完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | 高清漢 | en_US |
dc.contributor.author | Ching-Han Kao | en_US |
dc.contributor.author | 許尚華 | en_US |
dc.contributor.author | Shang Hwa Hsu | en_US |
dc.date.accessioned | 2014-12-12T01:16:52Z | - |
dc.date.available | 2014-12-12T01:16:52Z | - |
dc.date.issued | 2007 | en_US |
dc.identifier.uri | http://140.113.39.130/cdrfb3/record/nctu/#GT009033815 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/38868 | - |
dc.description.abstract | 電玩遊戲中的角色常扮演著玩家(使用者)的替身。不同遊戲玩家對角色有著不同的偏好。本研究針對261位青少年玩家為對象,以兩個階段描述使用者中心的電玩角色設計。第一階段以人格特質與社會認知兩觀點探討電玩玩家對角色的偏好因素。第二階段轉用這些偏好因素以建構使用者中心的角色客製化設計。此客製化設計包括兩種推薦機制,ㄧ種是文字輸入法;另ㄧ種是圖像輸入法,用以客製化電玩中英雄角色的臉部外觀。文字輸入推薦機制是以 fuzzy AHP(模糊層級決策程序)為基礎,而圖形輸入推薦機制是以 BP neural network(倒傳遞類神經網路)為基礎。研究發現英雄角色類型影響玩家對角色的偏好,英雄角色是由英勇、願景與道德性因素構成,玩家所偏好英雄角色的順序是正義戰士、明君與聖者。另外相似性與熟悉性社會認知因素也影響玩家對英雄角色的偏好。實驗顯示兩種角色的客製化推薦機制指出文字輸入法對於推薦一個適當的英雄角色臉型外觀有較好的效果,但是花費較多的時間。薦一個適當的英雄角色臉型外觀有較好的效果,但是花費較多的時間。 | zh_TW |
dc.description.abstract | Characters in video games often serve as avatars of game players. Different game players may have their particular preferences for characters. This research conducts two steps to describe user-center design (UCD) for characters in video games. Participants are 261 teenager game players. Firstly, to explore the characters’ preference factors of video game players from two perspectives: personality and social cognition. Secondly, to transform the preference factors into construct characters’ UCD customization design. The customization design includes two recommendation mechanisms to customize heroic characters’ facial appearances in video game. One is text-input method and the other is picture-input method. The recommendation mechanism for the text-input approach is based on the fuzzy AHP (analytic hierarchy process). The recommendation mechanism for the picture-input approach is based on the BP (back propagation) neural network. The study indicated that teenagers have distinct preferences for different heroic types and the heroes’ traits were composed of bravely, vision and moral factors. The heroic Justice Warrior type was most preferred, followed by Visionary Leader and Saint. The study also indicated that both similarity and familiarity influence player preferences for heroic characters. Experiments indicated that the text-input approach is more effective in recommending an appropriate facial appearance, yet at the expense of more time. | en_US |
dc.language.iso | zh_TW | en_US |
dc.subject | 電玩遊戲 | zh_TW |
dc.subject | 角色 | zh_TW |
dc.subject | 偏好 | zh_TW |
dc.subject | 人格特質 | zh_TW |
dc.subject | 社會認知 | zh_TW |
dc.subject | 使用者中心設計 | zh_TW |
dc.subject | 客製化 | zh_TW |
dc.subject | 模糊層級分析法 | zh_TW |
dc.subject | 倒傳遞類神經網路 | zh_TW |
dc.subject | Video game | en_US |
dc.subject | Characters | en_US |
dc.subject | Preference | en_US |
dc.subject | Personality | en_US |
dc.subject | Social cognition | en_US |
dc.subject | User-center design | en_US |
dc.subject | Customization | en_US |
dc.subject | Fuzzy AHP | en_US |
dc.subject | Neural network | en_US |
dc.title | 使用者中心的電玩角色設計 | zh_TW |
dc.title | User-Centered Design for Character in Video Games | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 工業工程與管理學系 | zh_TW |
顯示於類別: | 畢業論文 |