跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.181) 您好!臺灣時間:2025/12/14 00:27
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

我願授權國圖
: 
twitterline
研究生:劉凱
研究生(外文):Kai Liu
論文名稱:個人遊戲資訊管理系統之研究
論文名稱(外文):Personal Game Information Management System
指導教授:劉世昌劉世昌引用關係
指導教授(外文):Shyh Chang Liu
學位類別:碩士
校院名稱:義守大學
系所名稱:資訊工程學系碩士班
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2006
畢業學年度:94
語文別:中文
論文頁數:52
中文關鍵詞:個人化遊戲知識搜尋系統真簡單聯合供稿線上遊戲
外文關鍵詞:On-Line GameReally Simple Syndication RSSPersonal Game Information Management
相關次數:
  • 被引用被引用:0
  • 點閱點閱:487
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:1
現有的資訊技術與網路寬頻化的基礎,讓線上遊戲(On-Line Game)成為具有高附加價值的產業之一。自2000年來,隨著寬頻網路市場成長快速,線上遊戲的市場規模亦呈倍數成長,成為沒有年齡限制的全民最愛,且在玩遊戲的同時會依據不同的需求利用網路擷取相關的資訊。然而,網際網路(Internet)上急遽增加的資料量,卻讓遊戲使用者產生不知如何篩選及組織的困擾。為此,資訊搜尋的應用提供了一個解決之道,透過資訊擷取技術的協助,使用者將可在豐富的網路資源中取得所需的資訊並加以組織及應用。
為此,本研究利用以真簡單聯合供稿(Really Simple Syndication RSS)方式作為搜尋資訊物件(Information Object)的參考機制,建立個人化遊戲知識服務的搜尋架構,以作為遊戲知識搜尋系統設計的基礎。藉由個人化遊戲知識搜尋系統將可以有效地讓使用者獲得有興趣以及真正符合需求的遊戲知識。另外本系統之機制不受限於資料的來源及性質,因此可以被廣泛的應用於其他的系統之上。
Modern IT technique and broadband network infrastructure make on-line games become one of the high value-added industries. Especially when the market of the broadband network grew rapidly since 2000, not only the market of the on-line games increased in 10 megabyte speed, it also becomes the most favorite entertainment to all ages. Extra information will be adopted during the game playing that makes the users confused to filter and organize the information from the overwhelming Internet information. In order to solve this problem, a system is proposed to let user get the valued knowledge and organize from the Internet via the information fetch.

This thesis designs an information objects searching mechanism based on the method of RSS (Really Simple Syndication) to build the personal game knowledge-searching infrastructure as the basis of the game knowledge-searching system design. Valuable game knowledge could be obtained by this personal game knowledge-searching system. Since this system is not restricted by the source or the property of the information, it could be applied in the other system.
中文摘要............................Ⅰ
Abstract............................Ⅲ
誌謝..............................Ⅴ
目錄..............................Ⅶ
圖目錄.............................Ⅷ
表目錄.............................Ⅸ
第一章 緒論...........................1
1.1 研究背景與動機......................1
1.2 研究目的.........................4
1.3 研究範圍.........................5
1.4 研究流程.........................5
第二章 文獻探討.........................7
2.1 遊戲產業的探討......................7
2.2 部落格..........................11
2.3 真簡單聯合供稿......................16
2.4 個人遊戲資訊管理系統...................22
2.5 資訊物件搜尋平台.....................23
第三章 研究方法........................26
3.1 研究架構.........................26
3.1.1 個人遊戲資訊管理系統架構...............26
3.1.2 搜尋平台之架構....................29
3.2 平台之資料結構分析....................30
3.2.1 遊戲之資訊服務....................30
3.2.2 Metadata之分析....................30
3.2.3 資訊物件的查詢....................36
3.2.4 系統架構與實作....................37
第四章實驗結果.........................41
第五章結論與建議........................44
5.1 研究結論.........................44
5.2 研究貢獻.........................44
5.3 研究限制.........................45
5.4 未來研究建議.......................46
參考文獻............................48
[1]Craig A. Knoblock, Steven Minton, Jose Luis Ambite, The Ariadne approach to Web-based information integration. Journal on Cooperative Information Systems, 2001, 10(1-2): 145-169.
[2]J. David Betts, Stuart J. Glogoff, Instructional Models for Using Weblogs In eLearning: Case Studies from a Hybrid and Virtual Course, http://www.campus-technology.com/print.asp?ID=9829
[3]Mary Harrsch, “RSS: The Next Killer App For Education”,http://ts.mivu.org/default.asp?show=article&id=2010,AUGUST 2003.
[4]Stephen Downes, An Introduction to RSS for Educational Designers, http://www.downes.ca/files/RSS_Educ.htm,November 2002.
[5]Tiffany Y. Tang and Gordon McCalla, “Smart Recommendation for an Evolving E-Learning System”, In 11th International Conference on Artificial Intelligence in Education (AIED'' 2003). July 20-24, Sydney, Australia. 2003. pp. 699-710.
[6]Hans-Peter Kriegel, Matthias Schubert, “Classification of Websites as Sets of Feature Vectors”, International Conference on Databases and Applications (DBA''2004), Austria, 2004.
[7]G. R. Hjaltason and H. Samet.,“Incremental similarity search in multimedia databases”, University of Maryland CS TR-4199, 2000
[8]Baoli Li, Shiwen Yu, Qin Lu, “An Improved k-Nearest Neighbor Algorithm for Text Categorization”, Proceedings of the 20th International Conference on Computer Processing of Oriental Languages, China, 2003.
[9]Helen Partridge and Sylvia Edwards, “Establishing the IT Student''s Perspective to e-Learning: Preliminary Findings from a Queensland University of Technology Case Study.” Informing Science + Information Technology Education Joint Conference, June, 2005, ARIZONA, USA
[10]Kym Buchanan & David Sheridan,”It''s Just a Game: Receptivity, Immersion,& Learning”,KymBuchanan.org,Writing Center, Michigan State University,2005.
[11]http://www.gameplay.com.tw
[12]Robert Entriken, Siegfried Vössner, “Genetic Algorithms with cluster analysis for production simulation”, Proceedings of the 1997 Winter Simulation Conference, USA , 1997
[13]Z. Z. Nick and P. Themis, “Web Search Using a Genetic Algorithm”, Journal of IEEE Internet Computing, pp. 18-26, 2001.
[14]Chun-Yen Chang, Yu-Hua Weng ,Chinese Journal of Science Education , 2000, 8(1), 35-55, Exploring Interrelationship between Problem-Solving Ability and Science-Process Skills of Tenth-Grade Earth Science Students in Taiwan
[15]Sari Walldén,Anne Soronen,”Edutainment - From Television and Computers to Digital Television.”, University of Tampere. Hypermedia Laboratory, Tutkimusraportteja — Working Papers 2, 2004.
[16]Turkle, S. (1996). Life on The Screen:Identity in The Age of The Internet. London:Weidenfeld & Nicolson ,”虛擬化身: 網路世代的身份認同”, 譚天, 吳佳真(1998 譯)
[17]Eric Gradman,User-Centric Distributed Social Software , http://gradman.com/projects/dss/
[18]艾魯克,“網路遊戲社群化終極之路”,http://gamedesign.blogchina.com/1548469.html,2005.
[19]蘇芬媛,”網路虛擬社區的形成:MUD之初探性研究”,http://cindy.cis.nctu.edu.tw/MUD/96/maybo.doc,2000.
[20]“中國網路遊戲市場調查報告”, http://data.chinabyte.com/167/2229167.shtml, 2005.
[21]“全球博客規模發展情況”,http://www.iresearch.com.cn/html/online_community/detail_views_id_20310.html, iResearch In,2005.
[22]“中國休閒遊戲市場規模及預測”,http://www.iresearch.com.cn/online_game/detail_views.asp?id=15569,2005.
[23] “中國網路遊戲用戶數量及預測”,http://www.iresearch.com.cn/online_game/detail_views.asp?id=18142, iResearch In,2005.
[24]“中國角色扮演類遊戲玩家獲取訊息並最有影響力的管道分析”,http://www.iresearch.com.cn/online_game/detail_views.asp?id=12262, iResearch In,2005.
[25]“博客閱讀體驗狀況”, http://www.iresearch.com.cn/html/online_community/detail_views_id_20320.html, iResearch In,2005.
[26]“經常使用BBS論壇、社區、討論區等服務的網民比例增加”,http://www.iresearch.com.cn/online_community/detail_views.asp?id=11411, iResearch In,2005.
[27]“網民所認為的網路社區的作用和優勢”, http://www.iresearch.com.cn/online_community/detail_views.asp?id=9216, iResearch In,2005.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top