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    Please use this identifier to cite or link to this item: http://140.128.103.80:8080/handle/310901/24576


    Title: 行動科技服務對於代間人機互動和社會支持網絡之整合性評估研究—以行動娛樂為例
    Other Titles: Integrated Evaluation of Intergenerational Human-Computer Interaction and Social Support Network for Mobile Technology Service Using Mobile Game
    Authors: 林雅俐,劉麗雯
    Contributors: 東海大學統計學系
    行政院國家科學委員會
    Keywords: ?動服務;代間互動;?動服務品質;?動科技接受?模型;使用性評估;?動社會網絡
    Mobile Service;Intergenerational Interaction;Mobile Service Quality; Mobile Technology Acceptance Model (MTAM);Usability Evaluation;Mobile Social Network
    Date: 2012
    Issue Date: 2014-03-07T07:36:47Z (UTC)
    Abstract: 根據國家通訊傳播委員會(NCC)提供的資?顯示,台灣民眾普遍已用具3G 功能的手機?動上網。在?動上網日漸普及的時代,隨時隨地可?網已成為許多消費者的主要需求,而?網一個重要的訴求,即是無遠弗介的?動社會網絡的建?與維繫。台灣正面對日益增多的??人口和少子化問題,家庭結構從三代或多代同堂的複合家戶,取而代之為父母和子代所組成的核心家庭,?人與孫代同住比??低,也因此影響代間(intergeneration)之接觸和減少互動機會,國外自1980 ?代起即逐漸發展成熟的代間服務方案,強調藉由?輕世代與??世代共同進?系?活動與互動學習的過程,?達到正向與互惠目的。本計畫擬從?動科技的學習角??入,代間之人機互動和社會網絡研究是本計畫規劃的主題,透過以手指觸控之平板電腦,讓?輕世代與??世代共同進??動服務之互動學習,?解代間使用?動載具進??動娛?之人機介面的問題並建?代間之?動社會網絡。因此本研究想要從人因工程的角?,探討?動服務所提供之?動娛?平台之使用性和代間消費者感知之?動服務品質,進而協助建?以科技資訊做為代間互動與代間融合的?動社會網絡服務平台。研究之第一階段將依選用的?動娛?平台,藉由代間使用者互動學習方式先?建?代間?繫的?動社會網絡,辨?必要的語意功能、搜尋和下載功能,接著辨?螢幕畫面間必要的瀏覽功能,?用?動服務品質問卷 (M-SERVQUAL)和使用者介面滿意?問卷(QUIS),?解使用者之主觀偏好與互動??性。研究之第二階段將依直交表實驗設計,隨機安排實驗配置和實驗任務,搜集使用績效和視覺疲?等?化資?,探討代間使用者之個別差?,和介面設計所引起之使用績效和視覺疲??的差?性,針對?動娛?之人機介面,提供?少互動的最佳化設計之相關?考準則。實驗之研究假?為:介面?型(網頁型/?動設備型)、工作/休息策?(工作25 分鐘/休息5 分鐘和工作50 分鐘/休息10 分鐘)、合作關係(代間共同合作和代間以個人方式??進?)、工作複雜?(低/ 高)、螢幕格式(直向/橫向) 以及有無使用?動網絡這?項設計因子之主效應和交互效應會影響代間使用績效、視覺疲??、及代間?繫社會網絡。實驗結束後,再??用?動服務品質問卷和使用者介面滿意?問卷,就?動科技平台所提供之?動娛?服務品質和使用性,搜集代間?同實驗任務下之使用者經驗,輔以美國航空暨太空總署之工作負荷?指標問卷 (NASA-TLX Task Load Index),進?問卷調查,並就問卷結果進?信?和效?分析,建構?動科技接受?模型(MTAM)和?動社會網絡(MSN)結構方程模型和階層模型。
    Mobile internet services have provided an unprecedented opportunity for mobile user, and are set to become a common tool for conducting social network in the near future. Effective user interfaces enable mobile (smartphone and tablet) products/services to penetrate all life environments. Consequently, developers must learn techniques to make mobile applications easier to learn and use, more usable, useful, and appealing to an every wider, more diverse set of users. Advances in mobile applications have increased the number of people using mobile devices and accelerated the rapid development of mobile service (m-service) conducted with these devices. However, although many companies are today making considerable investments to take advantage of the new business possibilities offered by mobile technology, research on mobile entertainment suggests potential consumers may not adopt these m-services in spite of their availability. Thus, there is a need for research to identify the factors that affect intergenerational intention to use m-services. Based on the technology acceptance model (TAM) and Okazaki's 2008 mobile gaming acceptance model (MGAM), the current research claims an integrated model for predicting intergenerational intention to use m-service by adding mobile social network (MSN) to the TAM model and reexamining the relationships between MSN and mobile technology acceptance model (MTAM). Experimental design will be implemented for intergenerational pairs from were tested against the research model using the structural equation modeling approach. Understanding what intergenerational users expect to find and want to find, as well as what they typically do in mobile game can help the mobile entertainment service designers providing user-centered design. Moreover, understanding the needs of mobile entertainment service will help improve the user experience and increase the service's usability. This project is going to investigate and provide an optimal user-centered interface for interactive M-gaming using touch screen panels. Characteristic functions including both quantitative measurements of inquiring, browsing and decision-making tasks, such as visual performance and visual fatigue, and subjective assessments, such as mobile service quality (M-SERVQUAL), user interface satisfaction ratings and NASA-TLX task load index will be evaluated using an orthogonal array experiment. Controllable factors consist of six design factors in inner array and two demographical variables in outer array. Design factors are: (1) Interface (Web form/Mobile device), (2) Work/rest strategy (25/5 and 50/10 minutes), (3) Collaborative pairs (Intergenerational pairs or not), and (4) Task complexity (Low/High), (5) Screening format (Horizontal/Vertical), and (6) Mobile social network-added service (Yes/No). Sixty-four participants are expected to participate in this experiment. Users’ experience will help us to evaluate the service quality of mobile entertainment and user interface satisfaction. Reliability and validity analysis will be implemented for the questionnaires after experiment. Users’ performance will be collected via response time of correctly completing the required tasks. In addition, NASA-TLX task load index and visual fatigue will also be collected to evaluate the workload of using M-service. The results of quantitative measurements and subjective assessments will be used as the guidelines to provide a better solution and to meet the demands of usability for mobile entertainment service applications.
    Relation: 計畫編號:NSC101-2221-E029-001
    研究期間:2012-08~ 2013-07
    Appears in Collections:[統計學系所] 國科會研究報告

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