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題名:特色街區導覽系統之使用者情緒與沉浸經驗研究
書刊名:設計學報
作者:吳佩芬
作者(外文):Wu, Pei-fen
出版日期:2016
卷期:21:2
頁次:頁25-48
主題關鍵詞:虛擬環境正面情緒沉浸經驗腦波地方特色街區Virtual environmentPositive emotionImmersion experienceEEGCulture district
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:61
期刊論文
1.Sherry, J. L.(2004)。Flow and Media Enjoyment。Communication Theory,14(4),328-347。  new window
2.Clarke, G. S.、Haworth, T. J.(1994)。"Flow" experience in the daily lives of sixth-form college students。British Journal of Psychology,85(4),511-523。  new window
3.Jones, A. P.、James, L. R.(1979)。Psychological climate: Dimensions and relationships of individual and aggregated work environment perceptions。Organizational Behavior and Human Decision Processes,23(2),201-250。  new window
4.Jennett, C.、Cox, A. L.、Cairns, P.、Dhoparee, S.、Epps, A.、Tijs, T.、Walton, A.(2008)。Measuring and defining the experience of immersion in games。International Journal of Human-Computer Studies,66(9),641-661。  new window
5.Lane, A. M.、Terry, P. C.(2000)。The nature of mood: Development of a conceptual model with a focus on depression。Journal of Applied Sport Psychology,12(1),16-33。  new window
6.Alrayes, A.、Sutcliffe, A.(2011)。Students attitudes in a virtual environment (secondlife)。Journal of Virtual Worlds Research,4(1),4-17。  new window
7.Beaudry, A.、Pinsonneault, A.(2010)。The other side of acceptance: Studying the direct and indirect effects of emotions on information technology use。MIS Quarterly,34(4),689-710。  new window
8.van Boven, L.、Gilovich, T. D.(2003)。To do or to have? That is the question。Journal of Personality and Social Psychology,85(6),1193-1202。  new window
9.Boyer, M. C.(1996)。CyberCities: Visual perception in the age of electronic communication。Technology and Culture,39(3),598-600。  new window
10.Chiara, G.、Emiliano, I.(2014)。The "Non-Places" meet the "Places:" Virtual tours on smartphones for the enhancement of cultural heritage。Journal of Urban Technology,21(1),79-91。  new window
11.Cristian, C.、Alin, Z.、Alin, G.(2014)。Implementing mobile virtual exhibition to increase cultural heritage visibility。Informatica Economica,18(2),24-31。  new window
12.Finneran, C. M.、Zhang, P.(2005)。Flow in computer-mediated environments: Promises and challenges。Communications of the Association for Information Systems,15(4),82-101。  new window
13.Hollnagel, E.(2003)。Is affective computing an oxymoron?。International Journal of Human Computer Studies,59(1),65-70。  new window
14.Hou, J.、Nam, Y.、Peng, W.、Lee, K. M.(2012)。Effects of screen size, viewing angle, and player's immersion tendencies on game experience。Computers in Human Behavior,28(2),617-623。  new window
15.Jureniene, V.、Radzevicius, M.(2014)。Models of cultural heritage management。Transformations in Business & Economics,2(32),236-256。  new window
16.Klimesch, W.、Schimke, H.、Schwaiger, J.(1994)。Episodic and emantic memory: An analysis in the EEGtheta and alpha band。Electroencephalography and clinical Neurophysiology,91(6),428-441。  new window
17.Nysetha, T.、Sognnæs, Johanne(2013)。Preservation of old towns in Norway: Heritage discourses, community processes and the new cultural economy。Cities,31,69-75。  new window
18.Pujol, L.(2011)。Realism in virtual reality applications for cultural heritage。International Journal of Virtual Reality,10(3),41-49。  new window
19.Rua, H.、Alvito, P.(2011)。Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage- The case-study of the Roman villa of Casal de Freiria。Journal of Archaeological Science,38(12),3296-3308。  new window
20.Rebolledo-Mendez, G.、Dunwell, I.、Martínez-Mirón, E. A.、Vargas-Cerdán, M.、De Freitas, S.、Liarokapis, F.、García-Gaona, A. R.(2009)。Assessing neurosky's usability to detect attention levels in an assessment exercise。Human-Computer Interaction New Trends,5610,149-158。  new window
21.Skadberg, Y. X.、Kimmel, J. R.(2004)。Visitor's flow experience while browsing a web site: Its measurement, contributing factors and consequences。Computers in Human Behaviour,20(3),403-422。  new window
22.Slater, Mel、Wilbur, Sylvia(1997)。A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments。Presence: Teleoperators and Virtual Environments,6(6),603-616。  new window
23.Sylaiou, S.、Karoulis, A.、Stavropoulos, Y.、Patias, P.(2008)。Presence- Centered assessment of virtual museums' technologies。DESIDOC Journal of Library & Information Technology,28(4),55-62。  new window
24.Uhlhaas, P. J.、Haenschel, C.、Nikoli, D.、Singer, W.(2008)。The role of oscillations and synchrony in cortical networks and their putative relevance for the pathophysiology of schizophrenia。Schizophrenia Bulletin,34(5),927-943。  new window
25.Volberg, G.、Kliegl, K.、Hanslmayr, S.、Greenlee, M. W.(2009)。EEG alpha oscillations in the preparation for global and local processing predict behavioral performance。Human Brain Mapping,30(7),2173-2183。  new window
26.Walter, W.、Dovey, V.(1944)。Electro-encephalography in cases of sub-cortical tumour。Journal of Neurology, Neurosurgery & Psychiatry,7(3/4),57。  new window
27.Webster, J.、Trevino, L. K.、Ryan, L.(1993)。The dimensionality and correlates of flow in humancomputer interactions。Computers in Human Behavior,9(4),411-426。  new window
28.Anderson, James C.、Gerbing, David W.(1988)。Structural Equation Modeling in Practice: A Review and Recommended Two-Step Approach。Psychological Bulletin,103(3),411-423。  new window
29.Novak, Thomas P.、Hoffman, Donna L.、Yung, Yiu-Fai(2000)。Measuring the Customer Experience in Online Environments: A Structural Modeling Approach。Marketing Science,19(1),22-42。  new window
30.Fornell, Claes、Larcker, David F.(1981)。Evaluating Structural Equation Models with Unobservable Variables and Measurement Error。Journal of Marketing Research,18(1),39-50。  new window
31.Fredrickson, Barbara L.、Joiner, T.(2002)。Positive emotions trigger upward spirals toward emotional well-being。Psychological Science,13(2),172-175。  new window
32.Hassenzahl, Marc、Tractinsky, Noam(2006)。User experience: a research agenda。Behaviour & information technology,25(2),91-97。  new window
33.Ghani, Jawaid A.、Deshpande, Satish P.(1994)。Task Characteristics and the Experience of Optimal Flow in Human-computer Interaction。The Journal of Psychology,128(4),381-391。  new window
會議論文
1.陳其南(1996)。地方文化與區域發展。地方文化與區域發展研討會。台北:文建會。1-9。  延伸查詢new window
2.Roy, M.、Hemmert, F.、Wettach, R.(2009)。Living interfaces: The intimate door lock。The Third International Conference on Tangible and Embedded Interaction。New York, NY:ACM。45-46。  new window
3.Sas, C.、Zhang, C.(2010)。Do emotions matter in creative design?。The 8th ACM Conference on Designing Interactive Systems。New York, NY:ACM。372-375。  new window
4.Schouten, A. P.、van den Hooff, B. J.、Feldberg, J. F. M.(2010)。Real decisions in virtual worlds: Team collaboration and decision making in 3D virtual worlds。The 31st International Conference on Information Systems。St. Louis, MO。1-19。  new window
5.Slater, M.、Linakis, V.、Usoh, M.、Kooper, R.(1996)。Immersion, presence, and performance in virtual environments: An experiment using tri-dimensional chess。The ACM Virtual Reality Software and Technology Conference。Hong Kong:ACM。163-172。  new window
6.Snell, S.、Majid, R. A.、Keshner, E.(2013)。Effects of visual field immersion and sub-threshold plantar vibration on balance。The 2013 International Conference on Virtual Rehabilitation。Philadelphia, PA:IEEE Xplore。168-169。  new window
7.Yoh, M. S.、Kwon, J.、Kim, S.(2010)。NeuroWander: A BCI game in the form of interactive fairy tale。The ACM International Conference Adjunct Papers on Ubiquitous Computing-Adjunct。New York, NY:ACM。389-390。  new window
8.Wehbe, R. R.、Kappen, D. L.、Rojas, D.、Klauser, M.、Kapralos, B.、Nacke, L. E.(2013)。EEG-Based assessment of video and in-game learning。CHI'13 Extended Abstracts on Human Factors in Computing Systems。New York, NY:ACM。667-672。  new window
圖書
1.Krueger, Myron W.(1991)。Artificial Reality。Addison-Wesley。  new window
2.Arnold, M. B.(1960)。Emotion and personality。New York:Columbia University Press。  new window
3.Morgan, G. A.、Leech, N. L.、Gloeckner, G. W.、Barrett, K. C.(2012)。IBM SPSS for introductory statistics: Use and interpretation。New York, NY:Taylor and Francis。  new window
4.Norman, D. A.(2002)。The design of everyday things。New York, NY:Perseus Books Group。  new window
5.Hair, Joseph F. Jr.、Anderson, Rolph E.、Tatham, Ronald L.、Black, William C.、Babin, Barry J.(1998)。Multivariate data analysis。Prentice-Hall, Inc.。  new window
6.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
其他
1.Guðmundsdóttir, K.(2011)。Improving player's control over the neurosky brain-computer interface,http://skemman.is/stream/get/1946/9187/23012/1/ImprovingPlayersControlOverNeuroSkyBCI_ResearchReport_kristingud08.pdf。  new window
2.NeuroSky(2014)。Thinkgear tips,http://www.neurosky.com.tw/products-markets/eeg-biosensors/hardware。  new window
圖書論文
1.Chan, K.、Mikami, K.、Kondo, K.(2010)。Measuring interest in linear single player FPS games。ACM Siggraph Asia 2010 Sketches。New York, NY:ACM。  new window
2.Castells, M.(1993)。The informational economy and the new international division of labor。The new global economy in the information age: Reflections on our changing world。University Park, PA:The Pennsylvania State University Press。  new window
3.Csikszentmihalyi, M.、Nakamura, J.(1989)。The dynamics of intrinsic motivation: A study of adolescents。Research on motivation in education: Goals and cognitions。New York, NY:Academic Press。  new window
4.Stanney, K. M.(2003)。Virtual environment。The human-computer interaction handbook: Fundamentals, evolving technologies and emerging applications。Hillsdale, NJ:Lawrence Erlbaum Associates。  new window
5.Hassenzahl, M.(2003)。The thing and I: Understanding the relationship between user and product。Funology: From usability to enjoyment。Dordrecht:Kluwer Academic Publishers。  new window
 
 
 
 
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