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研究生: 林柏岑
Po-Tsen Lin
論文名稱: 提升任務導向型聊天機器人使用體驗之研究
A Research on Improving User Experience of Task-oriented Chatbot
指導教授: 黃世禎
Sun-Jen Huang
口試委員: 盧希鵬
Hsi-Peng Lu
羅天一
Tain-Yi Luor
學位類別: 碩士
Master
系所名稱: 管理學院 - 資訊管理系
Department of Information Management
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 90
中文關鍵詞: 聊天機器人機器學習對話式商務使用意願使用體驗
外文關鍵詞: Chatbot, Machine Learning, Conversational Commerce, Intention to Use, User Experience
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  • 在2016年LINE、FB、IBM、微軟等各大公司已經開始在認知運算與聊天機器人市場投入大量的心力與資源,除了提供許多開發的套件與框架,也開發了許多不同產業和應用領域的聊天機器人,包括了旅遊、批發零售、航空、娛樂、教育等等,正式進入了對話式商務的元年。大家在透過網路購物上又多了一個新的選擇,只要行動裝置有社群通訊軟體,不管在何時何地,只要透過簡單的對話即能達到使用者的需求。
    而過去的文獻指出,科技接受模型(TAM)與資訊系統成功模型(ISS)中的相關因素會影響聊天機器人的使用意願,但較少提出針對上述模型構面的相關實務開發指引,因此本研究透過現況觀察以及文獻資料蒐集,針對聊天機器人找出四個可以改善的地方,包括對話流程、推薦機制、認知理解與訓練資料的建置,並提出TAM與ISS相關構面的開發指引,再以電玩遊戲領域為基礎,進行改善開發出概念性的聊天機器人---遊戲專家(Game Expert),再透過問卷進行使用性調查,驗證是否有達到改進的效果並提升使用意願。
    根據驗證問卷統計資料結果顯示,本研究的開發的確有改善整體聊天機器人的使用體驗,也有效解決了本研究提出的聊天機器人的問題,並提升使用者的使用意願。


    In 2016, LINE, FB, IBM, Microsoft and other major companies have developed in cognitive computing and put a lot of efforts and resources in chatbots market. In addition to providing a lot of development kits and frameworks, they also developed different industries and applications of the chatbots, including the tourism, wholesale and retail, aviation, entertainment, education, etc. that officially entered the first year of Conversational Commerce. People have a new option for online shopping, and as long as mobile device has social networking apps, you can meet the needs of users with a simple conversation whenever they need.
    In past studies, constructors of TAM and ISS model will affect the willingness of chatbot, but lack of relevant practice development guidelines for the above model. Through the observation of the status quo and the collection of literature,we find that chatbots are still lots of things need to be improved .So we propose four problems, including dialogue process, recommendation mechanism, understanding of sentence and training data generating. After that we propose guidelines based on TAM and ISS model and create a proof of concept chatbot named Game Expert that based on case in video games to solve the problems and then we use an online questionnaire which based on TAM and ISS model to make the use of the survey to verify whether to achieve improved results and enhance the use of willingness.
    According to the results of the verification questionnaire, the development of this study does not only improve the overall user experience, but also effectively solve the problem of chatbot proposed in this study and enhance the user's willingness to use.

    摘要…………………………………………………………………………………………………………………………i Abstract……………………………………………………………………………………………………………………ii 致謝…………………………………………………………………………………………………………………………iii 目錄…………………………………………………………………………………………………………………………iv 圖目錄………………………………………………………………………………………………………………vii 表目錄……………………………………………………………………………………………………………………ix 第一章、 緒論………………………………………………………………………………………………………1 1-1研究背景……………………………………………………………………………………………………1 1-2研究動機……………………………………………………………………………………………………3 1-3研究目的……………………………………………………………………………………………………4 1-4研究流程……………………………………………………………………………………………………5 第二章、 文獻探討………………………………………………………………………………………………6 2-1聊天機器人介紹………………………………………………………………………………………6 2-1-1基本介紹…………………………………………………………………………………………6 2-1-2基本系統框架…………………………………………………………………………………7 2-1-3開發實際案例…………………………………………………………………………………9 2-2聊天機器人的挑戰與評估………………………………………………………………………11 2-2-1聊天機器人的挑戰………………………………………………………………………11 2-2-2聊天機器人的開發指標與要點……………………………………………………13 2-3聊天機器人使用意願相關文獻……………………………………………………………16 2-3-1科技接受模型……………………………………………………………………………16 2-3-2資訊系統成功模型………………………………………………………………………18 2-4使用體驗…………………………………………………………………………………………………21 第三章、 聊天機器人問題彙整與開發指引………………………………………………………22 3-1問題彙整………………………………………………………………………………………………22 3-2開發指引………………………………………………………………………………………………28 3-3研究方法………………………………………………………………………………………………31 第四章、 系統設計與建置…………………………………………………………………………………32 4-1系統設計………………………………………………………………………………………………32 4-1-1使用情境設計……………………………………………………………………………32 4-1-2系統架構……………………………………………………………………………………36 4-2系統環境與技術………………………………………………………………………………………38 4-2-1 IBM Bluemix Node-red……………………………………………………………………38 4-2-2 JBPM與Drools………………………………………………………………………………40 4-2-3 Jsoup網頁資料抓取………………………………………………………………………42 4-2-4 研究開發工具與系統規格……………………………………………………………43 4-3自然語言分類與處理實作………………………………………………………………………44 4-3-1NLC自然語言分類…………………………………………………………………………44 4-3-2NLP自然語言處理…………………………………………………………………………46 4-4對話流程模組實作…………………………………………………………………………………48 4-4-1流程管理與控制實作…………………………………………………………………48 4-4-2推薦機制實作……………………………………………………………………………52 4-4-3 Google map API實作……………………………………………………………………54 4-4-4資料結構化實作………………………………………………………………………54 4-5 LINE Messaging API實作…………………………………………………………………………57 4-5-1Messaging API與LINE BOT介紹…………………………………………………57 4-5-2LINE Messaging API實作………………………………………………………………59 第五章、 系統展示與驗證…………………………………………………………………………………61 5-1系統實作成果展示………………………………………………………………………………61 5-2問卷架構設計與調查………………………………………………………………………………68 5-3問卷結果分析….……………………………………………………………………………………73 第六章、 結論……………………………………………………………………………………………………83 6-1研究結果與貢獻……………………………………………………………………………………83 6-2研究限制與未來研究建議………………………………………………………………………86 參考文獻……………………………………………………………………………………………………………88

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    Sergei Burkov(2016)’ 聊天機器人為什麼需要進行深度學習?’

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