博碩士論文 975202102 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:44 、訪客IP:18.116.80.175
姓名 陳祁鴻(Chi-hung Chen)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 設計包含機器人與混合實境的互動式舞台學習系統
(Constructing an Interactive-stage Learning System with Mixed Reality and a Robot)
相關論文
★ 學習馬賽克-以教科書內容置入平板之合作式情境學習遊樂場★ 為使用知識而設計的電子書- 以參考手冊為模式的電子書設計
★ 為使用知識而設計的電子書- 將紙本書籍以及電子書提供社群共建的機制★ 高互動低資源損耗之課堂學習系統設計與實際教學環境導入接受度探討
★ 依學生偏好及學習狀態建構之學習輔助者與知識協尋系統★ 網路資訊與學習系統之中文全文探勘工具
★ 支援使用者觀點之線上分析系統★ 由網站行為歷程以貝式學習建立學習者模式之引導系統
★ 網路合作學習系統與小組互動觀察工具★ 依作品集評量方式並支援學習狀況分析與監控之網路學習系統
★ 網路學習歷程之知識探索:學習效能評鑑之工具★ 網路學習系統之手機端學習輔助系統
★ 以網站行為的歷程建立具時間性學習者模式★ 行動學習資訊系統-學生端網路學習伺服器與個人數位助理端之學習系統
★ 應用貝式學習及決策樹之群組溝通網路監控系統★ 以網路群組作品及活動依角色分析之群組合作監控系統
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   [檢視]  [下載]
  1. 本電子論文使用權限為同意立即開放。
  2. 已達開放權限電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。
  3. 請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。

摘要(中) 學習應該是在真實的情況下藉由自身經驗獲得,許多教育學家也都主張學生應該在真實情境中學習,如Dewey、Piaget、Kolb等。然而,現在的學習環境,學生都是被動的接收知識,缺乏真實運用知識的機會,造成所學知識往往無法應用到現實生活。
為了在教室內呈現真實的學習環境,本論文提出一個互動式舞台學習系統,透過劇場舞台式的環境架設及混合實境的技術來提供完整的學習情境背景。老師將學習內容導入系統情境,並且透過舞台來引導學生學習,而學生們則藉由親身參與的經驗從中習得知識。另外,承襲體驗式學習的概念,系統融入互動反應的機制,舞台會依據知識的使用情況給予立即回饋,而學生可以藉由舞台回應來體驗知識。系統使用機器人來代替學生進入場景,並安排機器人做為學習夥伴來協助學生完成任務,過程中機器人會給予學生適當的情緒回饋,例如,學生閒置太久,機器人會發出打呼的聲音來提醒學生更積極的參與活動。
實驗結果顯示互動式舞台學習系統有助於提昇學生的學習成效、臨場感及學習動機。從問卷結果發現多數學生認同互動式舞台的回饋反應對瞭解知識有幫助,並且同意系統給予真實學習的經驗有助於學習,另外,從實驗觀察發現機器人的表現會直接影響使用者的使用意願。
摘要(英) Learning should be acquired by one’s own experience under the authentic environment, many educators have advocated that students should learn in real situations, such as Dewey, Piaget, Kolb and so on. The learning environment today, students are passive receivers of knowledge; lack of opportunities for using and applying what they’ve learned in real situations.
For carrying out an authentic learning environment in classrooms, this thesis introduces an Interactive-stage Learning System (ISLS). We utilized the theatrical stage-based environment set up and mixed-reality technology to provide a complete learning situational background; teachers can merge learning contents into the system and utilize the ISLS to assist students learning; students can acquire the experience through personal involvement and learn by hands-on experience. In addition, from the idea of experiential learning , we add the responsive mechanism in the system, the stage will response the immediate feedback based on the knowledge students used, then students can check their comprehension. In our system, we use a robot to replace students into the scene, and the robot is as a learning companion with students to help them complete the learning tasks. During the system using, robot will give emotional feedback, for instance, being idle for certain period, the robot would snore to impel students to give enthusiastic act response. The results of the experiment show that the ISLS increase the learners’ learning effectiveness, presence, and learning motivation.
關鍵字(中) ★ 機器人
★ 混合實境
★ 經驗學習
關鍵字(英) ★ Experiential Learning
★ Robot
★ Mixed Reality
論文目次 中文摘要 i
Abstract ii
誌謝 iii
目錄 iv
圖目錄 vii
表目錄 viii
第一章 緒論 1
1-1 研究背景 1
1-2 研究動機 2
1-3 研究目標 3
1-4 研究問題與對策 4
1-5 論文架構 6
第二章 相關理論與研究 7
2-1 相關理論 7
2-1-1 體驗式學習 7
2-1-2 混合實境 8
2-1-3 任務型語言學習 9
2-2 相關研究 10
2-2-1 機器人在教育學習上的應用 10
2-2-2 混合實境的應用 12
第三章 人機互動分析 15
3-1 分析簡述 15
3-2 操作任務分析 16
3-3 操作背景探索 19
3-3-1 使用者對象 19
3-3-2 訪談摘要 19
3-3-3 訪談問題 20
3-3-4 訪談方法與結果 21
3-4 使用者分類 25
第四章 系統設計與實做 27
4-1 建置互動式舞台學習系統 27
4-1-1 互動式舞台學習系統 27
4-1-2 環境架設 28
4-2 使用者與系統的互動關係 31
4-3 劇本架構 32
4-4 系統實做 34
4-4-1 定位系統 35
4-4-2 互動式舞台 35
4-4-3 機器人模組 38
4-5 系統使用流程 39
4-6 劇本與學習活動設計 39
4-6-1 劇本設計 40
4-6-2 學習活動設計 40
4-7 使用者操作畫面 41
第五章 實驗與討論 45
5-1 實驗背景 45
5-2 實驗目的 45
5-3 實驗設計 46
5-4 實驗流程 47
5-4-1 對照組 47
5-4-2 實驗組 48
5-5 實驗結果 52
5-5-1 問卷分析 52
5-5-2 學習成效分析 55
5-6 實驗討論 56
第六章 結論與未來研究 59
6-1 結論 59
6-2 未來研究 60
參考文獻 61
附錄一 64
附錄二 65
參考文獻 Azuma, R. (1997). A survey of augmented reality. Presence-Teleoperators and Virtual Environments, 6(4), 355-385.
Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The MagicBook: a transitional AR interface. Computers & Graphics, 25(5), 745-753.
Brown, J., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32.
Canny, J. (2008). Welcome to CS 160 Fall 2008: User Interface Design, Prototyping and Evaluation, 2008, from http://bid.berkeley.edu/cs160-fall08/index.php/Main_Page
Cavazza, M., Lugrin, J., Pizzi, D., & Charles, F. (2007). Madame bovary on the holodeck: immersive interactive storytelling. Paper presented at the Proceedings of the 15th international conference on Multimedia, Augsburg, Germany.
Chang, C., & Chen, G. (2010). Using a Humanoid Robot to develop a Dialogue-based Interactive Learning Environment for Elementary Foreign Language Classrooms. Journal of Interactive Learning Research., 21(1), 55-74.
Chang, C., Lee, J., Chao, P., Wang, C., & Chen, G. (2010). Exploring the Possibility of Using Humanoid Robots as Instructional Tools for Teaching a Second Language in Primary School. Educational Technology & Society, 13(2), 13-24.
Charles, F., Cavazza, M., Mead, S., Martin, O., Nandi, A., & Marichal, X. (2004). Compelling experiences in mixed reality interactive storytelling. Paper presented at the Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, Singapore.
Chen, G., Shen, G., Ou, K., & Liu, B. (1998). Promoting Motivation and Eliminating Disorientation for Web Based Courses by a Multi-User Game. Paper presented at the ED-MEDIA/ED-TELECOM 98 World Conference on Educational Multimedia and Hypermedia & World conference on Educational Telecommunications, Friburg Germany.
Dewey, J. (1986). Experience and education. The Educational Forum, 50(3), 241-252.
Dewey, J. (2001). The School and Society & The Child and the Curriculum: Dover Pubns.
Dragone, M., Holz, T., & O'Hare, G. (2007). Using mixed reality agents as social interfaces for robots. Paper presented at the IEEE International Workshop on Robot and Human Interactive Communication, Roman.
Han, J., Jo, M., Park, S., & Kim, S. (2005). The educational use of home robots for children. Paper presented at the IEEE International Workshop on Robots and Human Interactive Communication, Roman.
Kanda, T., Hirano, T., Eaton, D., & Ishiguro, H. (2004). Interactive robots as social partners and peer tutors for children: A field trial. Human-Computer Interaction, 19(1), 61-84.
Kolb, D. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall.
Kolb, D., Boyatzis, R., & Mainemelis, C. (2001). Experiential learning theory: Previous research and new directions. In R. J. Sternberg & L.-f. Zhang (Eds.), Perspectives on thinking, learning, and cognitive styles (pp. 227-247). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
Liu, W., Cheok, A., Mei-Ling, C., & Theng, Y. (2007). Mixed reality classroom: learning from entertainment. Paper presented at the Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, Perth, Australia.
Marti, P., Giusti, L., Pollini, A., & Rullo, A. (2005). Experiencing the flow: design issues in human-robot interaction. Paper presented at the Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies, Grenoble, France.
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems E77-D, 1321-1329.
Mims, C. (2003). Authentic learning: A practical introduction & guide for implementation. Meridian: Middle School Computer Technology Journal, 6(1), 1-3.
Nozawa, Y., Dohi, H., Iba, H., & Ishizuka, M. (2004). Humanoid robot presentation controlled by multimodal presentation markup language MPML. Paper presented at the Proceedings of the 13th IEEE Int'l Workshop on Robot and Human Interactive Communication (RO-MAN2004), Kurashiki, Japan.
Pan, Z., Cheok, A., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20-28.
Powers, D., Leibbrandt, R., Pfitzner, D., Luerssen, M., Lewis, T., Abrahamyan, A., et al. (2008). Language teaching in a mixed reality games environment. Paper presented at the Proceedings of the 1st international conference on PErvasive Technologies Related to Assistive Environment, Athens, Greece.
Raij, A., Johnsen, K., Dickerson, R., Lok, B., Cohen, M., Duerson, M., et al. (2007). Comparing interpersonal interactions with a virtual human to those with a real human. IEEE transactions on visualization and computer graphics, 13, 443-457.
Schaffer, L., & Hannafin, M. (1986). The effects of progressive interactivity on learning from interactive video. Educational Technology Research and Development, 34(2), 89-96.
Shih, C., Chang, C., & Chen, G. (2007). Robot as a Storytelling Partner in the English Classroom-Preliminary Discussion. Paper presented at the Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007), Niigata, Japan.
Wang, Y., Chen, C., Chang, C., & Chen, G. (2009). The Comparison of Motivation and Interaction between Virtual characters and Robots in Mixed Reality. Paper presented at the Proceedings of the 17th International Conference on Computers in Education, Hong Kong.
Wu, C., Chang, C., Liu, B., & Chen, G. (2008). Improving vocabulary acquisition by designing a storytelling robot. Paper presented at the Proceedings of the Eighth IEEE International Conference on Advanced Learning Technologies.
Xie, L., Antle, A., & Motamedi, N. (2008). Are tangibles more fun?: comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces. Paper presented at the Proceedings of the 2nd international conference on Tangible and embedded interaction, Bonn, Germany.
Zeng, Y., Shen, C., Chang, C., Liu, B., & Chen, G. (2006). A robot as a teaching assistant in an english class. Paper presented at the Proceedings of the Sixth IEEE International Conference on Advanced Learning Technologies.
Zhou, Z., Cheok, A., Pan, J., & Li, Y. (2004). Magic Story Cube: an interactive tangible interface for storytelling. Paper presented at the Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, Singapore.
林秀珍(民95)。杜威之《經驗與教育》(Experience and education)導讀。中等教育, 57卷,2期,138-150頁。
紀又綾(民99)。設計在混合實境學習環境中的代理人及夥伴機器人。國立中央大學資訊工程學系碩士論文。
蘇集宏(民98)。設計包含機器人與混合實境之遊戲式情境學習系統。國立中央大學資訊工程學系碩士論文。
指導教授 陳國棟(Gwo-dong Chen) 審核日期 2010-7-16
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明