are the reasons that affect a place to take “value co-creation” for the local management in different stages. (2) The key process is to strengthen the content and statement of value proposition, to acquire and integrate the resources, and to improve and localize the management performance. (3) The co-creation activities can expand the acquirements of external human capital and reinforce internal one, increase social capital and enrich the human-made capital and natural capital.
24

結合感知玩具與電子書於兒童學習之互動設計 / Designing a children's learning app with tangible toys

曾韻如, Tseng, Yun Ju Unknown Date (has links)
近幾年平版電腦興起,觸控式平板之操作介面簡單直覺,學習曲線低,很適合小朋友來操作,已逐漸被使用在教育市場中。回顧教育學家所提出之學習理論,我們發現感官和四肢,是嬰幼兒時期主要的發展任務,也是幼兒智慧發展的根源,然而平板電腦缺乏實物的觸覺感知,平面的觸控體驗大幅限制了兒童的感官知能。因此本創作旨在針對3~6歲的小朋友,設計一套結合觸控平板之實體感知玩具(Tangible Toys),並延續福祿貝爾與蒙特梭利對於觸覺學習的教育理論,實作兩種運用於平板與感知玩具的遊戲學習模式,提供新型態的互動學習體驗。小朋友在本創作設計之遊戲學習過程中使用到手的操作與觸覺感知,藉由有趣的感官互動,增加小朋友的學習興趣。 我們提出兩種英文單字的學習模式,並觀察與分析兒童使用感知玩具在平板上的操作行為,作為未來「數位教具」與「平板」結合的參考依據,本創作所發展之技術亦可輔助觸控式平板發展多樣化之「數位教具」。 綜合所述,本創作完成目標如下: 1. 互動學習體驗:以感知玩具結合平板的互動形式帶給兒童新型態的互動學習體驗。 2. 兒童探索學習:透過感知玩具刺激兒童的學習興趣,利用不同的玩偶讓兒童嘗試去探索關聯式的單字。 3. 操作經驗分析:分析兒童對於感知玩具的使用經驗與操作,作為未來「數位教具」與「平板」結合的參考依據。 / Touch-based tablets have grown extremely rapidly in recent years. Since the touch-based interface is simple, intuitive and easy to learn, touch-based tablets have been adopted quickly in the Education market. However, touch-based tablet lacks tangible and tactile feedback, thus it constrains children’s learning ability of sensations. In this paper, we aimed at 3~6 years old children and designed a children’s learning app with tangible toys on the tablet. By extending Frobel and Montessori’s tactile learning theory, we implemented two game-based learning applications with tangible toys to bring a novel interactive learning experience for children. We conducted the preliminary study of 4 kindergarten children. The result showed that children were interested in tangible toys and had more fun in the learning activities. Finally, our capacitive tags can be used to design various forms of digital manipulatives on the tablets.
25

數位娛樂產業商業模式演進- 日本電玩產業個案探討 / Evolution of Digital Entertainment Business Model: Research of Japan Video Games Industry

談家宏, Tan, Chia Hung Unknown Date (has links)
數位娛樂產業為新型態產業,自2000 年數位元年起,全球各國無不積極推 動相關建設,期望帶動相關動畫、線上影音、數位遊戲等的整體發展。由於數位 內容關係到一般大眾有關生活上有關娛樂、文化、教育、出版等產業脈動,近幾 年迅速成為眾所期待的焦點。數位化娛樂從技術面開始帶動產業的革新,各種因 素相互發生變化,加上消費者行為發生變化的結果,使得企業發覺過往商業模式 有所不足。企業必須審視自身、重新界定價值才能抓住機會。台灣科技業實力堅 強,聞名於世;但是相對於日韓等國,數位娛樂產業之發展規模尚淺。然而數位 化議題日趨重要,相關發展機會如雨後春筍般出現,不得等閒視之。 本論文在文獻探討主題上,把焦點放在幾個重點:數位娛樂產業、商業模式、 商業模式創新。本研究試圖了解當今數位化趨勢與特徵為何,並從學者文獻中整 理理論架構,找出商業模式重要面向為何。接下來以任天堂與Sony Computer Entertainment 兩間公司為分析個案,描述兩間公司如何發展商業模式面對社群 遊戲挑戰,用以實證關於商業模式理論架構以及歸納個案產業特徵與發展特色。 最後,本研究歸納出以下結論:商業模式之建立以核心價值為中心,且核心 價值做為一切的基礎,不會隨意變動。企業應該妥善運用資源擺脫惰性,求新求 變,以靈活、充滿彈性的商業模式來發揮核心價值,因應挑戰。當環境條件允許 的情況下,企業便能夠以自身能力來改變環境,或者有時亦須被動地因應環境需 求做調整。最後,商業模式之建立為一連續過程,而在模式建立的過程中,產業 之間也有機會產生連結,進而合作,共創、共享價值。 關鍵字:數位娛樂產業、商業模式、電玩產業、任天堂、SCE、社群遊戲。 / Digital entertainment industry is a new style industry. Since 2000s, the first year of digital era, the whole world began to boost the related projects of the industry, and looked forward to drive the development of animations, online studios and digital games. Because digital contents have a lot to do with activities of general entertainment, culture, education and publishing, recently it has brought everyone’s eyes on it. Digital entertainment brought the innovation from the technique side, different elements started to have an effect on the others. What’s more, the change of consumer behavior made enterprises found that old business models are no longer apply to new environment. They needed to check themselves again and try to redefine their core value, so can they catch new chances. Technology industry in Taiwan is strong and world-famous. But when it comes to compare with Japan, Korea or other countries, development of digital entertainment industry is still in the beginning stage. However, digital issues are more important, opportunities also sprang up like mushrooms. It should not be treated lightly. This study has focused on several subjects: digital entertainment industry, business model and innovation of business models. First, the study had tried to realize the characteristic of current trend of digitization, and then tried to find out major factors of building business models by classification of research documents. Second, the study has chosen two target companies: Nintendo and Sony Company Entertainment as goal of analysis, and tried to tell how the two companies faced the challenges of social games and online games by developing their own business models. Thus, we can prove how the business model theories work and generalize the feature and characteristic of target industry. In the end, the study has conclusions as below: The establishment of business should be based on core value, and it is the foundation of everything and will never be changed easily. Companies need to use their resources by flexible applications to get rid of laziness, fully perform their core values by varied business models and face the challenges. With the availability of environment, enterprises can actively change the world by their own power, or they have to adjust themselves to adapt the circumstance. At last, Building of business model is a continuous process. When running a new model, there may be cooperation between different industries and different companies can create and share the value together. Key words: digital entertainment industry, business model, game industry, Nintendo, SCE, social game.
26

The Broken Swan: The Projection of the Fantastic in the Fairy Tale of Angela Carter's The Magic Toyshop / 破碎的天鵝:論奇幻之投射在安潔拉•卡特《魔幻玩具舖》童話故事中

陳薇真, Chen, Wei-Chen Unknown Date (has links)
當代童話故事《魔幻玩具舖》再現個體於成長過程中父權與社會機制所壓抑與消音,尤其強調於成長過程中的伊底帕斯情節期。當代童話作者呈現幻滅與殘缺的社會寫實,以提供讀者真實世界的不全以及社會的異化,藉此使讀者不安;透過詭異(the uncanny)的閱讀經驗,讀者認知於自己潛意識中的壓抑,以及社會機制的缺陷。在童話的結構中最重要的為奇幻之要素,奇幻重視顯露社會中的異化與顛覆理性的成規,其建築在現實即為取得讀者之信任,然而推展至非真的境地以混淆讀者對於現實的概念;透過傾覆讀者的認知,奇幻創造出在現實規則中的間隙(breach)以及破壞權威的法則;奇幻以及童話故事的努力皆於尋求到一個更美好的家庭遠景。 第一章介紹童話的文類架構以及與奇幻的緊密關聯。第二章著重於童話理論以及其架構呈現的欲望與空缺(lack),讀者因認知到自我的伊底帕斯經驗與社會的異化而感到不安;奇幻要素則質問社會規則以及傾覆讀者對於社會秩序的概念。第三章為《魔幻玩具舖》的童話理論分析,以詭異的效果干擾讀者。第四章表明奇幻在《魔幻玩具舖》中的顛覆力量,模糊真與非真的界線以及在社會法規中創造出間隙開啟了被壓抑與壓迫發聲的可能性。最後一章以童話與奇幻要素顛覆父權社會機制作為總結。 / The modern fairy tale, The Magic Toyshop, copes with the issue of what is repressed and muffled under the social and patriarchal restraints through the growing process of a person, especially the oedipal stage. The modern fairy tale writer presents a disillusioned picture of reality, so as to provide the reader with the real conditions of deficiency and alienation in society and unsettle the reader. Through the reading process of the uncanny, the reader recognizes what has been repressed in his unconsciousness, and thus realizes the imperfectness of the society. In the structure of the fairy tale, the most important element is the fantastic which endeavors to reveal the reality of alienation and to subvert the rules of rationality. The fantastic is built on the real in order to gain the belief of the reader; however, it then develops to the realm of the unreal in order to blur the boundary between the real and the unreal. By upsetting the reader’s conception, the fantastic creates a breach in everyday reality and undermines authoritarian rules. The ultimate efforts of the fairy tale and the fantastic are made for the quest for a real homecoming. The first chapter introduces the genre of the fairy tale and its high relevance to the fantastic. The second chapter focuses on the theory of the fairy tale and its significance in revealing what is underneath the structure, desire and lack. The reader is unsettled by recognizing his / her own oedipal experience and the alienated reality. The element of the fantastic questions the everyday rules of the social order and disturbs the reader’s perception. The third chapter is the textual analysis of the fairy tale structure and its uncanny effect on the reader as reflected in Carter’s The Magic Toyshop. The fourth chapter is the analysis of the subversive function of the fantastic in Carter’s novel. The boundary-blurring and breach-making process opens a possibility for what is repressed and oppressed. The final chapter concludes that the fairy tale and the element of the fantastic subvert the authoritative society of patriarchy.
27

膠囊玩具消費體驗與價值之研究

魏伊苹 Unknown Date (has links)
膠囊玩具在引進台灣市場時,引起好一陣子的熱潮。有人曾預言膠囊玩具會不會如同蛋塔風潮,來得急,去得也快?近兩三年開始出現在街頭的扭蛋專賣店,說明了即使一窩瘋的熱潮不再,膠囊玩具依舊有其吸引人的地方。本研究主要便想探討膠囊玩具吸引消費者的原因所在,以及喜愛膠囊玩具的消費者又具備何種特性? 本文研究架構包含消費者特性、中介變數、消費行為等三方的相互關係,其中消費者特性所包含的研究構面有人格特質、收藏行為、從眾行為與參考群體;而中介變數則包含消費體驗、顧客價值與知覺風險。本研究將利用問卷調查與統計分析,探討這些變數與膠囊玩具消費量和願付價格之關連性。 研究結果顯示,當消費者有外控人格特質傾向、利用收藏膠囊玩具增值、有深刻的情感性消費體驗、重視社會情感層面價值與不在意購買成本等特性,願意在單次消費中購買較多的膠囊玩具;而具有收藏增值行為、情感體驗深刻、不重視購買成本與知覺風險低的消費者,對於扭蛋有較高的願付價格。最後根據研究結論,提供膠囊玩具廠商實務上的建議,期以達到加強膠囊玩具消費行為的效果。 關鍵字:膠囊玩具、扭蛋、轉蛋、消費行為、消費體驗、顧客價值、消費價值、知覺風險、內外控人格、收藏行為、從眾行為、參考群體

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