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研究生(外文):Lee, Chi-Ting
論文名稱(外文):Chatbot Development and design - A Case study on Fitness
指導教授(外文):Wang, Yi-Fan
外文關鍵詞:Gamification SystemChatbotFitnessHealth Behavior
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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
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
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
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