簡易檢索 / 詳目顯示

研究生: 呂學宜
Hsueh-Yi, Lu
論文名稱: 擴增實境對國中生產品涉入與產品態度影響之研究
A Study on the Effect of Augmented Reality on Student's Product Involvement and Product Attitude
指導教授: 張玉山
Chang, Yu-Shan
學位類別: 碩士
Master
系所名稱: 科技應用與人力資源發展學系
Department of Technology Application and Human Resource Development
論文出版年: 2012
畢業學年度: 101
語文別: 中文
論文頁數: 92
中文關鍵詞: 擴增實境產品涉入產品態度
英文關鍵詞: Augmented reality, Product involvement, Product attitude
論文種類: 學術論文
相關次數: 點閱:112下載:27
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究旨在探討擴增實境對國中學生產品涉入與產品態度的影響,並根據研究結果提出建議,作為日後教學與未來研究之參考。本研究探討擴增實境之相關理論,依此設計教學活動並進行教學實驗,並以準實驗研究法探討不同的教學方式對國中學生產品涉入及產品態度的影響。
    本研究的研究對象為台北市大安國中七年級八個班共214位學生,進行教學活動後,填寫產品涉入與產品態度量表分析學生產品涉入與產品態度的改變。主要統計方法包括描述性統計、獨立樣本t檢定及共變數分析。本研究結果包括:
    1. 進行擴增實境教學後,國中生對於產品具有更高的產品涉入。
    2. 進行擴增實境教學後,國中生對於產品具有更好的產品態度。
    3. 在進行不同的教學方式後,接受擴增實境教學的學生比接受傳統教學 的學生具有更高的產品涉入。
    4. 在進行不同的教學方式後,接受擴增實境教學的學生比接受傳統教學的學生具有更好的產品態度。
    最後,本研究根據研究發現,提出建議事項,供相關單位人員在教
    學應用及學術研究之參考。

    The purpose of the study was to explore the effect of augmented reality on student's product involvement and product attitude.
    There were 214 students of two groups participating in this study for three weeks. The experimental group was taught through augmented reality teaching strategy, while the control group was taught through traditional teaching strategy. The instruments which were used included Product Involvement Scales and Product Attitude Scales. To achieve the purpose, independent sample t test and ANCOVA were adopted to analyze those data collected in the experiment.
    The major results of the study were as follows:
    1. The students had higher product involvement after using augmented reality teaching strategy.
    2. The students had better product attitude after using augmented reality teaching strategy.
    3. After students had different teaching strategies, the students with augmented reality teaching strategy had higher product involvement than the students with traditional teaching strategy.
    4. After students had different teaching strategies, the students with augmented reality teaching strategy had better product attitude than the students with traditional teaching strategy.
    Finally, some suggestions were proposed for teachers, relative educational institutions, and further study.

    謝 誌 i 中文摘要 iii 英文摘要 v 目 錄 vii 表 次 ix 圖 次 xi 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與待答問題 5 第三節 研究範圍與限制 6 第四節 重要名詞釋義 8 第二章 文獻探討 11 第一節 擴增實境 11 第二節 產品涉入 18 第三節 產品態度 24 第三章 研究設計與實施 31 第一節 研究架構 31 第二節 研究對象 33 第三節 研究方法與步驟 34 第四節 實驗設計 36 第五節 研究工具 37 第六節 資料處理與分析 47 第四章 研究結果與討論 49 第一節 產品涉入與產品態度描述性統計 49 第二節 國中生使用擴增實境對產品涉入程度的影響 56 第三節 國中生使用擴增實境對產品態度的影響 59 第四節 綜合討論 62 第五章 結論與建議 67 第一節 結論 67 第二節 建議 69 參考文獻 71 一、 中文部分 71 二、 外文部分 73 附 錄 83 附錄一 手錶鑑賞教學活動 85 附錄二 產品涉入與產品態度前測問卷 88 附錄三 手錶鑑賞教學活動紀錄 91 表 次 表2-1近年來擴增實境相關研究 14 表2-2 涉入之定義 18 表2-3 態度之定義 24 表3-1 研究對象人數控制表 33 表3-2 本研究的實驗設計 36 表3-3實驗組與控制組之教學活動對照表 39 表3-4 產品涉入題項分配 40 表3-5 產品涉入程度量表 40 表3-6 產品涉入量表各題項與分量表總分支相關係數摘要 41 表3-7 產品涉入量表之因素分析摘要 42 表3-8 產品涉入量表之Cronbach’s α值摘要 43 表3-9 產品態度題項分配 44 表3-10產品態度量表 44 表3-11產品態度量表各題項與分量表總分支相關係數摘要 45 表3-12產品態度量表之因素分析摘要 46 表3-13產品態度量表之Cronbach’s α值摘要 46 表4-1 兩組學生在產品涉入「重要性」的平均數與標準差 49 表4-2 兩組學生在產品涉入「偏好特性」的平均數與標準差 50 表4-3 兩組學生在產品涉入「屬性特性」的平均數與標準差 52 表4-4 兩組學生在產品態度「認知成分」的平均數與標準差 53 表4-5 兩組學生在產品態度「情感成分」的平均數與標準差 54 表4-6 兩組學生在產品態度「行為意圖成分」的平均數與標準差 55 表4-7 實驗組產品涉入成對樣本T檢定結果 57 表4-8 控制組產品涉入成對樣本T檢定結果 58 表4-9 變異數同質性檢定摘要表 58 表4-10產品涉入量表共變數分析 59 表4-11實驗組產品態度成對樣本T檢定結果 60 表4-12控制組產品態度成對樣本T檢定結果 61 表4-13變異數同質性檢定摘要表 61 表4-14產品態度量表共變數分析 62 圖 次 圖1-1 擴增實境技術的基本原理 8 圖2-1 擴增實境與現實及虛擬環境的關係 11 圖2-2 螢幕顯示的擴增實境 13 圖2-3 涉入概念圖 20 圖2-4 態度三成分 26 圖3-1 本研究研究架構圖 31 圖3-2 本研究之研究流程 35

    一、中文部分
    別蓮蒂、樓永堅、潘志偉、蔡東峻(2004)。消費者行為。台北:國立空中大學。
    吳明隆(2009)。SPSS操作與應用:問卷統計分析實務(第二版)。台北:五南。
    吳昭賢(1998)。信念對態度影響之研究。淡江大學國際貿易學系國際企業學碩士班碩士論文,未出版,新北市。
    李坤遠(1996)。訊息涉入、廣告主可信度、廣告訴求方式與廣告溝通效果關係之研究。國立交通大學管理科學研究所碩士論文,未出版,新竹縣。
    李金泉(1993)。SPSS/PC+實務與應用統計分析。台北:松岡。
    李鴻毅(2010)。應用擴增實境技術建構互動學習環境-以國立台灣科學教育館為例。國立臺灣師範大學科技應用與人力資源發展學系碩士論文,未出版,台北市。
    林如瑩(2000)。風險降低策略於網路購物之研究,國立中央大學企業管理研究所碩士論文,未出版,桃園縣。
    侯玫如(2002)。多重目標導向對國中生認知、動機、情感與學習行為之影響。國立成功大學教育研究所碩士論文,未出版,台南市。
    胡儀芳(2009)。擴增實境技術發展與應用分析。2011年10月2日,取自 http://www.digitimes.com.tw/tw/rpt/rpt_show.asp?cnlid=3&v=20091029-424&n=1
    張春興(2003)。現代心理學。台北:東華。
    張祐瑜(2009)。主題式遊戲探索於博物館學習上之應用。國立台中教育大學碩士論文,未出版,台中市。
    張紹勳、林秀娟(1995)。SPSS For Windows 統計分析-初等與高等統計。台北:松崗。
    張筱君(2011)。互動式擴增實境技術於空間設計之研究:以室內設計為例。國立彰化師範大學資訊管理學系所碩士論文,未出版,彰化縣。
    莊雅茹(2011)。消費者使用擴增實境做為廣告媒介之研究。國立中央大學企業管理研究所碩士論文,未出版,桃園縣。
    許美惠(2000)。電影中產品置入之廣告效果。中國文化大學新聞研究所,未出版,台北市。
    郭世文(2008)。擴增實境應用於博物館展示的初探。科技博物,12(4),25-37。
    陳銘鐘(2007)。南部地區國小六年級學生九年一貫科技素養之研究。國立臺南大學材料科學系自然科學教育碩士班碩士論文,未出版,台南市。
    黃鴻侑(2008)。廣告訊息呈現方式、涉入和品牌對產品評估之影響-以旅遊自由行產品為例。國立成功大學交通管理學系碩士論文,未出版,台南市。
    溫明正(2000)。資訊科技融入各科教學之應用。教學科技與媒體,50(2),54-61。
    蔡忠達(2000)。涉入、消費者評估參考點與評估情境對購買評價及購買意願之影響,國立臺灣大學商學研究所碩士論文,未出版,台北市。
    蔡瑞宇(1996)。顧客行為學。台北:天一。
    蕭芮琦(2011)。擴增實境應用於產品造型設計教學之知識移轉探討。國立台北教育大學藝術與造型設計學系碩士班碩士論文,未出版,台北市。
    謝定國(2011)。Android智慧型手機汽車擴增實境導航系統。國立中興大學資訊網路多媒體研究所碩士論文,未出版,台中市。
    謝繼仁(2004)。 教學科技融入前導組織體教學模式對國小學童高層次思考能力之探討。臺北市立師範學院科學教育研究所碩士論文,未出版,台北市。
    羅之伶(2010)。擴增實境應用於產品造型設計教學之研究。國立台北教育大學藝術與造型設計學系碩士班碩士論文,未出版,台北市。
    羅世宏(2007)。傳播理論-起源、方法與應用(第四版)。台北:五南。
    二、外文部分
    Agarwal, R., Hager, G. D., Reiley, C. E., Su, L., Taylor, R. H., & Vagvolgyi, B. P. (2009). Augmented reality during robot-assisted laparoscopic partial nephrectomy: Toward real-time 3d-ct to stereoscopic video registration. Journal of Urology, 73(4), 896-900.
    Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision process, 50, 179-211.
    Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and predicting social behavior. Englewood Cliffs, New Jersy: Prentice-Hall.
    Alcaniz, M., Baños, R. M., Botella, C., Breton-López, J., García-Palacios, A., & Quero, S. (2010). An augmented reality system validation for the treatment of cockroach phobia. Cyberpsychology behavior and social networking, 13(6), 705-710.
    Allport, G. W. (1935). Attitudes. In M. Fishbein (Ed.). Readings in attitude theory and measurement (pp. 3-13). New York: John Wiley & Sons.
    Anastassova, M., & Burkhardt, J. M. (2009). Automotive technicians' training as a community-of-practice: Implications for the design of an augmented reality teaching aid. Applied Ergonomics, 40(4), 713-721.
    Azuma, R. T. (1997). A survey of augmented reality. In Presence: Teleoperators and Virtual Environments, 6(4), 355-385. Retrieved December 4, 2010, from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.35.5387&rep=rep1&type=pdf
    Azuma, R. T., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34-47.
    Bearden, W. O., & Rose, R. L. (1990). Attention to social comparison information: An individual difference factor affecting consumer conformity. Journal of Consumer Research, 16(4), 461-471.
    Beharrell, B., & Dennison, T. J. (1995). Involvement in a routine food shopping context. British Food Journal, 97(4), 24-29.
    Benhimane, S., & Kurz, D. (2012, April 11). Handheld augmented reality involving gravity measurements. Computers & Graphics. Retrieved May 15, 2012, from http://www.sciencedirect.com/science/article/pii/S0097849312000866?v=s5
    Best, R. J., Coney, K. A., & Hawkins, D. I. (1997).Consumer Behavior: Building Marketing Strategy(7th ed.).New York: McGraw-Hill College.
    Biller, B., Bless, H., & Wanke, M. (1996). Subjective experience versus content of information in the construction of attitude judgments. Personality and Social Psychology Bulletin, 22, 1105-1113.
    Blackwell, R. D., Engel, J. F., & Miniard, P. W. (2001). Consumer Behavior(9th ed.). New York: Harcourt College Publishers.
    Boller, G. W., Munch, J. M., & Swasy, J. L. (1993). The effects of argument structure and affective tagging of product attitude formation. Journal of Consumer Research, 20(2), 294-302.
    Celsi, R. L., & Olsen, L. C. (1988). The role of involvement in attention and comprehension processes. Journal of Consumer Research, 15(2), 210-224.
    Chen, K. M., Chen, L. L., & Shen, S. T. (2008). Development and comparison of a full-scale car display and communication system by applying augmented reality. Displays, 29(1), 33-40.
    Chen, R., & Wang, X. (2008). An empirical study on tangible augmented reality learning space for design skill transfer. Tsinghua Science & Technology, 13(1), 13-18.
    Cheok, D. A., Pan, Z., Shi, J., Yang, H., & Zhu, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(2), 20-28.
    Chong, J. W. S., Nee, A. Y. C., Ong, S. K., & Youcef-Youmi, K. (2009). Robot programming using augmented reality: An interactive method for planning collision-free paths. Robotics and Computer-Integrated Manufacturing, 25(3), 689-701.
    Dangelmaier, W., Fischer, M., Gausemeier, J., Grafe. M., Matysczok, C., & Mueck, B. (2005). Virtual and augmented reality support for discrete manufacturing system simulation. Computers in Industry, 56(4), 371–383.
    DiVerdi, S., Hollerer, T., & Wither, J. (2009). Annotation in outdoor augmented reality. Computers & Graphics, 33(6), 679-689.
    Dunston, P. S., & Wang, X. (2006, June). Mobile augmented reality for support of procedural tasks. Paper presented at the Joint International Conference on Computing and Decision Making in Civil and Building Engineering, Montreal, Canada.
    Dunston, P., & Shin, D. (2009). Evaluation of augmented reality in steel column inspection. Automation in Construction, 18(2), 118-129.
    Foxall, G. R., Pallister, J. G., & Wang, H. C. (2006). Innovativeness and involvement as determinants of website loyalty: III. theoretical and managerial contributions. Technovation, 26(12), 1374-1383.
    Friborg, O., Martinussen, M., & Rosenvinge, J. H. (2006). Likert-based vs. semantic differential-based scorings of positive psychological constructs: A psychometric comparison of two versions of a scale measuring resilience. Personality and Individual Differences, 40(5), 873-884.
    Gardner, D. M., & Lastovicka, J. L. (1979). Consumer involvement profiles: a new pratical approach to consumer involvement. Journal of Advertising Research, 25(12) , 48-56.
    Gay, L. R. (1992). Educational research: Competencies for analysis and application (4th ed.). New York: Merrill.
    Gengler, C., & Howard, D. J. (2001). Emotional contagion effects on product attitudes. Journal of Consumer Research, 28, 189-201.
    Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism Management, 31(5), 637-651.
    Han, I., Lee, J., & Park, D. H. (2007). The effect of on-line consumer reviews onconsumer purchasing intention: the moderating role of The moderating role of involvement. International Journal of Electronic Commerce. 11(4), 125-148.
    Han, S. H., & Kim, J. (2008). A methodology for developing a usability index of consumer electronic products. International Journal of Industrial Ergonomics, 38, 333-345.
    Hanna, N., & Wozniak, R. (2001). Consumer Behavior: An Applied Approach. New Jersey : Prentice Hall.
    Herr, P. M., Kardes, F. R., & Kim, J. (1991). Effects of word-of-mouth and product-attribute information on persuasion: An accessibility perspective. Journal of Consumer Research, 17(3), 454-462.
    Hideaki, K., Kikuo, A., & Tomotsugu, K. (2005). Augmented instructions-a fusion of augmented reality and printed learning materials. IEE advanced learning Technologies, 33, 213-215.
    Horváth, I., & Talaba, D. (2008). Call for papers: Advanced and emerging virtual and augmented reality technologies in product design. Computer-Aided Design, 40(3), 3-4.
    Horváth, I., Lee, K. H., & Talaba, D. (2010). Special issue of computer-aided design on virtual and augmented reality technologies in product design. Computer-Aided Design, 42(5), 361-363.
    Hovland, C. I., & Rosenberg, M. J. (1960). Cognitive, affective and behavioral component of attitude.In Attitude organization and change (pp. 1-14). New Haven: Yale University Press.
    Hoyer, W. D., Krohmer, H., Malar, L., & Nyffenegger, B. (2011). Emotional brand attachment and brand personality: The relative importance of the a ctual and the ideal self. Journal of Marketing, 75(4), 35-52.
    Huang, H. M., Liaw, S. S., & Rauch, U. (2010). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182.
    Ibáñez, M. B., Kloos, C. D., & Serio, A. D. (2012, March 16). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 59(4). Retrieved May 14, 2012, from http://www.sciencedirect.com/science/article/pii/S0360131512000590
    Kanuk, L. L., & Schiffman, L. G. (2000). Consumer Behavior(7th ed.). New Jersy: Prentice Hall.
    Kanuk, L. L., & Schiffman, L. G. (2004). Consumer behavior(8th ed.). New Jersy: Prentice Hall.
    Kim, G. J., & Lee, G. A. (2009). Immersive authoring of tangible augmented reality content: a user study. Journal of Visual Languages & Computing, 20(2), 61-79.
    Kishino, F., Milgram, P., Takemura, H., & Utsumi, A. (1994). Augmented reality: A class of displays on the reality-virutality continuum. Telemanipulator and Telepresence Technologies , 2351(34), 282-292.
    Klein, L. R. (1999). Creating virtual experiences in the new media. Unpublished doctoral dissertation, marketing department, Harvard graduate school of business administration, Boston.
    Kotler, P. (1991). Marketing Management (7th ed.). Englewood Cliffs, New Jersy: Prentice-Hall.
    Kotler, P. (2002). Country as brand, product, and beyond: A place marketing and brand management perspective. Journal of Brand Management, 9(5), 249-261.
    Krugman, H. E. (1965). The impact of television adverting: Learning without involvement. Public Opinion Quarterly, 29, 349-365.
    Lee, J. Y., Rhee, G. W., & Seo, D. W. (2011). Tangible authoring of 3D virtual scenes in dynamic augmented reality environment. Computers in Industry, 62(1), 107-119.
    Lerma, J. L., Navarro, S., & Portalés, C. (2010). Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments. ISPRS Journal of Photogrammetry and Remote Sensing, 65(1), 134-142.
    Li, J. Z., Wang, A., & Zhang, X. Q. (2011). Design and application of virtual reality system in fully mechanized mining face. Procedia Engineering, 26, 2165-2172.
    Martin, C. L. (1998). Relationship marketing: A high-involvement product attribute approach. Journal of Product and Brand Management, 7(1), 6-26.
    Mischkowski, R. A., Zinser, M. J., Kübler, A. C., Krug, B., Seifrt, U. & Zöller, J. E. (2006). Application of an augmented reality tool for maxillary positioning in orthognathic surgery – A feasibility study. Journal of Cranio-Maxillofacial Surgery, 34(8), 478-483.
    Nee, A. Y. C., Ong, S. K., & Shen, Y. (2009). A mixed reality environment for collaborative product design and development. Annals of CIRP, 58 (1), 139-142.
    Nee, A. Y. C., Ong, S. K., & Shen, Y. (2010). Augmented reality for collaborative product design and development. Design Studies, 31(2), 118-145.
    Nunnally, J. C. (1978). Psychometric Theory (2nd ed.). New York: McGraw-Hill
    Olson, J. C., & Peter, J. P. (2002). Consumer behavior: And marketing strategy (6th ed.). Boston: McGraw-Hill.
    Oral, B. (2008). The evaluation of the student teachers’ attitudes toward internet and democracy. Computers & Education, 50(1), 437-445.
    Raman, N. V. (1996). Determinants of desired exposure to interactive advertising. Unpublished doctoral dissertation, university of Texas, Austin, Texas.
    Russell, A. C.(1998). Toward a framwork of product placement: Theoretical propositions. Advances in Consumer Research, 25, 357-362.
    Seong, P. H., & Yim, H. B. (2010). Heuristic guidelines and experimental evaluation of effective augmented-reality based instructions for maintenance in nuclear power plants. Nuclear Engineering and Design, 240(12), 4096-4102.
    Suh, J. C. & Yi, Y. (2006). When brand attitudes affect the customer satisfaction-loyalty relation: NT the moderating role of product involvement. Journal Of Consumer Psychology, 16(2), 145‐155.
    Tan, B., & Zhu, J. (2007, December). Effectiveness of blog advertising: Impact of communicator expertise, advertising intent, and product involvement. Paper presented at 2007 International Conference on Information Systems, Montreal, Canada.
    Vallino, J. (2002). Introduction to augmented reality. Retrieved November 30, 2010, from http://www.se.rit.edu/~jrv/research/ar/introduction.html
    Zaichkowsky, J. L. (1985). Measuring the involvement construct. Journal of Consumer Research, 12(3), 341-352.
    Zaichkowsky, J. L. (1986). Conceptualizing involvement. Journal of Advertising, 15, 4-14.
    Zaichkowsky, J. L. (1994). Research notes: The personal involvement inventory: reduction, revision, and application to advertising. Journal of Advertising, 23(4), 59-70.

    下載圖示
    QR CODE