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DC 欄位 | 值 | 語言 |
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dc.contributor.advisor | 洪一平 | |
dc.contributor.author | Sheng-Wen Wang | en |
dc.contributor.author | 王聖文 | zh_TW |
dc.date.accessioned | 2021-06-15T11:18:07Z | - |
dc.date.available | 2017-08-26 | |
dc.date.copyright | 2016-08-26 | |
dc.date.issued | 2016 | |
dc.date.submitted | 2016-08-18 | |
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[NDE12] Nes, A. A., van Dulmen, S., Eide, E., Finset, A., Kristjánsdóttir, Ó. B., Steen, I. S., & Eide, H. (2012). The development and feasibility of a web-based intervention with diaries and situational feedback via smartphone to support self-management in patients with diabetes type 2. Diabetes research and clinical practice, 97(3), 385-393. [WHI09] Whalen, C. K., Henker, B., Ishikawa, S. S., Floro, J. N., Emmerson, N. A., Johnston, J. A., & Swindle, R. (2009). ADHD and anger contexts: electronic diary mood reports from mothers and children. Journal of pediatric psychology, jsn138. [SSS03] Stone, A. A., Shiffman, S., Schwartz, J. E., Broderick, J. E., & Hufford, M. R. (2003). Patient compliance with paper and electronic diaries. Controlled clinical trials, 24(2), 182-199. [CBN13] Carter, M. C., Burley, V. J., Nykjaer, C., & Cade, J. E. (2013). Adherence to a smartphone application for weight loss compared to website and paper diary: pilot randomized controlled trial. Journal of medical Internet research, 15(4), e32. [CBC15] Cordeiro, F., Bales, E., Cherry, E., & Fogarty, J. (2015, April). Rethinking the mobile food journal: Exploring opportunities for lightweight photo-based capture. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 3207-3216). ACM. [BT13] Bentley, F., & Tollmar, K. (2013, April). The power of mobile notifications to increase wellbeing logging behavior. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1095-1098). ACM. [HKS14] Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE. [F03] Fogg, B.J. Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann, New York, 2003. [ECF16] Epstein, D. A., Cordeiro, F., Fogarty, J., Hsieh, G., & Munson, S. A. (2016, May). Crumbs: Lightweight Daily Food Challenges to Promote Engagement and Mindfulness. In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI). [BVP09] Blanson Henkemans, O. A., van der Boog, P. J., Lindenberg, J., van der Mast, C. A., Neerincx, M. A., & Zwetsloot-Schonk, B. J. (2009). An online lifestyle diary with a persuasive computer assistant providing feedback on self-management. Technology and Health Care, 17(3), 253-267. [P16] Pixel Crater Ltd. Website,2016 https://my.diaroapp.com/user/signin [E16] Expimetrics, Inc. Website, 2016 https://app.expimetrics.com/ [H14] 林軒竹. Game Design for Promoting Social Persuasion, 2014 [C13] 田巧宜. 影響社交型 App 採用行為之因素探討. Diss. 撰者, 2013. [J07] 宋季玲. (2007). 成年女學生運動行為與睡眠品質, 生活品質相關性探討. 長榮大學護理學研究所學位論文, (2007 年), 1-90. [GWS13] Gotsis, M., Wang, H., Spruijt-Metz, D., Jordan-Marsh, M., & Valente, T. W. (2013). Wellness partners: design and evaluation of a web-based physical activity diary with social gaming features for adults. JMIR Research Protocols,2(1), e10. [L12] Lallemand, C. (2012). Dear Diary: Using Diaries to Study User Experience.Accessed on January, 31, 2014. [TWW01] Tate, D. F., Wing, R. R., & Winett, R. A. (2001). Using Internet technology to deliver a behavioral weight loss program. Jama, 285(9), 1172-1177. [VHS14] van der Kooij, K., Hoogendoorn, E., Spijkerman, R., & Visch, V. (2014). Changamoto: Design and Validation of a Therapy Adherence Game. In Games for Health 2014 (pp. 144-149). Springer Fachmedien Wiesbaden. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/49170 | - |
dc.description.abstract | 在使用日記收集長期的資料時,若填寫率不高會造成後續資料分析上的困難。所以我們在這次研究中發展一套可以搭配社群遊戲使用的日記系統,希望能藉此提升日記的填寫率。而實驗的結果也顯示,遊戲對日記的填寫率有帶來正面影響的可能性。 | zh_TW |
dc.description.abstract | When collecting data with diary for longitudinal studies, non-compliance can result in the missing of data and make it difficult to be analyzed. Thus, we develop an electronic diary system and try to use a social persuasive game to improve the adherence on keeping a diary. The result of the experiment indicate that the game did has the potential to bring positive effect to the diary completion rate. | en |
dc.description.provenance | Made available in DSpace on 2021-06-15T11:18:07Z (GMT). No. of bitstreams: 1 ntu-105-R03944027-1.pdf: 1277292 bytes, checksum: 189e2cd78076200cac8b2601d893eea6 (MD5) Previous issue date: 2016 | en |
dc.description.tableofcontents | 誌謝 i
中文摘要 ii ABSTRACT iii CONTENTS iv LIST OF FIGURES vi LIST OF TABLES vii Chapter 1 緒論 1 Chapter 2 文獻探討 3 2.1 現有行動日記應用程式 3 2.2 提升記錄率的行為理論 4 2.3 提升記錄率的研究 5 Chapter 3 穩穩日記 6 3.1 系統概觀 6 3.2 穩穩日記雲端應用系統 7 3.2.1 群組及成員管理 7 3.2.2 新增與刪除記錄項目 8 3.2.3 將記錄項目配置到群組 9 3.3 穩穩日記行動應用系統 10 3.3.1 提醒 11 3.3.2 填寫記錄 12 3.3.3 記錄回饋 12 3.3.4 聊天室 13 Chapter 4 穩穩好玩 14 Chapter 5 實驗 16 5.1 實驗對象 16 5.2 實驗記錄項目 16 5.3 實驗流程 17 5.4 分組方式 18 5.5 分組結果 19 Chapter 6 結果 20 6.1 遊戲 20 6.1.1 遊戲對日記填寫率的影響 20 6.1.2 遊戲對不同族群的人的效果 22 6.1.3 小組遊戲的機制對填寫率有正面影響的趨勢 23 6.2 日記 24 6.2.1 手機的通知能提升填寫率 25 6.2.2 記錄項目的引導內容一成不變可能會降低填寫意願 25 6.2.3 參與者在意填寫記錄後能夠得到的回饋 26 Chapter 7 討論 27 Chapter 8 結論 30 REFERENCE 31 | |
dc.language.iso | zh-TW | |
dc.title | 透過行動社群遊戲提升電子日記填寫率之研究 | zh_TW |
dc.title | Using Mobile Social Persuasive Game to Improve Adherence to Keep an Electronic Diary | en |
dc.type | Thesis | |
dc.date.schoolyear | 104-2 | |
dc.description.degree | 碩士 | |
dc.contributor.coadvisor | 李明穗 | |
dc.contributor.oralexamcommittee | 邱志義,陳永昇,陳淑惠 | |
dc.subject.keyword | 電子日記,社群激勵,手機遊戲, | zh_TW |
dc.subject.keyword | Electronic diary,Persuasive technology,Mobile game, | en |
dc.relation.page | 33 | |
dc.identifier.doi | 10.6342/NTU201603115 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2016-08-20 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 資訊網路與多媒體研究所 | zh_TW |
顯示於系所單位: | 資訊網路與多媒體研究所 |
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