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  • 學位論文

導入擴增實境技術於高齡者認知訓練遊戲之設計評估

Design Evalution of the Argmented Reality Technology in Cognitive Training Games for the Elderly

指導教授 : 黃國珍

摘要


在數位科技蓬勃發展的世代,將訓練方式遊戲化變得相對容易,諸多研究朝著認知訓練電腦化發展,雖然結果顯示皆有改善之成效,但卻不見遊戲開發商發售相關產品,最大的原因為高齡者不熟悉設備與電腦未在高齡者中普及使用。若要提升高齡者的使用意圖,應以攜便性較高的智慧型手機做為主要開發設備,由於高齡者甚少接觸手機遊戲,對於遊戲操作方式較不熟悉,而擴增實境技術能以較直覺的方式進行實體物件的操作,較適合高齡者操作使用。本研究在2020年進行「高齡者對擴增實境遊戲之接受度評估」調查,結果發現,高齡者認為擴增實境用於認知訓練時,能為他們提升生活上的效率,他們會感到有興趣且願意推廣,甚至在未來願意再利用擴增實境進行認知訓練。因此,本研究欲開發一款擴增實境認知訓練遊戲,以高齡使用者為中心進行設計規劃、確認使用者需求並進行產品評估。由於擴增實境技術是將現實環境與虛擬物件結合,但因為現實環境顏色複雜,為了探討顏色條件是否會影響受試者操作狀態,本研究根據視錐細胞最為敏感的紅色光譜、綠色光譜、藍色光譜進行介面與實體物設計,並以灰階色作為無色彩設計。為確認本研究遊戲介面與任務是否符合高齡者的主觀認知,將使用系統易用性尺度量表 (System Usability Scale, SUS)與工作負荷量表 (NASA-Task Load Index, NASA-TLX) 進行分析與評估。遊戲任務難易度設置及趣味性是符合發高齡者能力,將利用心流狀態量表與科技接受量表進行分析與評估。 本實驗參與者共有46位,皆為65歲以上之高齡者,具備讀寫能力、言語表達、矯正視力達0.8以上且無色盲與認知功能處於正常狀態,且已擁有並使用過智慧型手機。實驗回收有效問卷45份,有效數據38份,共有42位受試者參與結構式訪談。結果顯示,「氣球冒險遊戲」、「記憶挑戰遊戲」與「邏輯運算與推論遊戲」在難易度設置上皆有顯著差異,受試者在進行任務挑戰時,根據難度提升而有更多的挑戰,符合設計準則中的遊戲動機。受試者在「球類配對遊戲」進行3分鐘的訓練後發現並未對專注力造成影響,與專家建議初次訓練時間為3分鐘相符。受試者針對四款遊戲進行系統易用性尺度量表與工作負荷量表進行評分,結果顯示,受試者對於四款遊戲的易用性評分為85分至88分之間,等級區間為B級(棒/Excellent),表示受試者普遍認為這四款遊戲容易操作。四款遊戲的工作負荷比較結果發現,相較其他遊戲,記憶挑戰遊戲對於高齡者而言負擔最大,但根據分群顯示其與邏輯運算與推論遊戲及氣球冒險遊戲沒有太大差異,表示四款遊戲皆符合高齡者的工作負荷量。最後以科技接受度及心流狀態進行整體使用動機評估。結果發現,受試者普遍認為在操作四款遊戲時具備一定的科技接受度與心流狀態,對於擴增實境認知訓練遊戲具備相當程度的使用動機。

並列摘要


In the rapid development of digital technology, it has become relatively easy to gamify training methods. Many studies have moved towards the computerization of cognitive training. Although the results have shown improvements, game developers have not seen related products. The reason for the elderly who are not familiar with the equipment and computers, they are not widely used among the elderly. To enhance the use intentions of the elderly, portable smartphones should be used as the primary development equipment. As the elderly seldom touch mobile games and are less familiar with the game operation methods, the augmented reality technology can The operation of physical objects in a more intuitive way is more suitable for the elderly to operate and use. This research conducted a survey evaluating the acceptance of augmented reality games by the elderly in 2020. The result found that the elderly people believe that when augmented reality is used for cognitive training, they can improve their life efficiency. Interested and willing to promote, and even willing to use augmented reality for cognitive training in the future. This research intends to develop an augmented reality cognitive training game, focusing on senior users for design planning, confirming user needs, and conducting a product evaluation. Since augmented reality technology combines the natural environment with virtual objects, the colors of the natural environment are complex. Therefore, the effect of colors of the natural environment on performance is explored. Four colors, including red, green, blue, and gray, were used in the present study. In order to confirm whether the game interface and tasks in this study are in line with the subjective perceptions of senior citizens, the System Usability Scale (SUS) and the Workload Scale (NASA-Task Load Index) were used for analysis and evaluation. The difficulty setting and fun of the game task are in line with the abilities of the elderly. The flow state scale and the technology acceptance scale will be used for analysis and evaluation. Forty-six participants in this experiment are 65 years of age or older, with literacy, speech expression, corrected vision of 0.8 or more, no color blindness, and normal cognitive function, and they have owned and used smartphones. There are 45 valid questionnaires and 38 valid data collected in the experiment. A total of 42 subjects participated in the structured interviews. The results show significant differences in Balloon Adventure Game, Memory Challenge Game, and Logical Operation and Inference Game. When the subjects are challenged, they have more challenges based on the increase in difficulty. In line with the game motivation in the design guidelines. The subjects found no effect on concentration after 3 minutes of training in the Ball Match Game, consistent with the previous results suggesting that the initial training time is 3 minutes. The subjects scored the four games on the system usability scale and the workload scale. The results showed that the subjects' ease of use scores for the four games ranged from 85 to 88, and the grade interval was B Level (Excellent), which means that the subjects generally think these four games are easy to operate. It is found that compared with other games, the Memory Challenge Game is the most burdensome for the elderly, but according to the grouping, it is not much different from the Logic Operation and Inference Game and the Balloon Adventure Game, indicating that the four games All meet the workload of the elderly. Finally, the overall motivation for use is evaluated based on the acceptance of technology and the state of flow. It was found that the subjects generally believed that they had a certain degree of technological acceptance and flow state when operating the four games and had a considerable degree of motivation to use augmented reality cognitive training games.

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