| 研究生: |
林軒丞 Lin, Hsuan-Cheng |
|---|---|
| 論文名稱: |
藝術、建築與科技性的探索:實驗性互動設計 Experimental Interaction Design: Art, Architecture, and Technology |
| 指導教授: |
鄭泰昇
Jeng, Tay-Sheng |
| 學位類別: |
博士 Doctor |
| 系所名稱: |
規劃與設計學院 - 建築學系 Department of Architecture |
| 論文出版年: | 2014 |
| 畢業學年度: | 102 |
| 語文別: | 中文 |
| 論文頁數: | 83 |
| 中文關鍵詞: | 互動設計 、互動空間 、互動裝置藝術 、智慧空間 |
| 外文關鍵詞: | Interaction Design, Interactive Space, Interactive Art Installation, Smart Space |
| 相關次數: | 點閱:148 下載:6 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
自近十多年來普及運算的發展與感測科技的進步,人類獲取與閱讀資訊的方式也開始改,從圖形化使用者介面(GUI)、可觸及的使用者介面(TUI)、到利用語音辨識、手勢辨識、感測技術等互動科技的發展,許多互動科技的研究著重於更有效率、更具易用性的互動設計與使用者經驗,讓使用者的互動方式更加多元。而人機介面的互動方式也逐漸從裝置延伸到整體的環境空間,整合了不同的智慧材料與各式感測科技的「智慧化互動空間」,結合情境、材質、空間介面的重組與轉換。
另一方面,互動科技逐步的發展,也必須兼顧人性與美學藝術的思維,互動科技不單單只是使用者對於資訊的獲取方式,更是使用者整體生活經驗的實踐。因此,使用者經驗開始在互動科技上成為相當大的考量原因,除了易用性與享用性之外,美學經驗更包含在考量其中,目的為期望更良好的互動科技呈現方式予使用者,因此有必要重新思考「建築」做為互動設計的美學經驗與生活意義,以實驗性互動設計探索藝術、建築與科技性的關係。
建築為生活的容器,是室內與戶外的介面,也是人與環境的介面,亦反應了時代與文化的精神,是與我們最接近的一種藝術,也是最不被注意的藝術形式。從普及運算的概念開始讓科技與電腦隱藏在環境之中,當科技介入建築之中後,建築空間也成為人與電腦互動的介面,本研究以一系列建築空間中的互動設計實驗性實作,進行藝術、建築與科技性的探索:(1).從人與互動科技開始探索,(2).接著將尺度放大到人與裝置之間的互動,從小尺度的智慧體驗屋庭園中的多個裝置到,(3).建築的廊道空間中的沈浸式互動藝術與,(4).建築物外層的互動模擬,最後與 (5).城市環境資訊結合的互動藝術空間創作展覽。本論文試圖提出一系列不同尺度的實驗性的互動設計,從互動設計之藝術、建築與科技整合過程中,探討建築空間與互動感測技術、使用者經驗與美學感知之間的關係,希望透過一連串實作實驗,利用遍佈運算的概念整合,提供「建築」作為互動設計的藝術創作平台與科技介面經驗的延伸。
With the development of pervasive computing and sensing technologies, the acquisition and use of information have experienced a tremendous change in recent years. From the initial Graphical User Interface (GUI) to the later Tangible User Interface (TUI), various technologies, such as voice recognition, hand gesture recognition, and sensing technologies, are employed. A number of studies on interactive technology have stressed more effective and user-friendly interactive designs, as well as user experience, to enable more diverse interactions between users. The interaction of human machine interface (HMI) has gradually evolved from interactions with a single device to interactions with a holistic environmental space, indicating the necessity to reshuffle and alternate scenarios, materials, and interfaces of space, for an “intelligent and interactive space”, which integrates different intelligent materials and various sensing technologies.
On the other hand, the gradual development of interactive technology is infused with humanistic and aesthetic thinking. Rather than being just a method to acquire information, interactive technology is also users’ holistic life experience in practice. Therefore, users’ experience has become a significant factor of consideration of interactive technology. In addition to ease of use and enjoyment, the aesthetic experience should also be taken into consideration in order to deliver better presentation of interactive technology to users.
Architecture is the container of human life, an interface between indoors and outdoors, and an interface between humans and environments, but also reflects the spirit of age and culture, is an art form that we closest with but most unnoticed. Since technology and computers became hidden within environments, due to the concept of pervasive computing, architecture interacts with technology, and such spaces become an interface of human computer interaction. Based on intelligent and interactive spaces, a succession of art implementations with interactive information in an architectural space were infused with considerations of aesthetics:1) the dialogue between human beings and the technologies, 2) a small-scale garden in an intelligent experience house, 3) an immersive interactive installation art in the corridor of a building, 4) an interactive simulation on the outer layer of a building, and 5) exhibits of interactive and artistic space creations, which integrate information in an urban environment. All such studies attempt to design a series of interactive art spaces that create an information fusion of context awareness, interactive arts, and aesthetics, then trying to discuss the "interaction behaviors". This paper attempts to put forward a series of experiments designed to interact at different scales, from art interactive design, architecture and technology integration process, to explore the relationship between architectural space and interaction sensing technology, user experience and aesthetic perception between hope implemented a series of experiments, the use of the concept of ubiquitous computing integration, providing "architecture" as an interactive design experience art technology platform and interface extension.
[英文參考文獻]
[A]
Abowd, G. D. and E. D. Mynatt (2005) “Designing for the Human Experience in Smart Environments”, In D. J. Cook and S. K. Das (Eds.), Smart Environments: Technology, Protocols, and Applications: 153-174, Wiley, New Jersey, USA
AlMejrad, A.S. (2010), "Human emotions detection using brain wave signals: A challenging, " European Journal of Scientific Research, 44(4), pp. 640659.
Altosaar, M., Vertegaal, R., Sohn, C., & Cheng, D. (2006), “AuraOrb: using social awareness cues in the design of progressive notification appliances,” Proceedingsof the 18th Australia Conference on Computer-Human interaction: Design: Activities, Artefacts and Environments (Sydney, Australia, November 20 ‐ 24, 2006), In J. Kjeldskov and J. Paay, Eds, OZCHI '06, vol. 206, ACM, New York, NY, pp. 159‐166.
Aftanas, L. I., & Golocheikine, S. A. (2001), “Human anterior and frontal midline theta and lower alpha reflect emotionally positive state and internalized attention: high-resolution EEG investigation of meditation,” Neuroscience Letters, 310(1), pp. 57-60.
Ascott, R. (2003). “Behaviourist Art and the Cybernetic Vision”. In R. Ascott & E. A. Shanken (Eds.), Telematic embrace : visionary theories of art, technology, and consciousness (pp. 109-156, xii, 427 p.). Berkeley: University of California Press.
[B]
Buxton, B. (2007), “Sketching User Experiences: Getting the Design Right and the Right Design,” Information Design Journal, 18, p. 448 (Morgan Kaufmann).
Bødker, S. (2006), “When second wave HCI meets third wave challenges,” Proceedings of the 4th Nordic conference on Humancomputer interaction changing roles NordiCHI 06, 189, pp.1‐8, ACM Press.
Bellotti, V., Back, M., Edwards, W. K., Grinter, R. E., Henderson, A., & Lopes, C. (2002), “Making sense of sensing systems: five questions for designers and researchers,” Proceedings of the SIGCHI conference on Human factors in computing systems Changing our world changing ourselves, 1(1), pp. 415-422. ACM.Helsinki Press.
Bødker, S. and Kammersgaard, J. (1984), Interaktionsbegreber, internt arbejdsnotat, version 2.
Brave, S., & Nass, C. (2002), “Emotion in Human-‐computer interaction,”(J. A. Jacko & A. Sears, Eds.) Emotion, (Cmc), pp. 81-96. Lawrence Erlbaum Associates.
[C]
Chen, C. H., & Su, C. C. C. (2011), “Developing an augmented painting interface for enhancing children painting experience,” International Journal of Digital Content Technology and its Applications, 5(1), pp. 319-327.
Chen, P., & Jeng, T. (2010), “Livindex: Situational Energy Awareness for SustainableLiving, Architectural Science,”Architectural Science, (2), pp. 35-47.
Chesbrough, H. W. (2003), “Open Innovation: The New Imperative for Creating and Profiting from Technology,” (H. W. Chesbrough, W. Vanhaverbeke, & J. West, Eds.) PERSPECTIVES ACADEMY OF MANAGEMENT, 20, pp. 227, Harvard Business School Press.
Chung, H. Lee, C.H., Selker, T. (2006), “Lover's Cups: Drinking Interfaces as New Communication Channels.”, Paper in alt.chi of CHI 2006.
[D]
Day, J. A., “Peripheral Displays for Information Awareness”, available:
www.cc.gatech.edu/grads/d/Jason.Day/documents/miniProject2WriteUp.pdf
Djajadiningrat, J. P., Gaver, W. W., & Fres, J. W. (2000), “Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions,” Proceedings of Designing Interactive Systems, pp. 66‐71. ACM.
Dewey, J. (1934), “Art as Experience,”Aesthetics the classic readings, 10, pp. 355 (New York, Capricorn Books [1959, c1934]).
[F]
Ferscha, A., Emsenhuber, B., Schmitzberger, H., & Thon, P. (2006), “Aesthetic Awareness Displays,“ Advances in Pervasive Computing 2006, Adjunct Proceedings of the 4th International Conference on Pervasive Computing, 207, Austrian Computer Society (OCG): Vienna.
Fogarty, J., Forlizzi, J., & Hudson, S. E. (2001), “Aesthetic Information Collages: Generating Decorative Displays that Contain Information,” Architecture, 3(2), pp.141‐150. ACM.
[G]
Gaver, W., Boucher, A., Pennington, S., & Walker, B. (2004), “Cultural probes and the value of uncertainty,” interactions, 11(5), pp. 53-56, Association for Computing Machinery.
Gaver, W., Beaver, J., & Benford, S. (2003), “Ambiguity as a resource for design,” (G.Cockton & P. Korhonen, Eds.) Proceedings of the conference on Human factors in computing systems CHI 03 computings, 5, pp. 233‐240.
Gellersen, H.-W., Schmidt, A., & Beigl, M. (1999), “Ambient media for peripheral information display,” Personal Technologies, 3(4), pp. 199‐208.
Geven, A., Tscheligi, M., & Noldus, L. (2009), “Measuring Mobile Emotions: Measuring the Impossible? ,“ Human-Computer Interaction, pp. 5-7. ACM.
Graham, B. (1990). “Not a show about new technology, a show about interaction.” Retrieved May. 13, 2002, from http://www.newmedia.sunderland.ac.uk/serious/other/bgessay.htm
[H]
Hudlicka, E. (2003), “To feel or not to feel: The role of affect in human–computer interaction,” International Journal of Human-Computer Studies, 59(1-2), pp.11-32.
Hassenzahl, M. (2004), “Emotions can be quite ephemeral; we cannot design them,” interactions, 11(5), pp. 46-48, ACM.
Hassenzahl, M., Beu, A., & Burmester, M. (2001), “Engineering joy,”IEEE Software,18, pp. 70-76, IEEE Computer Society Press.
[I]
Intille, S.S. (2006), “The Goal: Smart People, Not Smart Homes,“ Keynotes in Proceedings of 4th International Conference on Smart Homes and Health Telematics, In C. Nugent, J. C. Augusto (Eds.) Smart Homes and Beyond, Belfast, Northern Ireland.
Ishii, H., Wisneski, C., Brave, S., Dahley, A., Gorbet, M., Ullmer, B., & Yarin, P. (1998), “ambientROOM: integrating ambient media with architectural space,” Summary of Conference on Human Factors in Computing Systems (CHI '98), pp. 173-174, ACM Press.
Ishii, H., & Ullmer, B. (1997), “Tangible bits: towards seamless interfaces between people, bits and atoms,” In S. Pemberton (Ed.), Proceedings of the ACM Conference on Human Factors in Computing Systems, 5, pp. 234-241, ACM.
[J]
Jeng, T., Chen, C., Wang, J., Wu, C., Yang, J., Cheng, S., Fang, J., & Chung, P. (2008), “House of the Future Relies on Multimedia and Wireless Sensors”, SPIE Newsroom.
Jeng, T., Ma, Y., & Shen, Y. (2011), “iAWN: Designing Smart Artifacts for Sustainable Awareness,” Universal Access in HCI, Part III, HCII 2011, C. Stephanidis (Ed.), Lecture Notes in Computer Science (LNCS), 6767, pp. 193-202.
Jennings, M. (2000), “Theory and models for creating engaging and immersive ecommerce websites,”Special Interest Group on Computer Personnel Research Annual Conference, New York: ACM Press.
Jordan, P. W. (1998). “Human factors for pleasure in product use.” Applied ergonomics, 29(1), pp.25-33.
Jordan, P. W. (2002).” The personalities of products.” Green, W. S., & Jordan, P. W. (Eds.), Pleasure with products: beyond usability. (pp.61-68) London: Taylor & Francis.
[K]
Kallio, T. (2003), “Why We Choose the More Attractive Looking Objects - Somatic Markers and Somaesthetics in User Experience”, Proceedings of the 2003international conference on Designing Pleasurable Products and Interfaces, New York, pp. 142-143.
Kim, T., Hong, H., & Magerko, B. (2010), “Design requirements for ambient display that supports sustainable lifestyle,” Proceedings of DIS ’10, pp. 103-112. New York, NY: ACM.
[L]
Lang, A. (2000), “The limit capacity model of mediated message processing,”Journal of Communication, 50(1), pp.46-‐70, Blackwell Publishing Ltd.
Legrady, G. (1994). Interface Metaphors & New Narratives in Interactive Media. Retrieved Dec. 8, 2002, from http://oldcda.design.ucla.edu/faculty/legrady/InterfaceMetaphors.html
Lim, S.L., Pessoa L. (2008), “Affective learning increases sensitivity to graded emotional faces,” Emotion, 8(1), pp.96-103, American Psychological Association: US.
Lin, H., T. Jeng, (2013),"WorkSense: the Design of Future Workplace", UAHCI/HCII 2013, Part III, LNCS 8011, pp. 64-69. Springer, Heidelberg
Lin, H., Y. Ma, T. Jeng,(2013), "Interactive Environmental Awareness:from Interactive Devices to Smart Cities", JCIT: Journal of Convergence Information Technology, Vol. 8, No. 7, pp. 1017 -1023.
Lin, H., T. Jeng, and C. Chen,(2013), " Reimaging Humane Cities: Interaction Design, City Sense, and Smart Living", International Journal of Affective Engineering, Vol. 12, No. 2, Special Issue on KEER 2012 pp. 155-159.
Liou, S., Jeng, T., Ma, Y., Wang, H., & Lin, H. (2009), “Useful or usable? The Role of Creativity Evaluation during Design Process,” Poster Presentation in 11th European Congress of Psychology, Oslo, Norway.
Liu, L. (2003), “The Aesthetic and the Ethic Dimensions of Human Factors and Design”, Ergonomics,” Ergonomics, 46(13-14), pp. 1293-1305.
Locher, P., Overbeeke, C. J., & Wensveen, S. A. G. (2010). “Aesthetic interaction: A framework.” Design Issues, 26(2), 70-79.
Loomes, M., & Nehaniv, C. L. (2001), “Fact and artifact: Reification and drift in the history and growth of interactive software systems,”Cognitive Technology: Instruments of Mind, Lecture Notes in Computer Science, 2117, pp. 25-‐39.
[M]
Maslow, A. H. (1970). “Motivation and Personality.” New York: Harper & Row.
Maslow, A.H. (1999), “Toward a Psychology of Being,”psycnetapaorg, pp.5-6.
Ma, Y., Jeng, T., Shen, Y., & Chen, P. (2011), “iAWN: An Ambient Affective Medium for Meditative Use and Emotional Awareness in Home,” International Journal of Digital Content Technology and its Applications, 5 (10), pp. 372-380.
McCullough, M.,(2005), “Digital Ground”, The MIT Press, USA
McCullough, M.,(2013), “Ambient Commons: Attention in the Age of Embodied Information”, The MIT Press, USA
McLuhan M., (1964), “Understanding Media: The Extensions of Man”, McGraw Hill Financia, USA
Mitchell W.,(2000),”e-topia”, The MIT Press, USA
Mitchell W.,(2004), “Me++: The Cyborg Self and the Networked City”, The MIT Press, USA
Mitchell K,(1996), “A Software Design Manifesto,” Bringing Design to Software, New York: Addison Wesley.
Murphy, S. T., & Zajonc, R. B. (1993), “Affect, cognition, and awareness: Affective riming with optimal and suboptimal stimulus exposures,” Journal of Personality & ocial Psychology, 64(5), pp. 723-739, American Psychological Association.
Moggridge, B. (2007), “Designing Interactions.” (B. Moggridge, Ed.) Information Design Journal, 17, pp. 766, MIT Press.
[N]
Norman, D. A. (2004), “Introduction to This Special Section on Beauty,Goodness, and Usability,” Human‐Computer Interaction, 19(4), pp. 311-‐318. Taylor & Francis.
Norman, D. A. (2004), “Emotional Design: Why We Love (or Hate) Everyday Things,” The Journal of American Culture, 2006, pp. 257, Basic Books.
Norman, D. A., Ortony, A., & Russell, D. M. (2003), “Affect and machine design: Lessons for the development of autonomous machines,” IBM Systems Journal, 42(1), pp. 38-44, IBM Corp.
Norman, D. A. (2002), “Emotion & design: attractive things work better,” Interactions, 9(4), pp. 36-42. ACM.
Norman, D. A. (1999), “Affordances, conventions and design,”interactions, 6(3), 38-42, Doubleday.
Norman, D.A. (1998), “The Invisible Computer,” (Anonymous, Eds.) Embedded Systems programming, 3453, pp. 1996, MIT Press.
Norman, D.A. (1988), “The Psychology of Everyday Things,” Psychopathology, pp. 272, Basic Books.
[O]
Ólafsdóttir, M. E. (2001). “Art and Interactivity.” Retrieved Oct. 8, 2003, from http://www.multimedia.hi.is/lecturers/margret_art_interactivity.htm
[P]
Petersen, M. G., Iversen, O. S., Krogh, P. G., & Ludvigsen, M. (2004), “Aesthetic interaction: a pragmatist's aesthetics of interactive systems,”Proceedings of the 5th conference on Designing interactive systems processes practices methods and techniques, pp.269-276, ACM.
Penny, S. (1996). “From A to D and back again: The emerging aesthetics of Interactive Art.” Retrieved March. 15, 2003, from http://www-art.cfa.cmu.edu/penny/texts/AtoD.htm
Polaine, A. (2005). “The Flow Principle in Interactivity.” Paper presented at the Proceedings of the Second Australasian Conference on Interactive Entertainment, Sydney, Australia.
[R]
Reber, R., Schwarz, N., & Winkielman, P. (2004), “Processing Fluency and Aesthetic Pleasure: Is Beauty in the Perceiver’s Processing Experience?,” Personality and Social Psychology Review, 8(4), pp. 364‐382.
Rogers, Y, Sharp, H, and Preece, J (2007) , ”Interaction Design: Beyond Human Computer Interaction. “, Hoboken, New Jersey: Wiley.
Rogers, Y., & Muller, H. (2003), “Stop Making Sense: Designing Sensor‐Based Interaction to Facilitate Exploration and Reflection”, Technical Report Equator‐03-002, Equator Submitted to Transactions of Computer-Human Interaction special issue on sensing-based interaction.
Ross, P.R. & Wensveen, S.A.G. (2010). “Designing behavior in interaction : using aesthetic experience as a mechanism for design.” International Journal of Design, 4(2), 3-13.
Rush, M. (1999). “New media in late 20th-century art”. London: Thames & Hudson.
[S]
Santayana, G. (1955), “The Sense of Beauty: Being the outline of Aesthetic Theory,” New York, NY: Dover.
Schumacher, J., & Niitamo, V. (Eds.)(2008), “European Living Labs: A New Approach for Human Centric Regional Innovation”, Wissenschaftlicher Verlag: Berlin.
Shneiderman, B. (2004), “Designing fo Fun: How can we Design User Interfaces to be More Fun?,” Computing Systems, 11(5), pp. 48-50, ACM. Symposium on Information Visualization 2003 IEEE Cat No03TH8714, 2003, pp. 233-240. Ieee.
Shusterman, R. (2000), “Pragmatist Aesthetics: Living Beauty, Rethinking Art,”
The Journal of Aesthetics and Art Criticism, 50, pp. 329+, Blackwell.
Skog, T., Ljungblad, S., & Holmquist, L. E. (1999), “Between aesthetics and utility: designing ambient information visualizations,” (P. C. Wong, Ed.) IEEE Symposium on Information Visualization 2003 IEEE Cat No03TH8714, 2003, pp. 233-240. Ieee.
Sutcliffe, A., & Watts, L. (2003), “Multimedia design for the web,” In proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland.
Suri, F.J., & IDEO (2005), ”Thoughtless Acts?”, Chronicle Books, San Francisco, USA
[T]
Taylor, A. S., Harper, R., Swan, L., Izadi, S., Sellen, A., & Perry, M. (2006), “Homes that make us smart,” Personal and Ubiquitous Computing, 11(5), pp. 383-393, Springer-Verlag.
Tiger, L. (1992). “The pursuit of pleasure.”, Boston: Little Brown and Company.
[W]
Wever, R., Van Kuijk, J., & Boks, C. (2008), “User-centred Design for sustainable Behaviour,” International Journal of Sustainable Engineering, 1(1), pp. 9-20, Taylor & Francis.
Wakkary, R. & Maestri, L. (2008), “Aspects of everyday design: Resourcefulness, adaptation, and emergence,” International Journal of Human-‐Computer Interaction, 24 (5), pp. 478-491, Taylor & Francis.
Weiser, M., & Brown, J. S. (1996), “Designing Calm Technology,” In P. J. Denning & R. M. Metcalfe (Eds.), PowerGrid Journal, 01(July), pp. 1‐17. Citeseer.
Weiser, M. (1991). “The computer for the 21st century.” Scientific American 265, 3, 94-104.
Winograd, T., & Flores, F., (1986). “Understanding Computers and Cognition: A new foundation for design.”, Norwood, NJ: Ablex.
Wright, P., Wallace, J., & McCarthy, J. (2008), “Aesthetics andExperience-Centered Design,” ACM Transactions on Computer‐Human Interaction,15(4), pp. 1-21, ACM.
[中文參考文獻]
中國21世紀議程管理中心譯(2008),「從搖籃到搖籃」(譯自McDonough, W., Braungart, M. ,2008)。台北:野人文化。
尤煌傑,潘小雪(2000),「美學」,台北:國立空中大學。
林軒丞(2005),「資訊驛站—智慧網路城市資訊入口探討」,國立成功大學建築研究所碩士論文。
林怡秀(2011),「聲音雕塑,流動的空間造型--專訪王福瑞」,典藏今藝術,pp118-121
林俊良(2005),「從包浩斯精神,探藝術與科技的新統一」,玄奘資訊傳播學報卷期:2,pp127-141
邱浩修(2008),「互動式建築之技術與設計思考」,內政部建築研究所補助研究計畫案。
陳珍誠(2000),「可程式化與互動式建築之探討」,國科會研究計畫成果報告。
陳柏均(2010),「綠色信用:永續生活的行動能源感知服務」,國立成功大學創意產業設計研究所碩士論文。
陳建雄譯,互動設計:跨越人-‐電腦互動,台北:全華科技。 (譯自Preece, J., Rogers, Y., &. Sharp, H., 2009)。
陳嘉懿(2006),「由人機互動介面理論探討智慧空間設計」,教師專題研究計畫 95P-‐010,南亞技術學院建築系。
陳嘉懿、林澤勝(2008),「由人機介面理論探討智慧空間設計」,內政部建築研究所智慧化居住空間發展策略網站,系列專題報導。
陳嘉懿(2011),「智慧化居住空間設計與評估」,國立成功大學建築研究所博士論文。
曾鈺涓(2000),「當代數位互動藝術之特質」,國立交通大學應用藝術研究所博士論文。
曾鈺涓(2010),「淺談台灣藝術發展與困境」,藝術家雜誌六月號,台北
郭學武譯,人機介面互動式系統設計,碁峯資訊。 (譯自 Benyon, D., Turner, P., & Turner, S., 2009)。
楊富裕(2000),「創意思竟:視覺設計改論與方法」,台北:田園城市文化。
蔡佳穎(2004),「使用者介面愉悅性之研究-以兒童藝術類學習網站為例」,國立台灣科技大學,碩士論文。
葉謹睿(2010),「互動設計概論」,台北:藝術家。
歐世勛(2002),「互動美感運用於人際溝通產品之設計研究」,國立交通大學應用藝術所碩士論文。
鄭泰昇(2008),「智慧化互動庭園情境設計」,國科會科學發展月刊2008年10月,430期。
鄭泰昇(2008),「新型智慧生活實驗室」,中華民國自動化科技學會會刊﹒2009 年12月,pp 28-41。
鄭泰昇(2013),「互動設計的方法與教學實踐」,中華民國教育研究月刊,2013年11月PP5-17。
校內:立即公開