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  • 學位論文

智慧物聯互動裝置應用於兒童遊戲之可行性研究

A Feasibility Study on Application of Smart Internet of Things and Interactive Devices in Children’s Play

指導教授 : 陳志宏

摘要


近年來,國人生活環境品質已比過往提升,生活環境中具備多元的便利性,而在國內高教育水準社會下的家長們對於兒童之課業期望也比過往重視,透過安排課後的才藝、課業學習,因此大幅減少了兒童自我規劃及運動的時間。此時,兒童外食的比例也比過往增加,加上3C產品的氾濫及網路成癮等議題,諸多因素導致兒童的肥胖情形比亞洲其餘國家更為嚴重,間接造成生理與心理上健康問題影響,而長期下來對身體造成嚴重負荷,對於上述所帶給予兒童改變及衝擊值得深入探討。隨著物聯網概念興起及科技不斷的進步,更多東西被賦予新生命,逐漸改變人類生活方式,透過整合新科技應用於兒童領域創新的成功經驗更是不勝枚舉,本研究透過導入物聯網之概念及整合新科技並開發出一套多功能系統與平台應用於兒童遊戲設計,評估智慧物聯互動裝成為玩具主體及應用於兒童遊戲設計之可行性,並期望能將裝置實際導入於兒童生活一部份且被廣泛接受成為一個智慧輔具,透過科技的創新應用增進兒童遊戲的成效及減少負面影響。 實驗設計主要目的為收集互動者之經驗與回饋,進行評估使用者對於裝置應用於兒童遊戲之接受度及反應情形,透過實際將裝置與所搭配之遊戲提供於一般兒童進行互動,在兒童與裝置互動前與後進行評量心理及生理層面之的變化代表互動者之經驗與心情變化,藉由透過情境式焦慮量表、心跳及心跳變異率等工具進行量化,而最後將實驗所收集資料使用SPSS for window 22套裝軟體進行無母數統計分析進行檢驗差異程度。 最後研究結果顯示,一般兒童於主觀焦慮量表,視覺類比焦慮量表的前後測分數,由0.652略為下降至0.261(p=0.173);中文兒童版情境焦慮量表,由15.087明顯下將至12.609(p=0.001);生理參數於心跳部分,介入之前平均心跳為93.296,介入之後測平均心跳為94.209(p=0.484),略為上升;心跳變異率之時域分析,SDNN(p=0.256)、RMSSD(p=0.089)、NN50(p=0.277)、pNN50(p=0.108)皆為下降趨勢,但無統計上顯著差異;心跳變異率之頻域分析,極低頻功率(p=0.224)、低頻功率(p=0.543)、總功率(p=0.523)、正規化低頻功率比(p=0.036)及低高頻功率比(p=0.055)有上升趨勢,而高頻功率(p=0.274)及正規化高功率比(0.036)皆為上升情形。 本研究的初步結果顯示,透過兒童與智慧物聯互動裝置及遊戲活動實際參與後得知,在主觀的感受中不論是裝置外觀選擇、內建功能及所搭配之遊戲內容設計皆對於一般兒童的接受度極高,兒童在於遊戲過程皆獲得快樂,而在情境焦慮程度的自我評量結果皆有下降的趨勢,客觀生理變化部分透過心跳變異率之分析結果,對於裝置與遊戲互動過程產生興奮及生理狀態的改變,本研究所開發之智慧物聯互動裝置應用於兒童遊戲之設計開發是具體可行的創新運用,對於未來之應用情境可擴大並發展獨特的遊戲模式,希望本裝置能提供成為未來互動遊戲設計之建議與參考。

並列摘要


In recent years, the living environment quality of people in Taiwan has been improved and there are diversified conveniences in the environment. Under the high educational level, parents pay more attention to children's schoolwork, arranging various classes for them to learn after class, which reduces the time for children to arrange the time and so sports. In addition, the ratio of children eat out is increasing. Together with the prevalence of electronic products and internet addiction, the obesity and other physical and psychological problems are emerging among children. These problems will cause serious problems to children's body in a long term. The above factors change and impacts on children are worthy of discussion. With the rising of the idea of Internet of Things and the progression of science and technology, many objects are endowed with new life, which gradually changes people's life style. The successful experience of integrating new technologies to assist application innovations related with children is countless. This study develops a set of multifunction system and platform by introducing the idea of Internet of Things and integrating new technologies to apply to children's play design, evaluates the feasibility of making the intelligent interaction become the toys and apply it to children game design. The study hopes to introduce the device in children's life and make it widely accepted as an intelligent assistive device, and increases the effectiveness of children game while decreasing the negative effects brought by technological creative application. The primary purpose of experimental design is to collect the experience and feedback of subjects participating in the interaction. It evaluates the users' acceptability and response of applying the devices to children, provides the device together with the collocated games to children to interact, and assesses children's experience and change of feelings on the physical and psychological aspect before and after they interact with the devices. Then the study quantifies the data through the situational anxiety scale, heartbeat and its aberration rate and other parameters. Finally, it uses SPSS for Windows 22 software package to analyze the difference of collected data during the experiment by non-parametric statistics. Finally, the study findings show that in the subjective MAS of general children before and after the evaluation, the score of VAS decrease slightly from 0.652 to 0.651 (p=0.173); CSAS-C reduces from 15.087 to 12.609 (p=0.001); in the aspect of physiological parameter, the average heart rate before the intervention is 93.296, while the one after intervention is 94.209 (p=0.484); as for the time domain analysis of heart rate variability, SDNN (p=0.256), RMSSD (p=0.089), NN50 (p=0.277) and pNN50 (p=0.108) are all declining without significant difference on the statistics; in the terms of frequency domain analysis, very low frequency (p=0.224), LF (p=0.543), total power (p=0.523), regularization low-frequency power ratio (p=0.036) and the power ratio of low and high frequency (p=0.055) are rising, and so are high-frequency power (p=0.274) and regularization high-frequency power ratio (p=0.036). The preliminary result of this study has shown that, according to the analysis of the interaction between children and intelligent interaction device and their participation in games, the device appearance, built-in function and matched game design are all highly acceptable to general children in the aspect of subjective feeling, and children have fun in all the games. Beside, the situation anxiety in self-assessment is declined. From the aspect of objective physiological change, the excitement and changing of physiological status happens in children's interaction with the device and in the games have been indicated in the analysis of heartbeat aberration rate. The innovative development of intelligent interaction device in this study is feasible and practical to be applied to the design of children's game, which can be used to expand and develop unique game mode in the future situational application.

參考文獻


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