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研究生: 蔡易霖
Yi-Lin Tsai
論文名稱: 融入社會互動之擴增實境遊戲式電子繪本對情緒歷程與使用體驗之影響
The Influence of Incorporating Social Interaction into A Game-Based Augmented Reality Picture E-Book on Emotion Process and User Experience
指導教授: 高宜敏
Yi-Ming Kao
口試委員: 陳志銘
Chih-Ming Chen
林志鴻
Jr-Hung Lin
黃博聖
Po-Sheng Huang
學位類別: 碩士
Master
系所名稱: 人文社會學院 - 數位學習與教育研究所
Graduate Institute of Digital Learning and Education
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 107
中文關鍵詞: 電子繪本擴增實境情緒理解閱讀情緒情緒理解社會互動
外文關鍵詞: emotion understanding, readind emotion, social interaction
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  • 數位閱讀的普及使得各種科技不斷的導入到閱讀活動中,擴增實境便是成功之案例,其便利性及易用性使得融入AR之閱讀方式越來越多元,然而與閱讀相關之AR多用於顯示3D模型或是撥放影片之人機互動,較少將其融入人與人互動之應用中,除了科技能提升閱讀之成效外,引起讀者本身之正向閱讀情緒或是了解讀本中角色之情緒狀態也能有效提升學生的閱讀表現及閱讀體驗。故本研究在電子繪本中以擴增實境的方式將社會互動機制導入閱讀活動中,藉由此閱讀活動讓學生不僅僅是看AR,而是能在AR中與同儕互動一起完成任務,並從中引導學習者想像所扮演角色的對話與情緒,與同儕相互揣摩書中對話情境,一同投入角色間的情感交流,藉此提升學生的閱讀動機、閱讀投入、情緒理解、閱讀情緒及使用者體驗,此外更觀察不同性別在閱讀情緒之差異狀況。研究結果發現在閱讀電子繪本過程中加入擴增實境可以有效提升學習者之閱讀投入、情緒理解以及使用者體驗中之懸念感、好奇心、角色認同及效能,而在基於擴增實境之繪本中再加入社會互動機制則更可以提升學習者之閱讀動機、使用者體驗中之臨場感,並且若在學習者一開始閱讀時就進行基於擴增實境之社會互動活動則可以在閱讀初期有效降低學習者之負向情緒及提升情緒理解能力。


    The popularity of digital reading allows various technologies to be integrated into reading activities, augmented reality is a successful case. Its convenience and ease of use make reading methods more and more diverse. However, the current reading activities incorporating AR tend to be human-computer interaction , such as displaying 3D models or playing videos, seldom integrate it into human-to-human interaction. In addition to technology, promoting readers' positive reading emotions or enabling readers to interpret the emotional states of characters in the book can also effectively improve readers' reading performance and reading experience. Therefore, this research integrates the social interaction mechanism based on augmented reality into the electronic picture book. Through this reading activity, readers can not only watch AR, but also interact with their peers to complete tasks in AR, allowing learners and peers to interact with each other. Try to figure out the dialogue situation in the book and engage in emotional communication between the characters together to improve students' reading motivation, reading engagement, emotional understanding, reading emotions and user experience. The results of the study found that adding augmented reality to the process of reading electronic picture books can effectively enhance learners’ reading engagement, emotion understanding, and the sense of suspense, curiosity, role adoption and effectance in the user experience. Adding a social interaction mechanism to the picture book can further enhance the reader’s reading motivation and the sense of presence in the user experience, and if the learner starts to read social interaction activities based on augmented reality, it can reduce the readers' negative emotion and improve the ability of emotion understanding in the early stage of reading.

    摘要 i Abstract ii 目錄 iii 圖目錄 vi 表目錄 vii 第一章 緒論 1 1.1研究背景與動機 1 1.1.1數位閱讀的重要 1 1.1.2閱讀中情緒所扮演的角色 2 1.1.3科技融入閱讀所引起的情緒 5 1.1.4利用社會互動機制表達情緒及促進情緒理解 6 1.2研究目的 9 1.3研究問題 10 第二章 研究方法 11 2.1研究架構 11 2.1.1自變項 12 2.1.2依變項 12 2.1.3共變項 12 2.1.4控制變項 12 2.2研究設計與流程 13 2.2.1 系統開發 13 2.2.2 系統架構 17 2.2.3 閱讀裝置 18 2.2.4 閱讀內容 18 2.2.5 閱讀方式 19 2.2.6研究流程 27 2.3研究對象 29 2.3.1實驗對象 29 2.3.2實驗環境 29 2.4研究假設 31 2.5研究工具 32 2.5.1閱讀投入問卷 32 2.5.2閱讀動機量表 32 2.5.3使用者體驗問卷 33 2.5.4正負向情緒量表 33 2.5.5情緒壓力檢測儀 34 2.5.6情緒壓力檢測儀資料分析工具 36 2.6資料處理 37 2.6.1描述性統計 37 2.6.2單因子變異數分析(One-way ANOVA) 37 2.6.3單因子共變數分析(One-way ANCOVA) 37 2.6.4 二因子混合設計變異數分析 38 2.6.5 二因子變異數分析 38 2.6.6情緒編碼處理 38 第三章 實驗結果與分析 39 3.1融入擴增實境與社會互動之電子繪本對學習者閱讀動機之影響 39 3.2融入擴增實境與社會互動之電子繪本對學習者閱讀投入之影響 41 3.3融入擴增實境與社會互動之電子繪本對學習者情緒理解之影響 42 3.4融入擴增實境與社會互動之電子繪本對學習者閱讀情緒之影響 45 3.5融入擴增實境與社會互動之電子繪本對學習者使用者體驗之影響 60 第四章 研究結論與建議 67 4.1 結論與討論 67 4.1.1閱讀融入擴增實境與社會互動之電子繪本對學習者閱讀動機之影響 67 4.1.2閱讀融入擴增實境與社會互動之電子繪本對學習者閱讀投入之影響 68 4.1.3閱讀融入擴增實境與社會互動之電子繪本對學習者情緒理解之影響 68 4.1.4閱讀融入擴增實境與社會互動之電子繪本對學習者閱讀情緒之影響 69 4.1.5閱讀融入擴增實境與社會互動之電子繪本對學習者使用者體驗之影響 70 4.1.6總結 71 4.2未來研究之建議 72 第五章 參考文獻 73 中文文獻 73 英文文獻 73 附錄一 繪本閱讀動機前測 84 附錄二 繪本閱讀動機與投入後測 86 附錄三 使用者體驗問卷 88 附錄四 繪本內容及任務頁面 91

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