跳到主要內容

臺灣博碩士論文加值系統

(35.175.191.36) 您好!臺灣時間:2021/07/30 13:20
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:王立全
研究生(外文):Li-Chuan Wang
論文名稱:兒童體感互動遊戲設計之研究與創作–以Kinect遊戲為例
論文名稱(外文):A Study and Creation of Embodied Interactive Game Design– An Ecample of Kinect Game
指導教授:李來春李來春引用關係
指導教授(外文):Lai-Chung Lee
口試委員:葉正聖鄭建文陳圳卿
口試委員(外文):Jeng-Sheng YehChien-Wen ChengChun-Ching Chen
口試日期:2012-07-24
學位類別:碩士
校院名稱:國立臺北科技大學
系所名稱:互動媒體設計研究所
學門:設計學門
學類:視覺傳達設計學類
論文種類:學術論文
論文出版年:2012
畢業學年度:100
語文別:中文
論文頁數:117
中文關鍵詞:Game-based learningInteractive DesignEmbodied Game
外文關鍵詞:Game-based learningInteractive DesignEmbodied Game
相關次數:
  • 被引用被引用:12
  • 點閱點閱:1290
  • 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
「遊戲」是兒童肢體與認知發展的重要歷程,但現今數位遊戲式教學系統多半是以滑鼠、鍵盤和觸碰等介面來進行操作,卻忽略了遊戲具有身體活動之本意,因此兒童較無法由肢體得到抒發進而產生學習興趣。「體感互動」是一種融合空間概念與肢體學習的互動介面,兒童在此環境中能夠以最直覺且接近自然的方式來進行學習,藉由虛擬的遊戲環境來達到空間與身體上實際的體驗,進而滿足兒童肢體發育和認知發展所需。本研究試圖將體感互動介面帶入遊戲式教學環境中,並且以遊戲理論之觀點出發,進而探討現今數位遊戲式於兒童學習之影響。
本研究之重點在於應用Kinect開發適用於兒童的體感遊戲,並以遊戲式學習作為創作之理念,其創作目的將希望能透過文獻的探討與分析,歸納整理出一套兒童體感遊戲之互動設計原則,並依據此原則進行兒童體感遊戲的開發及創作,最後,經由活動的觀察與教育專家的訪談,進而提出兒童體感遊戲之開發建議與設計方針。本研究成果Magic Water以及Newton & Apple兩款體感互動遊戲,將會進行公開的展出,藉此希望讓兒童經由操作體感遊戲的過程,同時獲得學習上的樂趣。


“Game” constitutes important process of children’s limbs and cognitive development. But current game-based digital teaching systems mostly works through operation by interfaces such as mouse, keyboard and touching, which ignores the nature of physical activity in games, failing to trigger children’s interest of learning. “Body tracking interaction” is an interactive interface integrated with spatial concept and limb learning. Children can learn in a most intuitive and natural way in such environment, and can create real spatial and physical experience in the virtual environment of the game, through which they satisfy the requirement for limb and cognition development. This study attempts to implant body tracking interactive interface into game-based teaching environment, and from the perspective of game theory to investigate the effect of current digital game-based teaching systems on children’s learning.
This study focuses on employing Kinect to develop body tracking games suitable for children. It takes game-based learning as ideas of creation. The purpose of the creation lies in a hope that a set of interactive design principles for body tracking games for children can be worked out through literature review and analysis. Then based on the principle, this study develops and creates body tracking games for children. Finally, through observation of activities and interviews with educational specialists this study proposes suggestions and guidelines for development and design of body tracking games for children. Two body tracking interactive games, “Magic Water” and “Newton & Apple”, as Result of this study will be displayed publicly. It is hoped that these two games will help children to enjoy learning in the process of playing with the body tracking games.


摘 要 i
Abstract ii
誌 謝 iv
目 錄 v
表 目 錄 viii
圖 目 錄 ix

第一章 緒論 1
1.1 創作背景與動機 1
1.2 創作目的 2
1.3 創作範圍與限制 3
1.4 創作流程 3

第二章 文獻探討 5
2.1 遊戲與學習理論 5
2.1.1 遊戲的起源與理論基礎 5
2.1.2 數位遊戲的定義 14
2.1.3 數位遊戲的特性 15
2.1.4 數位遊戲引發的學習動機 17
2.2 體感遊戲之設計 18
2.2.1 人機互動介面 18
2.2.2 體感互動設計 23
2.3 介面使用性評估 26
2.3.1 介面之評估 26
2.3.2 使用性工程 28
2.3.3 使用性及其評估指標 29
2.4 案例分析 30
2.5 小結 40

第三章 創作理念與方法 41
3.1 創作流程規劃 41
3.1.1 確立研究主題 43
3.1.2 創作理念發展 43
3.1.3 體感遊戲開發 44
3.1.4 創作公開發表 44
3.2 創作考量與設計原則 44
3.2.1 Kinect體感遊戲之互動設計考量 44
3.2.2 Kinect體感遊戲之介面設計原則 46
3.3 創作概念與發展 48
3.3.1 自然科學之創作題材 48
3.3.2 創作主題之擬定 49
3.3.3 專家訪談 50
3.4 體感遊戲創作之發展 54
3.4.1 《Magic Water》體感遊戲創作概念 54
3.4.2 《Newton & Apple》體感遊戲創作概念 57
3.5 使用者觀察評估方法 60
3.5.1 活動參與對象 60
3.5.2 互動介面之使用性評估方式 60
3.5.3 互動介面負荷度之評估 62

第四章 系統開發及實作 64
4.1 創作設備及工具 64
4.2 體感遊戲運作模式 68
4.3 《Magic Water》體感遊戲設計開發 69
4.3.1 《Magic Water》體感遊戲內容說明 69
4.3.2 《Magic Water》體感遊戲互動流程 76
4.4 《Newton & Apple》體感遊戲設計開發 77
4.4.1 《Newton & Apple》體感遊戲內容說明 78
4.4.2 《Newton & Apple》體感遊戲互動流程 83

第五章 使用者觀察及評估 85
5.1 體感遊戲活動觀察說明 85
5.1.1 活動流程與規劃 85
5.1.2 活動參與對象 86
5.1.3 活動進行方式 87
5.2 體感互動介面設計評估 90
5.2.1 體感遊戲操作使用性分析 90
5.2.2 體感遊戲介面負荷度評估 94
5.3 體感遊戲活動訪談內容 96
5.3.1 兒童訪談內容 97
5.3.2 專家訪談內容 99

第六章 創作修正與展示 102
6.1 創作修正內容 102
6.1.1 《Magic Water》創作修正 102
6.1.2 《Newton & Apple》創作修正 103
6.2 兒童體感遊戲成果展示 105

第七章 結論與建議 107
7.1 創作結論 107
7.2 未來展望 109

參考文獻 111
中文文獻: 111
翻譯文獻: 112
英文文獻: 112
網站資料: 116


中文文獻:
王柔翔 (2008)。融入環境特色之科學數位遊戲學習對學校認同與環境覺知的影響~以「校園植物」為例。碩士論文,國立台北教育大學自然科學教育學系,台北市。
李適中 (1976)。團體遊戲的理論與實際。台北:幼獅。
吳文忠 (1957)。體育史。台北:正中。
吳怡儒 (1998)。幼稚園戶外遊戲活動實施現況之研究─以雲嘉地區為例。國立嘉義師範學院國民教育研究所未出版碩士論文。
吳鐵雄 (1998)。電腦軟體遊戲帶來的影響。第三波,66,64-71。
林南風 (1990)。幼兒體能與遊戲。台北:五南。
郭靜晃 (1997)。遊戲與教育。教育研究,58,7-57。
楊曉婷 (2007)。課堂遊戲融入國中英語課之設計與實施。未出版碩士論文,淡江大學教育科技系,台北縣。
湯志民 (2002)。學校遊戲場。臺北:五南。
黃瑞琴 (1994)。論幼稚園遊戲課程的取向。臺北師院學報,7,881-916。
劉效騫 (1987)。兒童遊戲新論。臺北市:臺灣書店。
簡幸如 (2005)。數位遊戲設計之教學模式建構。國立中央大學學習與教育研究所碩士論文。
簡楚瑛 (1993)。遊戲之定義、理論與發展的文獻探討。國立新竹師院學報,6,105-133。
鄭凱育 (2000)。電腦遊戲對國小四年級學童二維空間概念發展影響之研究。中國文化大學生活應用科學研究所碩士論文。

翻譯文獻:
葉思義譯 (2005)。Crawford, C.著。遊戲大師談數位互動劇本創作。台北市:碁峰資訊股份有限公司。
江麗莉譯 (1997)。Joe L. Frost 著。兒童遊戲與遊戲環境。臺北市:五南。
吳麗媛譯 (2005)。J. L. Frost, S. C. Wortham&S. Reifel著。遊戲歷史-想法、信念與活動。載於吳麗媛等(譯),幼兒遊戲與發展理論(頁1-1 ~ 1-26)台北:華騰。
郭靜晃譯 (1992)。J.E.Johnson, J. F. Christie, T. D. Yawkey著。兒童遊戲:遊戲發展的理論與實務。臺北市:揚智文化。
郭靜晃譯 (1993)。U.Gielen;雷霆/著。<道德推理的測量>。載於俞筱鈞等(譯),道德發展---柯爾堡的薪傳(頁79-117)。台北:紅葉。
郭靜晃譯 (2000)。F.P.Hughes 著。兒童遊戲。台北:洪葉。
陳建雄譯 (2006)。Preece, J.Rogers, Y. & Sharp, H.著。互動設計。台北:全華科技圖書股份有限公司。
楊文貴譯 (2003)。C. D. Shipley 著。強化兒童的心智---以終生學習為導向的遊戲本位課程。台北:洪葉。

英文文獻:
ACM. (1992). ACM SIGCHI curricula for human-computer interaction. Paper presented at the ACM Special Interest Group on Computer-Human Interaction, New York, USA.

Aguilar, T. E. (1985). Social and environmental barriers to playfulness. In Frost, J. L., & Sunderlin, S. (Eds.), When Children Play. Weaton, MD: Association for Childhood Education International. pp. 73-76.

Aldrich, F., Rogers, Y., & Scaife, M. (1998). Getting to grips with interactivity: helping teachers assess the educational value of CD-ROMs. British Journal of EducationalTechnology, 29(4), 321-332.


Alissa, N. A. (2007). The CTI Framework: Informing the Design of Tangible Systems for Children. Proceedings of Tangible and Embedded Interaction(TEI 2007), ACM Press (2007), pp. 195-202.

Baecker, R. M., & Buxton, W. A. S. (1987). Readings in human-computer: A multi-disciplinary approach. Los Altos, CA: Morgan Kaufmann.

Becker, K. (2005). How are games educational? Learning theories embodied in games. Retrieved October 23, 2011, from Sciweavers, LLC:http://www.sciweavers.org/publications/how-are-games-educational-learning-theories-embodied-games

Borsook, T. K., & Higginbotham-Wheat, N. (1991). Interactivity: What is it and what can it do for computer-based instruction. Educational Technology, 31(5), 11-17.

Burdek, B. E. (1994). Design: geschichte, theorie und praxis der produktgestaltung. DuMont: Germany.

Crawford, C. (2003). Chris Crawford on game design. Indianapolis: New Rider.

Davis, E., & Miyake, N. (2004). Explorations of Scaffolding in Complex Classroom Systems. The Journal of the Learning Sciences, 13(3), 265-272.

Dix, A., Finlay, J., Abowd, G. D., & Beale, R. (2004). Human-Computer Interaction. Addison-Wesley Pearson Education, London.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy? ACM Computers in Entertainment, 1(1), 1-4.

Gee, J. P. (2004). Learning by design: Game as learning machines. Interactive Educational Multimedia, 8, 15-23.

Gee, J. P. (2005). Game-Like Learning: An Example of Situated Learning and Implications for Opportunity to Learn.Retrieved October 23 from http://www.academiccolab.org/resources/documents/Game-Like Learning.rev.pdf

Gilbert, L., & Moore, D. R. (1998). Building interactivity into web courses: Tools for social and instructional interaction. Educational Technology, 38(3), 29-35.

Hogle, J. G. (1996). Considering Games as Cognitive Tools: In Search of Effective "Edutainment". University of Georgia Department of Instructional Technology.

Howland, G. (1998). Game Design: The Essence of Computer Games. Retrieved April 2, 2011, from: http://pennycook.music.utexas.edu/forum/gamedesign.html

Hsiao, H. C. (2007). A Brief Review of Digital Games and Learning. Paper appears in: the First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning(DIGITEL 2007), Jhongli, Taiwan.

ISO 9241 Parts 1-17 (1992-2001) Ergonomics of human-system interaction.

Jenkins, E. (1990). Scientific literacy and school education. School Science Review, 71(256), 43-51.

Jensen, J. F. (1998). Interactivity: Tracing a new concept in media and communication studies. Nordicom Review, 19(1), 185-204.

Kattenbelt, C., & Raessens, J. (2003). Computer games and the complexity of experience. In DiGRA 2003 Level Up Conference. 2003. Utrecht, Netherlands: Digital Games Research Association.

Keiichi, S. N., Schapira, E., Kettebekov, S., & Sharma, R. (2002). Multi-modal Human Computer Interaction for Crisis Management Systems. IEEE Workshop on Applications of Computer Vision, pp. 203-207.

Laurel, B. (1990). The Art of Human-Computer Interface Design. Adison-Wesley Publishing Company, Massachusetts.

Morris, M., & Ogan, C. (1996).The internet as mass audience. Journal of Communication, 46(1), 39-50.

Muirhead, B., & Juwah, C. (2004). Interactivity in computer-mediated college and University education: A recent review of the literature. Educational Technology & Society,7(1),12-20.

Nielsen, J. (1993). Usability Engineering. Morgan Kaufmann, San Francisco, USA.

Norman, D. A. (1986).User-centered system design: New perspectives on Human-computer interaction. NJ: Lawrence Erlbaum Associates.

Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday Things. New York. Basic Books.

Orwant, J. (2000). EGGG: the extensible graphical game generator. Unpublished PhD thesis, MIT, Cambridge.

Oviatt, S. L., & Cohen, P. R. (2000). Multimodal Interfaces That Process What Comes Naturally, Communication of the ACM, 45-53.

Oviatt, S. L. (2003). Multimodal interactive maps: designing for human performance. Human-Computer Interaction, pp.93-129.

Oviatt, S. L. (2003). Multimodal interfaces. The Human-Computer Interaction Handbook: Fundaments. Evolving Technologies and Emerging Applications. pp. 286-304. Mahwah, NJ: Lawrence Erlbaum Associates.

Oviatt, S. L., Cohen, P. R., Fong, M. W., & Frank, M. P. (2003). A rapid semi-automatic simulation technique for investigating interactive speech and handwriting, Proceedings of the International Conference on Spoken Language Processing, pp.1351-1354,

Piaget, J. (1932). The moral judgment of the child. London: Routledge&Kegan Paul.

Piaget, J. (1962). Play, Dreams and Imitation in Childhood. New York: Norton.

Pierfy, D. A. (1977). Comparative simulation game research: Stumbling blocks and stepping stones. Simulation and games, 8(2), 255-268.

Preece, J. (1994). Human-Computer Interaction. Wokingham: Addison-Wesley.

Preece, J., Rogers, Y., & Sharp, H. (2002) Interaction design: Beyond human-computer interaction. New York: John Wiley & Sons, Inc.

Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment,1(1), 21-24.

Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw Hill.

Rafaeli, S. (1988). Interactivity: From new media to communication. In R. P. Hawkins, J. M. Wiemann, & S. Pingree (Eds.). Advancing communication science: Merging mass and interpersonal process. Newbury Park, CA: Sage.

Randel, J., Morris, B., Wetzel, C., & Whitehill, B. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation and Gaming, 23(3), 261-276.

Raybourn, E. M., & Bos, N. (2005). Design and evaluation challenges of serious games. In CHI 2005 Extended Abstracts on Human Factors in Computing Systems, pp. 2049–2050, NY, USA. ACM Press.

Rebecca T. (2004), Starting Point-Teaching Entry Level Geoscience. Retrieved May 25, 2011, from: http://serc.carleton.edu/introgeo/games/

Resnick, M., Martin, F., &, Berg, R. (1998), Digital manipulatives: new toys to think with, Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 281-287,United States

Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders: Indianapolis.

Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge MA: MIT Press.

Sims, R. (1997). Interactivity: A forgotten art? Computer in Human Behavior, 13(2), 157-180.

Sims, R. (2000). An interactive conundrum: Constructs of interactivity and learning theory. Australian Journal of Educational Technology, 16(1), 45-57.

Spencer, H. (1860). The physiology of laughter. MacMillan’s Magazine, 1, 395-402.Sutton-Smith, B. (1967). The role of play in cognitive development. Young Children, 22, 361-370.

Tobias, B. (2012). Miracle: An Augmented Reality Magic Mirror System for Anatomy Education. IEEE Virtual Reality 2012 (VR)

Victor, E., & Kel lough, R. D. (1997). Science for the elementary and middle school. Upper Saddle River, N. J.: Merrill.

Vygotsky, L. S. (1976). Play and its role in the mental development of the child.In J.S. Bruner, A. Jolly, & K. Sylva (Eds.) Play : Its role in development and evolution. NewYork: Basic Books.

Vygotsky, L. S. (1978). Mind in society. Cambridge, MA: Harvard University Press.Wiener, N. (1948). Cybernetics. New York: Wiley.

網站資料:
教育部 (2008)。國民中小學九年一貫自然與生活科技課程綱要。
2011年,取自:http://teach.eje.edu.tw/9C/9cc_97.php?login_type=1
Razorfish Inc (2011). work of Media and Entertainment
Retrieved 2011, from http://www.razorfish.com/
KinectEducation (2012). Kinect Apps for Education
Retrieved 2012, from http://apps.kinecteducation.com/
KinectMath (2011). Retrieved 2012, from http://kinectmath.org/
Tum Inc (2012). Augemented Reality Magic Mirror using the Kinect.
Retrieved 2012, from http://campar.in.tum.de/Main/TobiasBlum
PlayStation (2012). Games for PS3 Move. Retrieved 2012
from http://us.playstation.com/ps3/games-and-media/
Xbox Market (2012). The Kinect Games of Xbox360. Retrieved 2012
from http://marketplace.xbox.com/en-US/Xbox

電子全文 電子全文(本篇電子全文限研究生所屬學校校內系統及IP範圍內開放)
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top