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研究生:李其庭
研究生(外文):Lee, Chi-Ting
論文名稱:聊天機器人開發與設計-以健身為例
論文名稱(外文):Chatbot Development and design - A Case study on Fitness
指導教授:王亦凡
指導教授(外文):Wang, Yi-Fan
學位類別:碩士
校院名稱:國立臺北商業大學
系所名稱:資訊與決策科學研究所
學門:電算機學門
學類:電算機應用學類
論文種類:學術論文
論文出版年:2024
畢業學年度:112
語文別:中文
論文頁數:33
中文關鍵詞:遊戲化系統聊天機器人健身健康行為
外文關鍵詞:Gamification SystemChatbotFitnessHealth Behavior
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全球高齡人口比例逐漸成長,使醫療負擔越來越沉重。人類達在高齡時,慢性病也隨之浮出檯面,如:肌肉流失、肥胖、心血管疾病等,以上疾病,經研究證實,高機率是缺乏運動的表現。
調查發現,長輩罹患慢性病機率非常高,常見病例為肌肉流失,肌肉流失會直接影響身體機能水平,間接引發慢性疾病,最有效的預防方法,即是透過運動促使人體健康達到一定水平。運動看似簡單,若追根究底,也像無底洞一樣,沒有盡頭。EX:長輩運動時,常未考量自身狀況,過程中身體無法負荷,因而曝露於受傷風險中,反而賠了夫人又折兵。為了預防與降低慢性疾病的發生與推廣運動意識至各個年齡層,本研究與專業教練合作,採用遊戲化的理念進行實驗開發。邀請10名參與者,男女年齡均分,實驗為期兩週,評估參與者使用系統前後,體能的差異及成長性,並藉此判斷系統對於參與者是否達到顯著成長。
透過實驗結果,觀察到參與者於兩周後,體能上有顯著的差異性與正向成長,並由參與者直接反饋,表明本系統所提供的服務,在低風險的條件下具備創新、趣味性質。系統創新模式、可用性與便利性,更打開參與者對於運動的框架,同時創新系統所帶來的趣味,提高參與者的好奇心,達到激勵與推廣的目的。
The growing proportion of the elderly population worldwide has placed an increasingly heavy burden on health care. As people age, chronic diseases such as muscle loss, obesity, and cardiovascular disease also surface, and research has confirmed that a high percentage of these diseases are the result of a lack of exercise.
Exercise occupies an important place in human history. Nowadays, people are unable to achieve a balance in physical activities due to working hours, stress, and physical strength. At the same time, due to COVID-19, people are more aware of the importance of exercise to the human body.
The most effective way to prevent chronic diseases is to promote a certain level of health through exercise. Exercise may seem simple, but when you get down to it, it's like a bottomless pit with no end in sight. In order to prevent and reduce the occurrence of chronic diseases and to promote exercise awareness to all ages, this study was developed in collaboration with professional coaches using a gamification concept. Ten participants, both male and female, were invited to participate in the experiment for two weeks to evaluate the difference in physical performance and growth of the participants before and after using the system, and to determine whether the system achieved significant growth for the participants.
Through the results of the experiment, it was observed that there was a significant difference and positive growth in the participants' physical performance after two weeks, and the direct feedback from the participants indicated that the service provided by the system was innovative and interesting under low-risk conditions. The innovative mode, usability and convenience of the system open up the participants' frame of mind about exercise, while the fun brought by the innovative system increases the curiosity of the participants and achieves the purpose of motivation and promotion.
摘要 I
ABSTRACT II
誌謝 III
目錄 IV
表目錄 VI
圖目錄 VII
第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 1
1.3 論文章節編排 2
第二章 文獻探討 3
2.1 遊戲化系統 3
2.2 聊天機器人 3
2.3 體育活動 4
第三章 研究框架與設計 5
3.1 參與者 5
3.2 數據調查設計 5
3.3 實驗前數據結果 5
3.4 研究方法 5
第四章 系統實作 7
4.1 系統設計目的 7
4.2 系統開發 7
4.3 遊戲化情境轉換 8
4.4 程式設計 9
4.4.1 環境開發 9
4.4.2 Line Developers 10
4.4.3 自然語言程式開發 15
4.4.4 Imgur雲端平台 18
4.5 系統展示 21
4.6 實驗中的狀況 25
第五章 討論 28
5.1 遊戲化系統的可行性 28
5.2 聊天機器人的益處 28
5.3 體育活動的有效性 28
5.4 可用性測試(USABILITY TESTING) 29
第六章 結論與未來展望 30
6.1 結論 30
6.2 未來展望 30
參考文獻 32
Benítez-Guijarro, A., Ruiz-Zafra, Á., Callejas, Z., Medina-Medina, N., Benghazi, K., & Noguera, M. (2018). General architecture for development of virtual coaches for healthy habits monitoring and encouragement. Sensors, 19(1), 108.
Castro, J. W., Ren, R., Acuña, S. T., & Lara, J. D. (2019). Usability of chatbots: A systematic mapping study.
Hemodynamic Variables and Rating of Perceived Exertion Between Dance
Kettunen, E., Kari, T., & Frank, L. (2022). Digital Coaching Motivating Young Elderly People towards Physical Activity. Sustainability, 14(13), 7718.
Laranjo, L., Dunn, A. G., Tong, H. L., Kocaballi, A. B., Chen, J., Bashir, R., ... & Coiera, E. (2018). Conversational agents in healthcare: a systematic review. Journal of the American Medical Informatics Association, 25(9), 12481258.
Menéndez-Ferreira, R., Torregrosa, J., Maldonado, A., Ruiz-Barquin, R., & Camacho, D. (2018). A gamification approach to promote sports values. In CEUR Workshop Proc (Vol. 2166).
O’Donovan, G., Lee, I. M., Hamer, M., & Stamatakis, E. (2017). Association of “weekend warrior” and other leisure time physical activity patterns with risks for all-cause, cardiovascular disease, and cancer mortality. JAMA internal medicine, 177(3), 335-342.
P. T. (2018). Resistance training prevents muscle loss induced by caloric restriction in obese elderly individuals: a systematic review and metaanalysis. Nutrients, 10(4), 423.
Pedersen, B. K., & Saltin, B. (2015). Exercise as medicine–evidence for prescribing exercise as therapy in 26 different chronic diseases. Scandinavian journal of medicine & science in sports, 25, 1-72.
Sardeli, A. V., Komatsu, T. R., Mori, M. A., Gáspari, A. F., & Chacon-Mikahil, M.
Sessions and Active Videogame Just Dance in Women. Games for Health Journal, 10(3), 174-179.
Soares, I. C. A. A., Amancio da Silva Cabral, J. S., Knackfuss, M. I., Fonseca, I. A. T., Cardoso, G. A., & Veronese da Costa, A. (2021). Reality and Virtual:
Tondello, G. F., Orji, R., & Nacke, L. E. (2017, July). Recommender systems for personalized gamification. In Adjunct publication of the 25th conference on user modeling, adaptation and personalization (pp. 425-430).
Zhang, C., Van Gorp, P., Derksen, M., Nuijten, R., IJsselsteijn, W. A., Zanutto, A., ... & Pratola, R. (2021). Promoting occupational health through Gamification and E-coaching: A 5-Month user engagement study. International journal of environmental research and public health, 18(6), 2823.
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