進階搜尋


下載電子全文  
系統識別號 U0026-2307201917202400
論文名稱(中文) 使用擴增實境應用程式提升親子互動之行動研究
論文名稱(英文) Action Research on Enhancing Interactions between Parents and Children by Using Augmented Reality Application
校院名稱 成功大學
系所名稱(中) 創意產業設計研究所
系所名稱(英) Institute of Creative Industries Design
學年度 107
學期 2
出版年 108
研究生(中文) 林芳慈
研究生(英文) Fang-Tzu Lin
學號 PA6064049
學位類別 碩士
語文別 英文
論文頁數 148頁
口試委員 指導教授-林蕙玟
口試委員-劉世南
口試委員-胡敏君
中文關鍵字 擴增實境  科技影響  親子互動  遊戲化  配對遊戲  說故事  應用程式 
英文關鍵字 augmented reality  technology influences  parent-child interaction  gamification  matching games  storytelling  application 
學科別分類
中文摘要 日新月異的科技總是影響著人們的生活,日復一日,人們因為沈迷於自己的手機或平板,導致越來越缺乏人與人之間面對面的交流。然而,很少研究探究過人們在家中與家人共處時使用手機的情形及相關影響。科技很有可能影響親子之間的互動,科技帶來的影響也可能減少親子之間本不可或缺的肢體及情感上的連結,使得孩子缺乏在成長過程中所需要的認知及社會發展,然而,若好好利用科技所帶來的好處,可讓親子之間的關係增溫,並可一起學習與同樂。

現今科技扮演著輔助家庭活動的重要角色,而擴增實境擁有多項可能可以幫助強化親子互動的優點,本研究希望透過前導研究及行動研究,目標在設計適合親子互動的內容並進而開發一個在數位裝置上可使用的擴增實境應用程式,期望能讓家長意識到親子互動的重要性,也進而達到提升親子互動的目的。
英文摘要 Emerging technologies are likely to affect people’s lives. However, day by day, people are lack of face-to-face communication because they tend to stick with their own digital devices. However, there are very few researches have explored the ways that people use smart phones when they are at home with others and the effects of these actions. It is very possible that the interactions between parents and children are affected by the influences of technology which may reduce the necessary physical and emotional connections that children need for cognitive and social development. However, if using technologies properly, it can enhance parent-child interaction, parents and children can have fun and learn together as well.

Technology is now playing an important role in supporting activities amongst immediate family members. Since augmented reality has several advantages which may help with enhancing the interactions between parents and children, this research aims to design interactive content and develop an augmented reality application on digital devices for parents and children by conducting a pilot study and action research. Furthermore, to invoke parents’ awareness of the importance of parent-child interaction and to enhance the interactions between parents and children.
論文目次 摘要 ……………………………………………………………………………...…………i
ABSTRACT …………………………………………………………………..…………ii
Thanks and Appreciation……………………………………………...…………….iii
Table of Content………………………………………………………………………..iv
List of Tables.…………………………………………………………………………...vii
List of Figures……...……………………………………………………………………viii
I. Introduction 1
1.1 Research background and motivation 1
1.2 Research objectives 3
1.3 Research questions 3
1.4 Research structure 4
II. Literature review 5
2.1 Parent-child interactions 5
2.1.1 Parents’ behaviors 6
2.1.2 Parent-child activities 7
2.2 Technology influences 9
2.2.1 Technology influences in general 9
2.2.2 Technology influences on parents and children 9
2.3 Augmented Reality 11
2.3.1 The concept and the definition of Augmented Reality 11
2.3.2 The characteristics and the advantages of Augmented Reality 12
2.3.3 Types of Augmented Reality displays 15
2.3.4 Tracking technology of Augmented Reality 18
2.3.5 The contents of Augmented Reality 21
2.3.6 Gamification in Augmented Reality 23
2.4 Augmented Reality for parent-child interaction 25
III. Research Method 26
3.1 Research flow 26
3.2 Research subjects and fields 27
3.2.1 Research subjects 27
3.2.2 Research fields 28
3.3 Pilot study 28
3.3.1 The comparison between existed AR applications 28
3.3.2 Selected AR applications 30
3.3.3 Interview 32
3.3.4 Pilot study results 41
3.4 Action research 42
3.4.1 The definitions of action research 42
3.4.2 The process of action research 43
3.4.3 The process of the researcher’s actual actions 46
3.4.4 The public demonstration 47
IV. Application Design 52
4.1 AR Application concept 52
4.2 AR Application development 54
4.2.1 User scenarios 56
4.2.2 Self-evaluation of the AR application 59
4.3 AR Application Instructions 61
4.3.1 Words for parents 61
4.3.2 Introduction for the three main modes 62
4.3.3 Instructions for the three main modes 64
V. Data analysis 68
5.1 The public demonstration results 68
5.1.1 Before-interviews 69
5.1.2 The observation during the test 71
5.1.3 After-interviews 73
5.2 The transcripts coding 76
5.2.1 To invoke parents’ awareness 77
5.2.2 Parents’ thoughts about children using technologies 79
5.2.3 The impacts of the AR application 82
5.3 Reflection 86
VI. Conclusion and Suggestion for Future Researches 87
References 91
Appendix 97

參考文獻 Alakärppä, I., Jaakkola, E., Väyrynen, J., Häkkilä, J. Using Nature Elements in Mobile AR for Education with Children. MobileHCI '17 Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, Article no. 41, 2017.
Azuma, R. T. A Survey of Augmented Reality. In Presence: Teleoperators and Virtual Environments, 6(4), 355-385, 1997.
Barrett, R., Gandhi, H. A., Naganathan, A., Daniels, D., Zhang, Y., Onwunaka, C., Luehmann, A., White, A. D. Social and Tactile Mixed Reality Increases Student Engagement in Undergraduate Lab Activities. Journal of Chemical Education, 95 (10), 1755-1762, 2018.
Bhatnagar, D. K. Position trackers for head mounted display systems: A survey. Technical Report TR93-010, Department of Computer Science, University of North Carolina at Chapel Hill, 1993.
Billinghurst, M. Augmented Reality in Education. Seattle WA: New Horizons for Learning - Technology in Education, 2002.
Billinghurst, M., Poupyrev, I., Kato, H., May, R. Mixing Realities in Shared Space: An Augmented Reality Interface for Collaborative Computing. In Proceedings of the IEEE International Conference on Multimedia and Expo (ICME2000), 2000.
Buur, J., Soendergaard, A. Video Card Game: An augmented environment for User Centred Design discussions. Proceeding DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments, 63-69, 2000.
Chiong, C., Shuler, C. Learning: Is there an app for that? Investigations of young children’s usage and learning with mobile devices and apps. New York: The Joan Ganz Cooney Center at Sesame Workshop, 2010.
Chu, Y. J. A Case Study of Using Augmented Reality on NDM-1 Learning for Elementary School Students. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2011.
Chang, H. Y. A Study on the AR-Assisted Instruction-A Case Study of Fourth Grade Students Learning Natural Ecology. Master thesis, Hsuan Chuang University, Hsinchu, Taiwan, 2011.
Chen, B. J. The Research of Applied Augmented Reality Techniques into Computer Assisted Instruction - A Case Study of Nature and Science animal unit in the Elementary School. Master thesis, Ming Chuan University, Taipei, Taiwan, 2013.
Coghlan, D., Brannick, T. Doing Action Research In Your Own Organization. Sage, 2014.
Chen, P. J. The Research of Applying Augmented Reality and Jigsaw Puzzle for Elementary Earth Science Learning on Cretaceous Period Dinosaurs. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2015.
Chung, M. C. The Study of Integrating Augmented Reality and 3D Printing into Instruction of Natural Science and Life Technology in an Elementary School. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2016.
Chien, C. J. The Design Based Research of Applying Augmented Reality on the Misconceptions of Typhoon in Elementary Science Education. Master thesis, Tamkang University, New Taipei, Taiwan, 2016.
Dalsgaard, T., Skov, M. B., Stougaard, M., Thomassen, B. Mediated intimacy in families: understanding the relation between children and parents. IDC '06, 145-152, 2006.
Deterding, S., Dixon, D., Khaled, R., Nacke,L. From Game Design Elements to Gamefulness: Defining “Gamification”. In Proc. MindTrek, ACM Press, 2011.
Eitoku, S., Tanikawa, T., Hirose, M. Display composed of water drops for filling space with materialized virtual three-dimensional objects. In IEEE VR ‘06, 159-166, 2006.
Fiala, M. Artag, a fiducial marker system using digital techniques. In Proc. IEEE Conf. on Computer Vision and Pattern Recognition, 2005.
Garzotto, F., Paolini, P., Sabiescu, A. Interactive Storytelling for Children. Proceeding IDC '10 Proceedings of the 9th International Conference on Interaction Design and Children, 356-359, 2010.
Henrysson, A., Billinghurst, M. Ollila, M. Face to face collaborative AR on mobile phones. In ISMAR ‘05, 80-89, 2005.
Hindus, D., Mainwaring, S. D., Leduc, N., Hagström, A. E., Bayley, O. Casablanca: designing social communication devices for the home. Proceeding CHI '01 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 325-332, 2001.
Juan, M.C., Furió, D., Seguí, I., Rando, N., Cano, J. Lessons learnt from an experience with an augmented reality iPhone learning game. ACE '11 Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, Article no. 52, 2011.
Kesim, M., Ozarslan, Y. Augmented reality in education: current technologies and the potential for education. Procedia - Social and Behavioral Sciences, 47, 297-302, 2012.
Kiyokawa, K., Billinghurst, M., Hayes, S. E., Gupta, A., Sannohe, Y., Kato, H. Communication Behaviors of Co-located Users in Collaborative AR Interfaces. Proceedings. International Symposium on Mixed and Augmented Reality, 2002.
Kuo, C. Y. Impacts of Integrating Augmented Reality and 3D Printing into Elementary School Insect Instructions on Learning Performance of the Students with Different Learning Style. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2017.
Lewin, K. Action research and minority problems. Journal of Social Issues, 2(4), 34–46, 1946.
Ling, R. New Tech, New Ties: How Mobile Communication Is Reshaping Social Cohesion. MIT Press, 2008.
Lu, S. J. Augmented Reality applications posted on the wallpaper of the value-added of the natural and Learning Motivation. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2013.
Loh, C. W. The Research of Applying Augmented Reality and 3D Jigsaw Puzzle for Elementary Earth Science Learning. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2015.
Lin, F. T., Lin, H. W. A Preliminary Study of Practice-Led Research in Arts and Design Higher Education: Analysis of Typology. ICERI, conference paper, 2018.
Milgram, P., Kishino, F. A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information Systems, E77-D(12), 1994.
Möhring M., Lessig C., Bimber O. Video see-through AR on consumer cell-phones. In ISMAR ‘04, 252-253, 2004.
Mendenhall, S., Ha, V., Xu, Y., Tillery, P., Cohen, J., Sharp, J., MacIntyre, B. NerdHerder: designing for physical actions in an augmented reality puzzle game. Proceeding FDG '12 Proceedings of the International Conference on the Foundations of Digital Games, 250-253, 2012.
Neustaedter, C., Harrison, S., Sellen, A. Connecting Families: An Introduction, in Connecting Families: The Impact of New Technologies on Domestic Life, Morgan Kaufmann, 2013.
Noran, O. On gamification in action learning. Proceeding ACSW '16 Proceedings of the Australasian Computer Science Week Multiconference, article no. 15, 2016.
Oduor, E., Neustaedter, C., Odom, W., Tang, A., Moallem, N., Tory, M., Irani, P. The Frustrations and Benefits of Mobile Device Usage in the Home when Co-Present with Family Members. DIS '16 Proceedings of the 2016 ACM Conference on Designing Interactive Systems, 1315-1327, 2016.
Park, Y. J., Yang, Y., Ro, H., Cha, J., Kim, K., Han, T. D. ChildAR-bot: Educational Playing Projection-based AR Robot for Children. Proceeding MM '18 Proceedings of the 26th ACM international conference on Multimedia, 1278-1282, 2018.
Prophet, J., Kow, Y. M., Hurry, M. Small trees, big data: augmented reality model of air quality data via the chinese art of "artificial" tray planting. Proceeding SIGGRAPH '18 ACM SIGGRAPH, Article no. 16, 2018.
Reason, P., Bradbury, H. Handbook of Action Research. London: Sage, 2001.
Reeves, B., Read, J. L. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston, Massachusetts: Harvard Business Press, 2009.
Shani, A. B. (Rami), Pasmore, W. A. Organization inquiry: Towards a new model of the action research process. In D.D. Warrick (ed.), Contemporary Organization Development: Current Thinking and Applications. Glenview, IL: Scott, Foresman, 438–48, 1985.
Steiner-Adair, C., Barker, T. H. The big disconnect: Protecting childhood and family relationships in the digital age. Harper Business, 2013.
Sánchez, S. Á., Martín, L. D., Gimeno-González, M. Á., Martín-Garcia, T., Almaraz-Menéndez, F., Ruiz, C. Augmented reality sandbox: a platform for educative experiences. Proceeding TEEM '16 Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, 599-602, 2016.
Tang, A., Owen, C., Biocca, F., Mou, W. Comparative effectiveness of augmented reality in object assembly. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 73-80, 2003.
Vogt, S., Khamene, A., Sauer, F., Niemann, H. Single camera tracking of marker clusters: Multiparameter cluster optimization and experimental verification. In ISMAR ‘02, 127-136, 2002.
Wagner, D., Barakonyi, I. Augmented reality Kanji learning. In ISMAR ‘03, 335-336, 2003.
Wagner D., Pintaric T., Ledermann F., Schmalstieg D. Towards Massively Multi-User Augmented Reality on Handheld Devices. Proc. of the Third International Conference on Pervasive Computing, 2005.
Wang, B. C. A Study of Applying Augmented Reality to Children’s Educational Products On Learning Interest in Marine Education – A Case Study of the Middle-Grade Elementary School Students. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2011.
Wang, Y. S. Effects of learning achievements and learning experiences via Augmented Reality learning application: A Case study of aquatic. Master thesis, National Central University, Taoyuan, Taiwan, 2014.
Yan, X. F. Apply Augmented Reality in Plants Teaching of Natural Science for Elementary Students. Master thesis, National Taipei University of Education, Taipei, Taiwan, 2015.
Zhou, F., Duh, H. B. L., Billinghurst, M. Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR. 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, 2008.
Zichermann, G., Cunningham, C. Gamification by design. O’Reilly Media Inc., Sebastopol, CA, 2011.

中文文獻:
丘美珍。從一支手機開始的教養學。天下雜誌,獨立評論。民107年1月15日。取自https://opinion.cw.com.tw/blog/profile/451/article/6518
汪慧玲,沈佳生。學齡兒童家庭休閒活動與親子互動關係之研究。美和學報,33卷1期,P259 – 276。民103年05月01日。
周品攸。12種超讚的親子互動遊戲。嬰兒與母親。民105年6月19日。取自https://www.mababy.com/knowledge-detail?id=4988
邱紹雯。想要小孩有同理心 大人先同理他。親子天下。民107年11月29日。取自https://www.parenting.com.tw/article/5078399-想要小孩有同理心%C2%A0+大人先同理他/?page=2
洪蘭。洪蘭:說故事的競爭力。親子天下,69期。民104年7月。
張大光。張爸爸教你陪孩子玩故事。臺北市:高寶國際。民100年6月。
曾威舜,劉潔心。學齡前兒童的行動科技使用行為現況和親子互動行為的相關性探討:以雙北市為例。健康促進暨衛生教育雜誌,42期,P85-108。民107年。
詹志禹。假日父母的親子互動祕訣。親子天下。民101年9月。取自https://www.parenting.com.tw/article/5043388-假日父母的親子互動祕訣/?page=2
論文全文使用權限
  • 同意授權校內瀏覽/列印電子全文服務,於2019-07-26起公開。
  • 同意授權校外瀏覽/列印電子全文服務,於2019-07-26起公開。


  • 如您有疑問,請聯絡圖書館
    聯絡電話:(06)2757575#65773
    聯絡E-mail:etds@email.ncku.edu.tw