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系統識別號 U0026-0812200913550477
論文名稱(中文) 數位溫情空間-輔助社交性互動的新媒體
論文名稱(英文) Digital Warmness
校院名稱 成功大學
系所名稱(中) 建築學系碩博士班
系所名稱(英) Department of Architecture
學年度 95
學期 2
出版年 96
研究生(中文) 彭希超
研究生(英文) Si-Chao Peng
電子信箱 n7693404@ccmail.ncku.edu.tw
學號 n7693404
學位類別 碩士
語文別 中文
論文頁數 113頁
口試委員 口試委員-簡聖芬
指導教授-鄭泰昇
口試委員-邱茂林
口試委員-劉舜仁
中文關鍵字 人機互動  普及運算  情感設計  即時去背  數位溫情空間  虛擬社群 
英文關鍵字 emotional design  pervasive computing  human-computer interaction  immediate background-removing  digital warmness space  virtual community 
學科別分類
中文摘要 現今科技的發展,往往趨向於便利人類的生活或是輔助工作的進行。然而在生活越便利的同時,人類的生活步調並沒有變得比較輕鬆,接踵而至的只是更多的需求與渴望。因此,在人口密度日益增高的大都會之中,即使人與人的接觸機會增多,卻也無暇理會彼此,人際關係間的溫情漸漸的被忙碌的生活給沖淡。有鑑於此,本論文將探討新一代輔助人類社交性互動的媒體形式。創造一個溫情相伴而非科技相隨的多媒體空間。

本研究以『虛擬社群』、『人機互動』、『情感設計』三個領域的概念出發,擷取虛擬社群的壓縮空間和群聚力特性,再利用普及運算之概念將互動場合回歸至實質空間,最後以溫情設計為宗旨,將上述概念置入現有實體空間並進行情境設計,使其成為具有聰明空間性質的『數位溫情空間』。接著以奇美館一樓優質數位生活體驗屋的客廳區和室內庭園區為操作基地,並以即時去背和表情擷取等技術進行實作模擬。進而以此為基礎,針對各個不同的空間如公園涼亭、電梯等處設計各種數位溫情空間,模擬未來人們彼此傳遞溫情的機制。

數位溫情空間乃是提供一個人際互動並傳達溫情的契機。參與者在互動的過程中可以感受到溫情的給予及回饋,體認並接受其正面的影響,進而產生對社群的歸屬感。藉由溫情的擴散傳遞以及族群歸屬感的建立,人類社群的人際關係便能有正向的發展。
英文摘要 The development of technologies in any kind nowadays is often dedicated to bringing conveniences to daily life or providing assistance at work. However, the pace of human life hasn’t gotten any easier with life becoming more convenient. On the contrary, more needs and desire ensue.
Although the population density grows higher day by day, and people seem to have more chances to come across with one another, the interaction and the emotion communication are flushed away in the busy and chaotic daily lives. In this dissertation, we will be discussing the new generation media style for human social interaction, in order to create a multimedia space with warm sentiments but not surrounded with technology.
The concept of this research is based on three domains, which are virtual community, human-computer interaction and emotional design.
With the special characteristics of virtual community, compression spaces and clustering strength, the concept of calculation method was used to regressing interactive places back to reality spaces With the final purpose of warmness design, these concepts were implemented into a reality space for scenario design. The process makes the “digital warmness space” become cleverer.
The operating site was located at the living room area of the digital life practicing room on the first floor and the interior garden area of Chi-mei Building. I simulated the digital warmness space with the immediate background-removing and expression capturing techniques. Then, with these techniques as basis, different digital warmness spaces were simulated to show how people pass on their warmth in the future in different spaces, such as at the pavilion in a park, and in the elevators.
Digital space with tender sentiments is a new chance for people to interact with others and express their emotions. Those involved can experience the giving and the feedback of warmness and accept the positive effects. Moreover, the feeling of belonging to the community was developed. By the expanding and communicating the warmness, and the establishment of group belongings, there will be a positive development in human interaction and the emotion communication in our society.
論文目次 第一章 序論------------------------------------------------------------------------------001

1-1.研究議題-------------------------------------------------------------------003

1-2.研究背景-------------------------------------------------------------------004

1-3.研究目的-------------------------------------------------------------------005

1-4.研究架構-------------------------------------------------------------------006


第二章 文獻回顧-----------------------------------------------------------------------007

2-1.虛擬社群與空間本質的發展---------------------------------------------009
2-1-1.現象學與空間的本質---------------------------------------------009
2-1-2.虛擬社群演變過程及特色--------------------------------------013
2-1-3.虛擬社群之介入對於空間結構的影響-------------------------018

2-2.人機互動與普及運算----------------------------------------------------------020

2-3.情感設計與人際互動----------------------------------------------------------022
2-3-1.情緒產生機制--------------------------------------------------------022
2-3-2.情緒的傳遞------------------------------------------------------------024
2-3-3.愛與歸屬感的需求--------------------------------------------------026
2-3-4.情感設計探討---------------------------------------------------------027

2-4.現有成果回顧-------------------------------------------------------------------031
2-4-1.情人杯(Lovers’cup)------------------------------------------------031
2-4-2.免費擁抱(Free Hugs Campaign)------------------------------------031

2-5.小結--------------------------------------------------------------------------------032


第三章 理論基礎-------------------------------------------------------------------------033

3-1.虛擬社群運作系統-------------------------------------------------------------035
3-1-1.虛擬實境與虛擬社群-----------------------------------------------035
3-1-2.實體空間與網路虛擬社群互動系統比較----------------------038

3-2.普及運算嵌入後之影響------------------------------------------------------040
3-2-1.嵌入前後運作機制的比較-----------------------------------------041
3-2-2.普及運算介入與虛擬實境疊合至實體空間之程度---------042
3-2-3.個人單元與社群互動模型-----------------------------------------043

3-3.情感設計概念的置入----------------------------------------------------------047
3-3-1.步驟一:使用者感知回饋(self-awareness)----------------------047
3-3-2.步驟二:以虛擬社群概念串連self-awareness使用單元-----051
3-3-3.步驟三:置入情感設計概念並對外渲染-----------------------054

3-4.digital warmness模型與架構--------------------------------------------------056

3-5.小結--------------------------------------------------------------------------------057


第四章 實作與設計----------------------------------------------------------------------059

4-1.數位溫情空間之原型實作---------------------------------------------------062
4-1-1.概念原型與操作機制-----------------------------------------------062
4-1-2.原型實作---------------------------------------------------------------064

4-2.客廳情境設計-------------------------------------------------------------------066
4-2-1.客廳情境設計實作--------------------------------------------------066
4-2-2.客廳情境設計應用及探討-----------------------------------------071
4-2-2.客廳情境設計進化及探討-----------------------------------------073

4-3.庭園情境設計-------------------------------------------------------------------078
4-3-1.庭園情境設計實作--------------------------------------------------078
4-3-2.庭園情境設計應用及探討-----------------------------------------082

4-4.數位溫情空間模型之進化、探討、論述----------------------------------087
4-4-1.情境設計1:交錯而過的笑容--------------------------------------089
4-4-2.情境設計2:電梯--短暫的邂逅------------------------------------094

4-5.小結--------------------------------------------------------------------------------097


第五章 總結及後續研究------------------------------------------------------------------99

5-1.研究總結及檢討----------------------------------------------------------------101

5-2.後續影響及研究----------------------------------------------------------------103
5-2-1.對於遠端互動模式之影響-----------------------------------------103
5-2-2.人機互動意義的改變-----------------------------------------------103
5-2-3.提供人際互動的契機-----------------------------------------------104


參考文獻---------------------------------------------------------------------------------------105


附錄---------------------------------------------------------------------------------------------108
附錄一:數位溫情空間原型之運作技術及機制-----------------------------108
附錄二:數位溫情空間原型之VB程式控制碼----------------------------111
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論文:

1. 沈揚庭,行動地誌『Mobile Topology』,成大建研所論文,2005
2. 李佳勳,『互動式媒體』-以感官多模式探討數位設計環境中人跡互動介面設計與應用實例,成大建研所論文,2002
3. 趙延湘,Bernard Tschumi的建築思維-以現象學的『身體-空間』觀念分析事件概念,南藝建研所碩士論文,2004




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