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圖像認知的選擇意向及其行為模式之研究-以大學生進行戳戳樂遊戲為例

The Icon Recognition Affected Selection Intention and Behavior Pattern of College Students in Playing Lucky-hole Poking Game

摘要


本研究針23位大學生進行「戳戳樂」童玩遊戲,以直接參與式觀察法觀察受測者對圖像的認知、選擇動作與獲得物之反應;並以事後個別訪談了解受測者選擇圖像的理由、遊戲感想以及獲贈物的去留等。最後以KJ法剖析受測者對圖像認知的選擇意向與選擇行為模式的類型特徵及相關性。 本研究結果發現:1.受測者的選擇意向有四種:類比式、個人好惡式、跟從式與非關圖像的選擇方式等,這些形式確實受到個人對卡通圖像認知的熟悉與否影響。2.選擇行為模式有六種:詢問型、思慮型、直入型、快準型、表演型與手氣型,其中發現動、靜態行為集群,在動作速度與肢體動作幅度,呈現明顯差異。另外,隱含著有計畫與不預期的隨性選擇思考之差異,而與動作快慢無關。3.大多數人受到視覺圖像介面影響,少數人憑藉觸覺或聽覺作為選擇的依據。由此提示介面選擇的途徑不受限制,人類五感感官本能均可運用。4.本研究對於電腦操作介面與圖像系統設計,應具有參考價值,並可繼續研究發展。

並列摘要


By applying the method of participated observation, this study investigated the icon (picture) recognition, behavior of making decision, and the response of recognizing the prize of 33 undergraduate students in playing lucky-hole poking game. A follow-up interview was conducted to understand the reason of selecting the specific hole to poke, the impression of playing this game, and the disposal of the prize. Finally, the K-J method was implemented to analyze the characteristics of various types of subjects' selection intention of icon recognition and behavior pattern in making selection, and to deduct the relationship between them. The result revealed that there are four types of selection intention, i.e. analog type, person preference type, tracking type and picture unrelated type. These types are indeed influenced by the degree of familiarity to the cartoon pictures of subjects. There are six behavior patterns of selection: asking consulting, contemplating, straightforward responding, quick and accurate responding, act performing, and randomly selecting. It was also found that there are different in acting speed and acting range among different groups of behavior patterns. Furthermore, there is concealed difference of planned and unexpected selecting consideration that is not related to act speed. Most people were affected by the visual pictures in making selection, while few people make selection according to their auditory or tactile sense. It means that the modality used to assist making selection is not limited; all five senses of human can be implemented. The result of this study provides valuable insights that can be referred in further studies and can be applied to icon design of HCI.

被引用紀錄


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吳政樺(2015)。磨課師「創意思解」課程對問題解決能力之研究〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/CYCU.2015.00206
田佩穎(2015)。動畫虛擬角色眨眼動作予人之意象探討〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://doi.org/10.6826/NUTC.2015.00058
趙育群(2010)。技專校院讀者觀看圖書館海報之影響因素及其參加推廣活動意向之研究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315215993

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