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題名:「由戲入創」遊戲化動態迴遞式空間設計策略--以實地展場規劃與設計為例
書刊名:設計學報
作者:劉秉承
作者(外文):Liu, Benson P. C.
出版日期:2018
卷期:23:1
頁次:頁19-42
主題關鍵詞:遊戲化迴遞式設計策略空間型構理論空間使用行為分佈傾向參數式設計GamificationRecursion design strategySpace syntaxBehavioral tendency of spatial useParametric design
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遊戲化(gamification)如Akito Inoue(2012)所定義為泛指將遊戲開發技術應用於真實社會活動之各種各樣行為模式的推演與模擬,並有助於提高該行為模式參與者投入熱誠與效率。有別於一般傳統線性設計程序,本文援引遊戲設計師Raph Koster(2004)的遊戲化迴圈理論為基礎概念,提出一種動態迴遞式空間設計策略。其中有關空間組構形式與人類行為動向之關聯已可經由量化運算,理解其複雜運作機制,如Bill Hillier教授所創可量化空間資訊(空間單元組構之使用度、動線之便捷度、視覺之互視程度、人潮移動之群聚模擬…等)之空間型構理論分析工具(Space Syntax),可在實質環境被建置之前或之後,預測到將來空間使用之行為傾向。本研究擬以此空間行為預測的分析理論為基礎,整合衍生式參數形態設計之圖像化電腦程式寫作工具Grasshopper,將之轉化成為一種行為預測分析與形態衍生彼此「迴遞式」設計策略,如基地環境之使用傾向資訊遊戲認知成為空間形態設計感知的參數化成形依據。本文藉此整合Space Syntax與Grasshopper而成為一種結合行為分佈預測與參數式設計之遊戲化動態迴遞式設計策略。並結合展示設計課程之設計執行與實地展覽,比對分析結果與觀展者分佈狀態,並以問卷訪談參與策展課程的學生,以此檢證遊戲化迴遞式設計策略之教學成效與行為分佈預測準確度。
Gamification means the deduction and simulation of the various behavioral patterns that are used in the development of computer game technologies, and it can be helpful to the enthusiasm and efficiency of the behavioral model as defined by Akito Inoue (2012). Based on the concept of game circle theory of game designer Raph Koster (2004), this paper proposes a dynamic recursive spatial gamification design strategy. Spatial configuration forms associated with human behavior trends, such as Space Syntax theory created by UCL Professor Bill Hillier, have already become a gamification quantified analytical tool. Spatial information can be quantified based on this theoretical framework of its spatial analytical tool (convex space, axial lines, visibility, crowds moving, etc.), so that the future spatial use tendency can be predicted before or after space built. In this study, this theory is turned into a spatial parametric shaping and gamification design strategy, which offers designers to design space in terms of behavioral tendency. In this research, Space Syntax analysis, the behavioral tendencies prediction of the void space, and Grasshopper, the parametric form design software, are integrated and combined together as a new gamification artificial intellectual design strategy for users and especially for architectural and urban design teaching and learning. The curator teaching and an behavior observation of exhibition is used as an example to illustrate the proposed gamification strategy.
期刊論文
1.Turner, A.、Penn, A.(1999)。Making isovist syntactic: Isovist integration analysis。International Symposium On Space Syntax,2(1),1-7。  new window
會議論文
1.LeBlanc, M.、Hunicke, R.、Zubek, R.(2004)。MDA: A formal approach to game design and game research。Game Developers Conference。San Jose, California:Northwestern University Press。3-5。  new window
圖書
1.Mitchell, W. J.(1990)。The logic of architecture: Design, computation, and cognition。Cambridge, Massachusetts:Massachusetts Institute of Technology Press。  new window
2.Zeisel, John(1984)。Inquiry by design: Tools for environment-behavior research。Cambridge University Press。  new window
3.Inoue, A.(2012)。Gamification: 'Games' changes the business。Tokyo:Enueichikeishuppan Press。  new window
4.Jones, J. C.(1970)。Design methods: Seeds of human futures。London, England:Wiley-Interscience Press。  new window
5.Koster, R.(2004)。A theory of fun for game design。New York, NY:O'Reilly Media Press。  new window
6.Hillier, B.(1996)。Space is the Machine: A Configurational Theory of Architecture。Cambridge University Press。  new window
圖書論文
1.蘇智鋒(1999)。空間形態之內在組構邏輯--Space Syntax(空間型構法則分析)之介紹。建築向度--設計與理論。臺中市:田園城市文化。  延伸查詢new window
 
 
 
 
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