跳到主要內容

臺灣博碩士論文加值系統

(44.200.194.255) 您好!臺灣時間:2024/07/18 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

: 
twitterline
研究生:陳雅芳
研究生(外文):CHEN,YA-FANG
論文名稱:以傳統布袋戲VR互動遊戲促進代間溝通之研究
論文名稱(外文):VR Game Design Research for Intergenerational Communication - the Example of the Traditional Puppet Theater
指導教授:周玟慧周玟慧引用關係
指導教授(外文):CHOU,WEN-HUEI
口試委員:周玟慧王照明陳聖智
口試委員(外文):CHOU,WEN-HUEIWANG,CHAO-MINGCHEN,SHENG-CHIH
口試日期:2022-06-23
學位類別:碩士
校院名稱:國立雲林科技大學
系所名稱:數位媒體設計系
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:2022
畢業學年度:110
語文別:中文
論文頁數:149
中文關鍵詞:高齡者遊戲代間溝通虛擬實境布袋戲數位人文
外文關鍵詞:seniors gamesintergenerational communicationvirtual realityglove puppetrydigital humanities
相關次數:
  • 被引用被引用:2
  • 點閱點閱:412
  • 評分評分:
  • 下載下載:88
  • 收藏至我的研究室書目清單書目收藏:0
隨著當今少子化的現象,高齡化逐漸成為了全球最重要的熱門議題,合適的代間方案能夠順利促進世代之間的溝通隔閡,透過當今新興科技的應用,導入傳統文化元素,因此藉由擬定傳統布袋戲為遊戲主體,以大眾所耳熟能詳的四大名間故事《白蛇傳》作為遊戲主題,藉由高齡者的歷史文化知識作為遊戲中的引導指標,讓高齡者在遊戲互動之中,不僅能夠獲得充足的自信心與提高接受現代科技的好奇心,也使年輕世代在互動之中,充分的獲得關於「布袋戲」的相關文化知識,過去VR的遊戲開發並未將代間溝通的需求納入考量及重視,若能以其需求進行代間方案評估與設計,相信在世代的演化中,能夠對高齡者及年輕人產生更大的效益。
本研究透過文獻探討,進行傳統文化VR遊戲設計以及實作,並且招募以一名高齡者、一名年輕人組成的4個小組、共8人進行遊戲測試,測後將進行開放式的問卷訪談,最終將開放式問卷的內容進行紮根理論編碼,並將其歸納為開放式譯碼196組、主軸譯碼25組、選擇譯碼8組。調查結果顯示,透過高齡者所熟悉的布袋戲內容與知識,及年輕人容易上手的VR設備,透過相互合作的遊戲方式,能夠有效的增加不同世代之間的對話與互動,成功達到縮短世代隔閡、促進代間溝通之成效。

Intergenerational communication gaps have become crucial because of declining birth rates. These gaps can be bridged by using emerging technologies to pass on traditional cultural elements.
VR games have generally not considered intergenerational communication gaps; therefore, we developed a VR game from the traditional glove puppet show. We utilized "The Legend of the White Snake," one of the four famous Chinese folk stories, as the game's theme. The culture and history knowledge of the elderly provided guidance in the game. Interactions with the game by older and younger people had two effects: (1) older people gained sufficient self-confidence to use modern technology; their distrust of modern technology also reduced, and (2) the younger people acquired relevant culture and history knowledge from the "The Legend of the White Snake."
We recruited eight people to play the game, divided into four pairs consisting of one older person and one younger person. An open-ended questionnaire was administered after the game. Based on the grounded theory, responses were coded and summarized into 196 open coding groups, 25 axial coding groups, and 8 selective coding groups.
The survey results show that dialogue and interaction between different generations can be sufficiently increased through a mutually cooperative gaming method, thereby bridging intergenerational communication gaps and promoting intergenerational communication. In our case, the game's theme was familiar to older people, and VR was familiar to younger people.

摘要 I
ABSTRACT II
誌謝 III
目錄 IV
表目錄 VI
圖目錄 VII
一、緒論 1
1.1研究背景與動機 1
1.2研究目的 4
1.3研究架構與流程 5
1.4研究範圍與限制 6
二、文獻探討 7
2.1 虛擬實境的發展與應用 7
2.2 高齡者數位遊戲 11
2.3 傳統布袋戲文化 15
2.4 代間學習及溝通 18
2.5 代間數位遊戲 20
2.6小結 22
三、研究方法與遊戲實作 23
3.1 遊戲企劃 24
3.1.1故事劇情 24
3.1.2遊戲規劃 25
3.1.3功能規劃 29
3.2遊戲設計 29
3.2.1角色與場景設計 30
3.2.2介面設計 33
3.2.3開發工具 43
四、半結構訪談與紮根理論 45
4.1半結構式訪談 45
4.1.1研究對象與實驗流程 45
4.1.2訪談問題設計 47
4.1.3訪談流程 48
4.2紮根理論 49
4.2.1紮根理論譯碼 50
五、資料分析 53
5.1 遊戲設計評估 53
5.2 設計評估修改建議 57
5.3 VR科技使用 61
5.4 遊戲代間互動與溝通 67
5.5 傳統文化的科技應用 74
5.6 世代差異下的傳統文化 79
5.7 高齡者個人經驗與看法 82
5.8 VR遊戲使用性建議彙整 83
六、結論與建議 91
6.1研究結論 91
6.2研究貢獻與未來建議 94
參考文獻 96
英文文獻 96
中文文獻 101
附錄 104
一、實驗與訪談知情同意書 104
二、半結構訪談逐字稿與譯碼 106

英文文獻
Artaud, A., The Theater and Its Double, Translated by Richards, M. C., New York: Groove Press, 1958.
Aday, R. H., Sims, C. R., & Evans, E. (1991a). Youth's attitudes toward the elderly: The impact of intergenerational partners. Journal of Applied Gerontology, 10(3), 372-384.
Aday, R. H., Rice, C., & Evans, E. (1991b). Intergenerational partners project: A model linking elementary students with senior center volunteers. The Gerontologist, 31(2), 263-266.
Agate, J. R., Agate, S. T., Liechty, T., & Cochran, L. J. (2018). ‘Roots and wings’: an exploration of intergenerational play. Journal of Intergenerational Relationships, 16(4), 395-421.
Aznar-Casanova JA, Romeo A, Gómez AT, Enrile PM. (2017). Visual fatigue while watching 3D stimuli from different positions. Journal of optometry, 10(3), 149-160.
Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nature reviews neuroscience, 12(12), 752-762.
Berntsen, K., Palacios, R. C., & Herranz, E. (2016, November). Virtual reality and its uses: a systematic literature review. In Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 435-439).
Brown, S. C., Stevenson, R. A., Troiano, P. F. & Schneider, M. K. (2002). Exploring complex phenomena: Grounded theory in students affairs research. Journal of College Student Development, 43(2), 173-183.
Babchuk, W. A. (1997). Glaser or Strauss: Grounded theory and adult education. Paper presented at the Midwest Research-to-Practice Conference in Adult, Continuing and Community Education, Michigan State University, East Lansing, Michigan.
Chapman, N. J., & Neal, M. B. (1990). The effects of intergenerational experiences on adolescents and older adults. The gerontologist, 30(6), 825-832.
Chua, P. H., Jung, Y., Lwin, M. O., & Theng, Y. L. (2013). Let’s play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants. Computers in Human Behavior, 29(6), 2303-2311.
Chen, S. (2017). How can we enhance elderly health and well-being through various forms of game-based activities?, Syracuse University, Theses - ALL. 159.
Chen, S. T., Chiang, I., Liu, E. Z. F., & Chang, M. (2012). Effects of Improvement on Selective Attention: Developing Appropriate Somatosensory Video Game Interventions for Institutional-Dwelling Elderly with Disabilities. Turkish Online Journal of Educational Technology-TOJET, 11(4), 409-417.
Cucinelli, G., Davidson, A. L., Romero, M., & Matheson, T. (2018). Intergenerational Learning Through a Participatory Video Game Design Workshop. Journal ofIntergenerationalRelationships, 16(1-2), 146-165.
Chiang, I. T., Chen, M. L., Chang, P. S. M & Lee, J. Y. (2011). Effects of a video game-based intervention on balance learning for institution- dwelling elderly in veterans home. Oral presented at 2011 International Educational Technology Conference, Turkey, Istanbul.
Ching-Yueh Tseng.(2018).Immersive experience of seamless virtual space:Virtual Reality.
Cota, T. T., Ishitani, L., & Vieira Jr, N. (2015). Mobile game design for the elderly: A study with focus on the motivation to play. Computers in Human Behavior, 51, 96-105.
Czaja, S. J., & Lee, C. C. (2009). Information technology and older adults. In Human-Computer Interaction (pp. 35-50). CRC Press.
Chua, P. H., Jung, Y., Lwin, M. O., & Theng, Y. L. (2013). Let’s play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants. Computers in Human Behavior, 29(6), 2303-2311.
Di Gironimo, G., Gironimo, G. D., & Lanzotti, A. (2009). Designing in VR. International Journal on Interactive Design and Manufacturing (IJIDeM), 3(2), 51–53.
Davis, H., Vetere, F., Francis, P., Gibbs, M., & Howard, S. (2008). I wish we could get together”: exploring intergenerational play across a distance via a ‘Magic Box. Journal of intergenerational relationships, 6(2), 191-210.
De la Hera, T., Loos, E., Simons, M., & Blom, J. (2017). Benefits and factors influencing the design of intergenerational digital games: A systematic literature review. Societies, 7(3), 18.
Guest, G., Namey, E., & Mitchell, M. (2013). In-depth interviews. Collecting Qualitative Data: A Field Manual for Applied Research [online], 113, 171.
Gajadhar, B. J., Nap, H. H., De Kort, Y. A., & IJsselsteijn, W. A. (2010, September). Out of sight, out of mind: co-player effects on seniors' player experience. In Proceedings of the 3rd International Conference on Fun and Games (pp. 74-83).
Hernandez, C. A. (2009). Theoretical coding in grounded theory methodology. Grounded Theory Review, 8(3).
Keaton, S. A., McCann, R. M., & Giles, H. (2017). The role of communication perceptions in the mental health of older adults: Views from Thailand and the United States. Health communication, 32(1), 92-102.
Kniestedt, I., Lukosch, S., & Brazier, F. (2018, September). User-centered design of an online mobile game suite to affect well-being of older adults. In International Conference on Entertainment Computing (pp. 355-361). Springer, Cham.
Lohman, H., Griffiths, Y., Coppard,B.M. , & Cota, L. (2003). The power of book discussion groups in intergenerational learning. Educational Gerontology, 29, 103-115.
Lin, C. X., Lee, C., Lally, D., & Coughlin, J. F. (2018). Impact of virtual reality (VR) experience on older adults’ well-being. In International Conference on Human Aspects of IT for the Aged Population (pp. 89-100).
Liu, Y., & Tamura, R. (2020, July). Application of game therapy in the health of future elderly: an experience design perspective. In International Conference on Human-Computer Interaction (pp. 608-625). Springer, Cham.
Loos, E., Hera, T. D. L., Simons, M., & Gevers, D. (2019, July). Setting up and conducting the co-design of an intergenerational digital game: a state-of-the-art literature review. In International Conference on Human-Computer Interaction (pp. 56-69). Springer, Cham.
Martin Hiesboeck.(2016). Are We Facing a Deluge of VR-induced Disorders? Retrieved from https://www.digitaldoughnut.com/contributors/martin hiesboeck(accessed on 5 July 2020).
M. Katzourin, D. Ignatoff, L. Quirk, J. J. Laviola and O. C. Jenkins.(2006) ."Swordplay: Innovating Game Development through VR," in IEEE Computer Graphics and Applications,vol.26,no.6,pp. 15-19, Nov.-Dec. 2006, doi: 10.1109/MCG.2006.137.
Moghaddam, A. (2006). Coding issues in grounded theory. Issues in educational research, 16(1), 52-66.
Nacke, L., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M., ... & De Kort, Y. A. (2009). Playability and player experience research. In Proceedings of digra 2009: Breaking new ground: Innovation in games, play, practice and theory. DiGRA.
Nguyen, H. T., Tapanainen, T., Theng, Y. L., Lundberg, S., & Luimula, M. (2015). Fostering communication between the Elderly and the Youth with social games. In 19th Pacific Asia Conference on Information Systems, PACIS 2015, 5 July 2015 through 9 July 2015.
Noble, H., & Mitchell, G. (2016). What is grounded theory?. Evidence-based nursing, 19(2), 34-35.
Nap, H. H., De Kort, Y. A. W., & IJsselsteijn, W. A. (2009). Senior gamers: preferences, motivations and needs. Gerontechnology, 8(4), 247-262.
Osmanovic, S., & Pecchioni, L. (2016, July). Family matters: the role of intergenerational gameplay in successful aging. In International Conference on Human Aspects of IT for the Aged Population (pp. 352-363). Springer, Cham.
Pearce, C. (2008). The Truth About Baby Boomer Gamers: A Study of Over-Forty Computer Game Players. Games and Culture, 3(2), 142–174.
Rienzo, A., & Cubillos, C. (2020). Playability and player experience in digital games for elderly: A systematic literature review. Sensors, 20(14), 3958.
Seah, E. T. W., Kaufman, D., Sauvé, L., & Zhang, F. (2018). Play, Learn, Connect:older adults' experience with a multiplayer, educational, digital Bingo game. Journal of Educational Computing Research, 56(5), 675-700.
Sheryar Ali, Samuel Vaughn, and James Williams. (2015). Physiological and Psychological Effects of Virtual Reality.
Staff.(2008) . Older People, Technology and Community. Available online: https://www.cisco.com/c/dam/en_us/about/ac79/docs/wp/ps/Report.pdf (accessed on 18 May 2021).
Sai Akhil Penumudi, Veera Aneesh Kuppam, Jeong Ho Kim, Jaejin Hwang. (2020). The effects of target location on musculoskeletal load, task performance, and subjective discomfort during virtual reality interactions. Applied Ergonomics, 2020; 84: 103010
Sutherland, I. E. (1964). Sketchpad a man-machine graphical communication system. Simulation, 2(5), R-3.
Strauss, A. & Corbin, J. (1998). Basics of qualitative research: Techniques and procedures for developing grounded theory (2nd ed.). Thousand Oaks, CA: Sage.
Schissler, C., Nicholls, A., & Mehra, R. (2016). Efficient HRTF-based spatial audio for area and volumetric sources. IEEE transactions on visualization and computer graphics, 22(4), 1356-1366.
Serino, S., Cipresso, P., Morganti, F., & Riva, G. (2014). The role of egocentric and allocentric abilities in Alzheimer's disease: a systematic review. Ageing research reviews, 16, 32-44.
Santos, L. H., Okamoto, K., Hiragi, S., Yamamoto, G., Sugiyama, O., Aoyama, T., & Kuroda, T. (2019). Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults. Journal of Rehabilitation and Assistive Technologies Engineering, 6, 2055668319844443.
Teppo, A. R. (2015). Grounded theory methods. In Approaches to qualitative research in mathematics education (pp. 3-21). Springer, Dordrecht.
Vanden Abeele, V., & De Schutter, B. (2010). Designing intergenerational play via enactive interaction, competition and acceleration. Personal and Ubiquitous Computing, 14(5), 425-433.
Vasconcelos, A., Silva, P. A., Caseiro, J., Nunes, F., & Teixeira, L. F. (2012, September). Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform. In Proceedings of the 4th International Conference on Fun and Games (pp. 1-10).
Wang, J. (2016). Digital Games Design for Elderly Users: A Multi-Disciplinary Review. The University of Birmingham: Birmingham, UK.
Zhan, H. J., Liu, G., & Guan, X. (2006). Willingness and availability: Explaining new attitudes toward institutional elder care among Chinese elderly parents and their adult children. Journal of Aging Studies, 20(3), 279-290.

中文文獻
江武昌(1996)。霹靂會刊,13,20-23。
台灣民俗文化工作室(2000)。野台高歌-歌仔戲鬧台 好戲連連來。取自
http://www.folktw.com.tw/drama_view.php?info=57
陳正之(2004)。民俗思想起–消失中的常民生活文化。取自
http://www.boe.ylc.edu.tw/~ylc04/mu/T07/folkmusic/index.html
程旭珀(2005)。 雲林縣傳統布袋戲的傳承與推廣。取自https://vita.tw/%E9%9B%B2%E6%9E%97%E7%B8%A3%E5%82%B3%E7%B5%B1%E5%B8%83%E8%A2%8B%E6%88%B2%E7%9A%84%E5%82%B3%E6%89%BF%E8%88%87%E6%8E%A8%E5%BB%A3-a9c1d6cf8b69
黃國城(2007)。代間學習及其對高齡教育之啟示。社區發展季刊,118期,265-278。
王百合(2007)。高齡薪傳者與學習者代間學習歷程的研究。國立高雄師範大學人教育研究所博士論文,高雄市。
黃富順(2008)。高齡學習。台北:五南。
林淑媛(2012)。鍾任壁新興閣布袋戲技藝傳承之研究。國立高雄師範大學回流中文碩士班碩士論文,高雄市。
陳延陽(2012)。白蛇傳故事的宗教學詮釋。國立政治大學宗教研究所碩士論文,台北市。
楊靜佩(2013)。不可言說的學習--傳統布袋戲的傳承探討。國立雲林科技大學文化資產維護系碩士班碩士論文,雲林縣。
謝佳諺、余蕙如(2006)。觀察研究。獨立研究課程教師指導手冊,65-74。
陳毓璟(2014)。代間學習策略融入社會老年學之學習歷程與成效研究。教育科學研究期刊,59(3),1-28。
徐以臻、陸清達、王玲玲(2017)。年長者於數位遊戲使用現況之探討。福祉科技與服務管理學刊,5(3),179-190。
劉懋、姜義村(2015)。運用體感式遊戲代間介入方案對於輕度失智高齡者互動表現效益之研究。嘉大體育健康休閒期刊,14(1),91-101。
曾冠中(2015)。花蓮地區傳統戲曲的發展及變遷─以傳統布袋戲為主要探討對象。國立東華大學臺灣文化學系碩士論文,花蓮縣。
Ta Na(2016)VR 來了(四)/入門篇:告訴你 VR 內容設計的重點在哪裡?
(下)。取自. https://panx.asia/archives/48771
洪宏、姚卿騰(2017)。運用代間學習提升日間照顧中心老人人際互動之研究。福祉科技與服務管理學刊,5(2),121-132。
健康醫療網(2017)。 多聽懷舊歌曲 有助喚起記憶。取自
https://www.healthnews.com.tw/news/article/35598/多聽懷舊歌曲 有助喚起記憶
楊世承(2017)。從高齡者的認知發展探究代間學習的規劃模式。明新學報,43(1),155-182。
陳素連(2017)。談談I世代。臺灣教育評論月刊,2017,6(4),頁 224-227。
廖苑如、林麗嬋(2017)。代間學習:扎根長期照顧。領導護理,18(1),3-11。
陳心宇、陳舒揚(2017)。苦心經營數十年 台灣布袋戲的前世今生。取自http://shuj.shu.edu.tw/blog/2017/12/27/%E8%8B%A6%E5%BF%83%E7%B6%93%E7%87%9F%E6%95%B8%E5%8D%81%E5%B9%B4-%E5%8F%B0%E7%81%A3%E5%B8%83%E8%A2%8B%E6%88%B2%E7%9A%84%E5%89%8D%E4%B8%96%E4%BB%8A%E7%94%9F/
國家發展委員會(2017)。我國家庭結構發展推計。(2017至 2026年)。取自https://ws.ndc.gov.tw/Download.ashx?u=LzAwMS9hZG1pbmlzdHJhdG9yLzEwL3JlbGZpbGUvNTY0NC8yODE3OS8yN2IwY2FmZi1kYmRhLTRhZDgtODZiMS04NGVjZDViZDczYTQucGRm&n=5oiR5ZyL5a625bqt57WQ5qeL55m85bGV5o6o6KiI77yIMTA25bm06IezMTE15bm077yJ5aCx5ZGKLnBkZg%3d%3d&icon=..pdf
羅彥傑(2018年11月)。檢視老人玩數位遊戲之研究:批判與敘事的觀點。《傳播文化》,17:52-89。
國家發展委員會(2018)。中華民國人口推估 (2018 至 2065 年)報告。取自https://pop-proj.ndc.gov.tw/upload/download/%E4%B8%AD%E8%8F%AF%E6%B0%91%E5%9C%8B%E4%BA%BA%E5%8F%A3%E6%8E%A8%E4%BC%B0(2018%E8%87%B32065%E5%B9%B4).pdf
詹舒閔、孫瑜婕、范家齊、華語涵(2018)。布袋戲復興時代 年輕人的全新體
驗。取自
http://shuj.shu.edu.tw/blog/2018/12/02/%E5%B8%83%E8%A2%8B%E6%88%B2%E5%BE%A9%E8%88%88%E6%99%82%E4%BB%A3-%E5%B9%B4%E8%BC%95%E4%BA%BA%E7%9A%84%E5%85%A8%E6%96%B0%E9%AB%94%E9%A9%97/
饒媛莉(2019)。代間學習方案帶領者應具知能及角色之研究-以活化歷史方案為例。東海大學教育研究所碩士論文,台中市。
李新民、李宜蓁、鄭博真(2017)。桌上遊戲代間方案對老人正向老化與代間溝通的影響。華醫學報,(46),164-187。
Casca(2019)。野臺戲的草根文化火種。鄉間小路,2019年8月月刊。
內政部統計處(2019) 108年第37周內政統計通報_生命表。取自
https://www.moi.gov.tw/files/news_file/108%E5%B9%B4%E7%AC%AC37%E9%80%B1%E5%85%A7%E6%94%BF%E7%B5%B1%E8%A8%88%E9%80%9A%E5%A0%B1_%E7%94%9F%E5%91%BD%E8%A1%A8.pdf
元氣網(2019)。養護機構銀髮族 玩平板好處多。取自
https://health.udn.com/health/story/6039/4070706

QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊