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研究生: 許仲傑
Hsu, Chung-Chieh
論文名稱: 結合社群網路與NFC技術設計實體互動遊戲平台
A Designable Face to Face Interaction Gaming Platform for Social Network by NFC
指導教授: 李威勳
Lee, Wei-Hsun
學位類別: 碩士
Master
系所名稱: 管理學院 - 電信管理研究所
Institute of Telecommunications Management
論文出版年: 2016
畢業學年度: 105
語文別: 英文
論文頁數: 102
中文關鍵詞: 社會變化NFC面對面(F2F)實體互動網絡互動(CI)遊戲設計平台
外文關鍵詞: Social Change, NFC, Face to Face (F2F) interaction, Cyber interaction (CI), Game Designable Platform
相關次數: 點閱:104下載:4
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  • 面對面(F2F)互動傳統上是滿足朋友和陌生人的形式。 自從網絡互動(CI)的發展,它已經取代了在21世紀的F2F互動。 這種轉變影響了我們現代人類互動的方式。 每年人們在手機上花費更多的時間,主要是因為Apps的發展。 移動使用時間的增加意味著它取代了我們日常生活中的某些東西。 這種增長的最大來源是絕大多數的消息傳遞和基於社交的應用程序。 這些社交媒體應用程序通過將物理對話轉換為網絡形式來替代人類的基本社會需求。 這意味著社交化從面對面(F2F)設置轉變為網絡互動(CI)。
    本研究認為,技術的改進正在減少日常生活中人與人之間的相互作用。 與朋友和家人通過F2F互動社交也成為恐慌。 當參加任何社交活動時,社會水平正在從使用手機的人的結果中縮小。 為了帶回社會層面,本研究提出了遊戲,因為遊戲產生了巨大的社會力量,因為人們相互競爭,協作和溝通。 在線連接的問題是它創建CI並減少F2F交互。 為了解決這個問題,本研究提出了一個離線F2F交互遊戲平台,以使用遊戲作為一種方法來增強F2F交互。

    Face to Face (F2F) interaction is traditionally the form to meet friends and strangers. Since the development of cyber interaction (CI), it has taken over F2F interaction in the 21st century. This transition has impacted on our way of modern human interaction. Every year people spend more time on their mobile phones, mainly because of the development in Apps. The increase in time for mobile usage means that it substituted for something in our daily life. The biggest source of this increase comes from the vast majority of messaging and social based Apps. These social media Apps are the substitute for human basic social needs, by converting physical conversations into cyber form. This implies that socializing transformed from a Face-to-Face (F2F) setting into Cyber Interaction (CI).
    This study argues that the improvement of technology is reducing basic human to human interaction in daily life. Socializing with friends and family by F2F interactions are also becoming scares. When attending any social events, the social level is shrinking from the result of people using mobile phones. To bring back the social level this study proposes gaming, because gaming generates a great significant level of social strength since people compete, collaborate and communicate with each other. The problem with being connected online is that it creates CI and reduces F2F interaction. To solve this problem an offline F2F interaction gaming platform is proposed by this study, to enhance F2F interaction using gaming as a method.

    Abstract ii 摘要 iii Acknowledgements iv List of Figures viii List of Tables xi Chapter 1 Introduction 1 1.1 Research Background 1 1.2 Motivation 5 1.3 Goal 6 1.4 Thesis Structure 7 Chapter 2 Literature Review 10 2.1 NFC P2P Gaming 10 2.2 Social Gaming 12 2.3 NFC Social Framework 15 2.4 Tangible Tabletop Gaming 16 2.5 NFC Tag and Manipulation 19 2.6 Summary 21 Chapter 3 NFC Mobile Interaction Gaming Platform 26 3.1 N-Mig Platform Requirements Analysis 27 3.2 Use Case Scenario 29 3.3 N-Mig Mobile Social Gaming XML (MSGML) Design 30 3.4 Tag Design 32 3.5 N-Mig Platform Concept 33 Chapter 4 Implementation and Design 35 4.1 Development Environment 35 4.1.1 Hardware 35 4.1.2 Software 36 4.2 MSGML Design 36 4.2.1 App Module 36 4.2.2 Engine Module 37 4.2.3 Element Module 39 4.2.4 Action Module 40 4.2.5 Design sample and issues 41 4.3 Smartphone App 42 4.3.1 NFC 42 4.3.2 Bluetooth 44 4.3.3 Wi-Fi 46 4.3.4 NFC P2P Bluetooth 47 4.4 N-Mig Server 49 4.5 Tag Content 50 Chapter 5 Questionnaire Design and Analysis 53 5.1 Questionnaire Design 53 5.2 Study 1 – Field Trials 59 5.3 Study 2 – Field Study on Pokémon Go Users 66 5.4 General Results and Analysis 73 Chapter 6 Conclusion and Future Works 79 6.1 Conclusion 79 6.2 Future Works 80 References 82 Appendix – Questionnaire Design Chinese Ver. 85

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