完整後設資料紀錄
DC 欄位語言
dc.contributor.author高清漢en_US
dc.contributor.authorChing-Han Kaoen_US
dc.contributor.author許尚華en_US
dc.contributor.authorShang Hwa Hsuen_US
dc.date.accessioned2014-12-12T01:16:52Z-
dc.date.available2014-12-12T01:16:52Z-
dc.date.issued2007en_US
dc.identifier.urihttp://140.113.39.130/cdrfb3/record/nctu/#GT009033815en_US
dc.identifier.urihttp://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.abstractCharacters 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.isozh_TWen_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.subjectVideo gameen_US
dc.subjectCharactersen_US
dc.subjectPreferenceen_US
dc.subjectPersonalityen_US
dc.subjectSocial cognitionen_US
dc.subjectUser-center designen_US
dc.subjectCustomizationen_US
dc.subjectFuzzy AHPen_US
dc.subjectNeural networken_US
dc.title使用者中心的電玩角色設計zh_TW
dc.titleUser-Centered Design for Character in Video Gamesen_US
dc.typeThesisen_US
dc.contributor.department工業工程與管理學系zh_TW
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