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  • 學位論文

開發一個適地性動物角色扮演系統

Developing A Location Based Animal Character Cosplay System

指導教授 : 陳履恒

摘要


近年來3C產品的蓬勃發展、行動裝置的普及;行動裝置的功能越來越多,人們的生活已經漸漸離不開這些產品。 利用GPS提供的適地性服務已經有很多,如最近火紅的精靈寶可夢GO。只要有足夠的誘因,人們已經可以接受以行動裝置為主軸的戶外活動。 行為經濟學相對於古典經濟學,屏棄掉人們都是理性的論點,而希望去研究一般人行為。本研究使用這個更為貼近常人思考的學說為背景,去建構GPS適定性服務。 對於動物園來說,總是有些人們喜愛的明星動物,這會造成人潮會固定聚集在特定展區前,疏導人群是有必要的,但如何能夠對遊客的影響最小來進行?如何讓這個移動行為是一個愉快、不反感的體驗是本研究的目標。 本研究將改良傳統的紀念章搜集遊戲,將傳統紙本的遊戲方法改良成以行動裝置為主軸的遊戲,遊客的裝置本身會定時回傳GPS位置回系統,而管理者會依據GPS分佈去設計遊戲任務。這些遊戲任務可以以非刺激的模式去讓玩家來移動,進而創造動物園管理者跟遊客雙贏的機制。 遊戲機制希望管理者跟玩家同時執行遊戲的不同部份,不同身份的人會專注自己的部分,最後被本研究的系統整合成一個完整的遊戲體驗。透過使人們專注自己職責的模式更可以讓人們接受而減少對活動本身的反感。 關鍵字:行為改變、行為經濟學、適地性服務、仕掛ん

並列摘要


In recent year,3C product is flourishing. The most important is smart mobile devices is popular, and devices are more and more function inside. These devices are daily necessities in human life. There are many Location-Based Service based on GPS in the world. For example, Pokemon GO is popular now. It prove that service provide enough incentives to people , people can accept similar outdoor activity which use mobile devices easily. Behavior economic is different to tradition economic study, and the study don’t use rational actors in research. The study focus on normal people which have misbehavior in normal life. Our study is base on these studies to construct a location-based service to approach real world. Many people will create its own visiting list to avoid crowded in the zoo. Therefore, manager in the zoo need some way to relieve congestion. There is a question here: how can we to navigate tourist in peace way? how can we create this behavior to make tourist pleasant to do it? In this paper, we will improve traditional badge collection in the zoo. Our system will use mobile devices to play this game, and client APP will return GPS location back to backend service. The manager use tourist’s GPS location to set game question to make tourist move to other place. Tourist just play the game, and they don’t know they move is organize by manager. The game mechanics hope different identity groups to cooperate the different part of game. Our system will let different identity groups focus their duty, and combined all part completely in the final. Key words: Behavior change, Behavior economic, Location-Based Service, Shikakeology

參考文獻


[1] Naohiro Matsumura, “A Shikake as an Embodied Trigger for Behavior Change”, 2013.
[2] Kahneman , “Thinking, fast and slow“, 2011.
[3] Stephen Wendel, “Designing for Behavior Change: Applying Psychology and Behavioral Economics”, 2013.
[4] Alexander T. Adams, Jean Costa, Malte F. Jung, Tanzeem Choudhury, “Mindless Computing: Designing Technologies to Subtly Influence Behavior”, 2015.
[5] Yi-Wei Lu, Developing an Image Morphing System of Owner and Pet, 2016

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