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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/19545
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dc.contributor.advisor洪一平
dc.contributor.authorYong-Xiang Chenen
dc.contributor.author陳永祥zh_TW
dc.date.accessioned2021-06-08T02:04:38Z-
dc.date.copyright2016-03-08
dc.date.issued2016
dc.date.submitted2016-02-15
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/19545-
dc.description.abstract人們日常生活中的許多行為與健康息息相關,例如是否保持足量的運動,或者是生病時是否按時用藥等。即便人們能夠了解健康行為的重要性,要建立一項新的健康習慣並不容易,有許多狀況會使得人們在建立健康習慣的過程無法堅持,例如覺得練習過程無趣或者缺少同儕的支持。近年來,有許多人機互動研究領域的學者針對促進健康行為議題進行研究,有些學者提出可促使人們改變行為的策略,也有些學者發展激勵系統來輔助人們保持健康習慣。本論文以探討激勵運算在健康行為促進之應用為主要目標,並特別著重於設計可用於健康行為促進系統的遊戲化與社群影響模組,藉以提升系統的使用性與使用者經驗。主要的貢獻有:(1)發展一個包括動作感測技術以及非同步一對一挑戰遊戲的日常拉筋運動激勵系統,使用此系統可提升重度電腦使用者日常拉筋練習量達20%。(2)發展一個輔助失眠認知行為治療的行動平台激勵系統,採用此系統可降低治療師採用認知行為治療方法的成本,同時亦可提高失眠患者對治療的遵囑率。(3) 設計一個通用型社群遊戲,可用以搭配最常受激勵系統採用的行為點數收集機制,提高系統的激勵效用與使用者滿意度。zh_TW
dc.description.abstractIn recent years, many Human-Computer Interaction (HCI) researchers have proposed behavior change strategies and developed persuasion systems for promoting healthy behaviors. The goal of this dissertation is to design persuasion systems that include gaming and social influence components. Persuasive computing systems can assist in the treatment of chronic disease and help individuals engage in a healthier lifestyle. The main contributions of this dissertation include: (1) The development of a motion-sensing, asynchronous 1-on-1 competition gaming system to motivate users to stretch. This system proved to increase daily stretch duration by 20 percent in target populations (2) The development of a novel mobile application system to assist users in Cognitive-Behavior Therapy for insomnia (CBT-I). The system benefitted patients by enhancing their adherence to their CBT-I program and decreased the difficulty that therapists experienced when tailoring a therapy plan for their patient. (3) We designed a point-consuming social game to enhance the effectiveness of gamification strategy. This was accomplished through making the activity points accumulated by the user more meaningful. The game not only provided diversity in the gameplay experience, but increased social interactions among team members.en
dc.description.provenanceMade available in DSpace on 2021-06-08T02:04:38Z (GMT). No. of bitstreams: 1
ntu-105-D96922029-1.pdf: 2451964 bytes, checksum: 3dc94faa2d7e6bdfa799f4bf1d7eccc8 (MD5)
Previous issue date: 2016
en
dc.description.tableofcontentsCHAPTER 1 INTRODUCTION 1
1.1 Background and Motivation 1
1.2 Overview 1
1.3 Organization of the Dissertation 4
CHAPTER 2 RELATED WORK 5
2.1 Persuasive Strategies and Technologies 5
2.2 Persuasive Game 7
CHAPTER 3 MOTIVATING STRETCHING EXERCISE FOR HEAVY COMPUTER USERS 10
3.1 Introduction 10
3.2 Social Persuasion System for Stretching 12
3.3 Experiment 17
3.4 Results and Discussion 18
CHAPTER 4 25
ENHANCING ADHERENCE OF COGNITIVE BEHAVIORAL THERAPY FOR INSOMNIA 25
4.1 Introduction 25
4.2 Design of Win-Win ASleep (WWaS/穩穩好眠) 27
4.3 Experiment 36
4.4 Results and Discussion 38
4.5 Adopting WWaS for Assisting CBT-I in Older Adult Population 46
CHAPTER 5 ON DESIGNING A SOCIAL PERSUASION GAME FOR ENCOURAGING HEALTHY BEHAVIOR 51
5.1 Introduction 51
5.2 Persuasive Social Game Design: Treasure Hunters 54
5.3 Persuasive Social Game Design: Chicken Raisers 68
CHAPTER 6 CONCLUSION 73
LIST OF REFERENCES 76
dc.language.isoen
dc.title以激勵運算促進健康行為之研究zh_TW
dc.titlePersuasive Computing for Promoting Healthy Behavioren
dc.typeThesis
dc.date.schoolyear104-1
dc.description.degree博士
dc.contributor.oralexamcommittee歐陽彥正,賴飛羆,陳玲鈴,孫維仁,陳錫中
dc.subject.keyword激勵系統,遊戲化,社群影響,社群遊戲,拉筋運動,失眠認知行為治療,zh_TW
dc.subject.keywordPersuasion system,Gamification,Social influence,Social game,Stretch,Cognitive-Behavior Therapy for insomnia,en
dc.relation.page81
dc.rights.note未授權
dc.date.accepted2016-02-15
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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