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研究生:林長駿
研究生(外文):Chang-Chun Lin
論文名稱:PuzzleServer─設計程序紀錄、分享、組織的架構
論文名稱(外文):Puzzle Server - A Framework forRecord, Share, Organization in Design Process
指導教授:張登文張登文引用關係邱上嘉邱上嘉引用關係
指導教授(外文):Teng-Wen Chang
學位類別:碩士
校院名稱:國立雲林科技大學
系所名稱:設計運算研究所碩士班
學門:設計學門
學類:綜合設計學類
論文種類:學術論文
論文出版年:2004
畢業學年度:92
語文別:中文
論文頁數:47
中文關鍵詞:設計迷思設計探索設計遊戲遊戲式學習迷思伺服器
外文關鍵詞:playfuldesign gamepuzzle serverdesign puzzledesign exploration
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設計的行為分享有許多類似於人類玩遊戲的行為,像是好玩的設計和設計的遊戲
等更成為現在設計研究的領域。玩遊戲,特別是以伺服器為基礎的網路遊戲,有
著高頻寬的網路環境涉入,成為在現今的數位領域中一個重要的社會現象。在這
樣一個新興的虛擬空間,使用者為了完成被指派的個人或群體任務彼此合作和分
享資訊或彼此之間為了贏得遊戲而競爭。玩網路遊戲的過程中是充滿互動或探索
和目的導向。以類似的觀點,設計研究有一個模型叫做設計空間探索(Woodbury
1991)。為了搜尋設計的替選方案使用探索當作一個隱喻,設計空間探索描述一個
設計╱網路的遊戲過程提供一個互動的過程模式。此外,一個架構叫做design
puzzle(Chang 2004),結合以設計作為puzzle-making 的隱喻(Archea 1987),和puzzle
game(Bates 2002)提供一個符合設計探索和玩遊戲兩者之間的關聯。Design puzzle
被使用在本研究做為設計探索的瞭解。進一步說,本研究調查運算模型的可行性
和可運算性,取名為puzzle-server,描述著以伺服器為基礎的設計空間範圍上的設
計行為。
Design as a human activity shares many similarity with game play. Therefore, such
as playful design and design games have become current issues of research in design
domain. Game play, especially server-based network game, with the availability of
high-bandwidth network environment has evolved to be important social phenomena in
the digital era. Within such an emerging virtual space, users cooperate and share
information for completing assigned individual/group tasks or compete with each other
for wining the game. The process of network game play is interactive (or exploring) and
goal-oriented. A framework called design puzzles (Chang 2004) that combines the
design as puzzle-making metaphor (Archea 1987) and puzzle games (Bates 2002)
provides a match between design exploration and game play. Design puzzle is used in
this research as one realization of design exploration. Furthermore, this research
investigates the feasibility and computability of a computational model called
puzzle-server for describing the design behaviors within the scope of server-based
design spaces.
中文摘要------------------------------------------------------------------------------------------- I
英文摘要------------------------------------------------------------------------------------------ II
誌 謝----------------------------------------------------------------------------------------- III
目 錄----------------------------------------------------------------------------------------- IV
圖 目 錄---------------------------------------------------------------------------------------- VII
第一章 緒論---------------------------------------------------------------------------------------1
1.1 研究動機-----------------------------------------------------------------------------------2
1.2 研究背景-----------------------------------------------------------------------------------3
1.3 研究目的-----------------------------------------------------------------------------------5
1.4 研究方法與步驟--------------------------------------------------------------------------5
1.5 論文架構-----------------------------------------------------------------------------------6
第二章 設計探索與網路遊戲------------------------------------------------------------------7
2.1 設計的探索方式--------------------------------------------------------------------------7
2.1.1 設計的搜尋---------------------------------------------------------------------------7
2.1.2 小結------------------------------------------------------------------------------------8
2.2 網路遊戲的運作方式--------------------------------------------------------------------9
2.2.1 連線架構------------------------------------------------------------------------------9
2.2.2 線上遊戲互動模式---------------------------------------------------------------- 10
2.2.3 資料庫的處理---------------------------------------------------------------------- 11
2.2.4 硬體因素---------------------------------------------------------------------------- 12
2.2.5 小結---------------------------------------------------------------------------------- 12
2.3 網路遊戲的呈現方式------------------------------------------------------------------- 13
2.3.1 網路虛擬空間---------------------------------------------------------------------- 13
2.3.2 角色扮演---------------------------------------------------------------------------- 13
2.3.3 小結---------------------------------------------------------------------------------- 14
2.4 邁向網路遊戲之設計探索------------------------------------------------------------ 14
第三章 PUZZLE SERVER 之分析--------------------------------------------------------- 15
3.1 角色(ROLE)的扮演----------------------------------------------------------------------- 15
v
3.2 探索程序的紀錄(RECORD) ------------------------------------------------------------- 16
3.3 探索資訊的分享(SHARE) --------------------------------------------------------------- 17
3.4 資料的組織(ORGANIZATION) ----------------------------------------------------------- 18
3.5 結論--------------------------------------------------------------------------------------- 20
第四章 PUZZLE SERVER 模型------------------------------------------------------------- 21
4.1 系統模型的建立------------------------------------------------------------------------ 21
4.2 PUZZLE SERVER 模型上的四個特性-------------------------------------------------- 22
4.2.1 角色的特性-------------------------------------------------------------------------- 22
4.2.2 紀錄的特性-------------------------------------------------------------------------- 22
4.2.3 分享的特性-------------------------------------------------------------------------- 22
4.2.4 組織的特性-------------------------------------------------------------------------- 23
4.3 PUZZLE SERVER 的四個層面----------------------------------------------------------- 24
4.3.1 第一層 user information ---------------------------------------------------------- 24
4.3.2 第二層 puzzle representation----------------------------------------------------- 25
4.3.3 第三層 puzzle transition ---------------------------------------------------------- 27
4.3.4 第四層 exploration process ------------------------------------------------------- 28
4.4 PUZZLE SERVER 四層架構之間的關聯------------------------------------------------ 29
第五章 實作PUZZLE SERVER 系統------------------------------------------------------ 30
5.1 設計考量--------------------------------------------------------------------------------- 30
5.1.1 puzzle 範例之檢驗---------------------------------------------------------------- 30
5.1.2 系統環境與開發技術評估------------------------------------------------------- 31
5.2 DUCS 系統架構------------------------------------------------------------------------- 32
5.3 DUCS 系統運作------------------------------------------------------------------------- 34
5.3.1 User information -------------------------------------------------------------------- 35
5.3.2 Puzzle representation --------------------------------------------------------------- 36
5.3.3 Puzzle transition--------------------------------------------------------------------- 39
5.3.4 Exploration process ----------------------------------------------------------------- 40
5.4 CLIENT 與 SERVER 的連接------------------------------------------------------------ 41
5.4.1 Client 與 server 的連接方式---------------------------------------------------- 41
5.4.2 Puzzle server 提供連線的程式與參數------------------------------------------ 41
5.4.3 Puzzle client 透過PHP 程式傳遞參數實例----------------------------------- 42
5.5 實作結果--------------------------------------------------------------------------------- 43
vi
第六章 結論與未來工作---------------------------------------------------------------------- 45
6.1 結論--------------------------------------------------------------------------------------- 45
6.2 未來發展--------------------------------------------------------------------------------- 45
參考文獻----------------------------------------------------------------------------------------- 46
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