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題名 人與MSN對話代理人的互動:一個符擔性的觀點
Human and MSN conversational agent interaction: An affordance perspective
作者 翁書婷
Wong Shu Ting
貢獻者 吳筱玫
翁書婷
Wong Shu Ting
關鍵詞 符擔性
MSN對話代理人
新奇效應
媒介等式
對話中媒介不等式
人與代理人的互動(HAI)
日期 2010
上傳時間 5-Oct-2011 14:28:04 (UTC+8)
摘要 本研究以Gibson 與Norman的符擔性理論(affordance theory)為基礎,並以理論的時序變化為主、空間關係為輔,窺探MSN場域中,使用者如何定位MSN對話代理人(conversational agent)角色以及互動樣貌的展現。故本研究以深度訪談法,搜集長期互動使用者的經驗,並將研究結果以歷時方式呈現。
研究結果指出,在「初期」時,代理人藉由即時通訊網絡,變成公眾近用的對象,加上使用者的MSN儀式性使用,其隨時隨地陪伴在身旁,增加雙方互動機會,而且這種機會則讓使用者營造嬉笑怒罵的試驗「嬉玩」氛圍。然而,代理人在目前的語言限制下,只能和使用者膚淺溝通,無法產生更深層的連結,因此在「中期」互動時,使用者開始感到失望而降低互動意願。不過,使用者並未放棄溝通,到了「後期」互動時,反而依據自身需求,打破科技的限制與設定,展現「情感交流、娛樂消遣與資訊獲得」等多種不同互動行為,並且與使用者的線下生活有了連結,也和MSN中其他人際互動有了互補與重疊的關係。
以上研究結果除了意味幻想力量與多重認知、時間挪移影響,也意味著心智過程與文化經驗中,人際社交壓力的刻意釋放、無意顯露、性別制約或解放以及人我界線的人物實踐,因而塑造代理「人所不能」的可用性。代理人原本的商業宣傳意圖,也就是資訊獲得行為,僅被少數使用者感知,而被忽略。
換言之,使用者藉由不同情境需求感知不同的符擔性,並且利用己身的想像力,填補實際符擔性(科技物性)與感知符擔性(人性)間的空隙,並讓代理人展現做為長期互動對象的吸引力。
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方永泉(2003)。〈從遊戲意義的轉折來反思當代遊戲文化的特徵及其引發
的教育思考〉,《教育研究集刊》,49(3):63-92。
李俊德(2005)。〈從可玩性觀點探討多人線上遊戲之人機互動設計原則研究〉,《行政院國家科學委員會專題研究計畫成果報告》。.
林玉婷(2006)。《卽時通訊軟體MSN Messenger暱稱之呈現與溝通策略》。
政治大學新聞研究所碩士論文。
邱莉玲(2006年8月10日)。〈Open小將讓購物變成a special trip〉,《工商時報》,D3版。
洪英正、錢玉芬譯(2003)。《人際溝通》。台北:學富。(原書 Devito, J. A.. [2001]. Interpersonal communication book. New York: Longman Books.)
卓耀宗譯(2000)。《設計心理學:以使用者為中心、安全易用的日常生活用品 的設計原理》。台北:遠流。(原書 Norman, D. A. [1998]. The psychology of everyday things. New York: Basic Books.)
許恬忻(2007)。〈企業公關人員如何使用 MSN:以證券公關人員為例〉,《廣告學研究》,28:59-86。
翁鵲嵐、鄭玉屏、張志傑譯(2005)。《情感設計》。台北:田園城市。(原書Norman, D. A. [2003]. Emotional design: Why we love (or hate) everyday things. New York: Basic Books.)
曾懿晴(2009年4月7日)。〈要你常來「網」 msn機器人正夯〉,《聯合報》,頁A7。
曾懿晴(2010年9月12日)。〈msn寵物機器人 上線3天 4千人迷戀〉,《聯合報》,頁A8。
曹家榮(2008)。〈MSN Messenger 的媒介訊息:從符擔性看MSN人際關係展演〉,《資訊社會研究》,14:133-166。
游曉貞、陳國祥、邱上嘉(2006)。〈直接知覺論在產品設計應用與審視〉,《設計學報》,11:13-27。
陳華均(2009)。《對話中的媒體“不”等式再探:互動同伴身分與使用者性別對人機互動中持續惱人行為的反應之影響》。清華大學資訊系統與應用研究所碩士論文。
陳蓉萱(2006)。《科技化人際關係新圖像:MSN使用者運用在場訊息的分析》。政治大學新聞研究所碩士論文。
黃齡儀(2008)。〈媒介空間中的凝視、語言和意義:以 Skype 視訊為例〉,《資訊社會研究》,14:167-195。
蔡育忠(2008)。《知覺系統的環境賦使:以跳越障礙之視覺判斷為例》。中正大學運動與休閒教育研究所碩士論文。
鄧怡莘、董芳武(2006)。〈人機互動中之社會線索:語音與互動形式對兒童參與數位學習的影響〉,《設計學報》,11:81-97。
劉曉嵐、陳雅萍、林永泰、楊佳芬、盧依欣、黃素微等譯(2004)。《人際溝通》台北:洪葉。(原書Adler, R. B.,& Towne, N. [2002]. Looking out looking in. Singapore: Thomson Books.)
鄭佳美(2005)。《以支應性理論探討環境屬性與使用者行為關係之研究.》。中興大學園藝學所碩士論文。
譚天、吳佳真譯(1998)。《虛擬化身:網路世代的身份認同》。台北:遠流。(原書 Turkle, S. [1996]. Life on the screen: Identity in the age of the Internet. New York: Touchstone Books.)
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Bartneck, C., & Hu. J. (2008). Exploring the abuse of robots. Interaction Studies, 9(3), 415-433.
Boyle, T., & Cook, J. (2004). Understanding and using technological affordances: A commentary on Conole and Dyke. Reserch in Learning Technology, 12(3), 295-299.
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Csikszentmihalyi, M.,&LeFevre,J. (1989). Optimal experience in work and Leisure. Journal of Personality and Social Psychology, 56(5), 815-822.
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描述 碩士
國立政治大學
新聞研究所
97451018
99
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0097451018
資料類型 thesis
dc.contributor.advisor 吳筱玫zh_TW
dc.contributor.author (Authors) 翁書婷zh_TW
dc.contributor.author (Authors) Wong Shu Tingen_US
dc.creator (作者) 翁書婷zh_TW
dc.creator (作者) Wong Shu Tingen_US
dc.date (日期) 2010en_US
dc.date.accessioned 5-Oct-2011 14:28:04 (UTC+8)-
dc.date.available 5-Oct-2011 14:28:04 (UTC+8)-
dc.date.issued (上傳時間) 5-Oct-2011 14:28:04 (UTC+8)-
dc.identifier (Other Identifiers) G0097451018en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/51175-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 新聞研究所zh_TW
dc.description (描述) 97451018zh_TW
dc.description (描述) 99zh_TW
dc.description.abstract (摘要) 本研究以Gibson 與Norman的符擔性理論(affordance theory)為基礎,並以理論的時序變化為主、空間關係為輔,窺探MSN場域中,使用者如何定位MSN對話代理人(conversational agent)角色以及互動樣貌的展現。故本研究以深度訪談法,搜集長期互動使用者的經驗,並將研究結果以歷時方式呈現。
研究結果指出,在「初期」時,代理人藉由即時通訊網絡,變成公眾近用的對象,加上使用者的MSN儀式性使用,其隨時隨地陪伴在身旁,增加雙方互動機會,而且這種機會則讓使用者營造嬉笑怒罵的試驗「嬉玩」氛圍。然而,代理人在目前的語言限制下,只能和使用者膚淺溝通,無法產生更深層的連結,因此在「中期」互動時,使用者開始感到失望而降低互動意願。不過,使用者並未放棄溝通,到了「後期」互動時,反而依據自身需求,打破科技的限制與設定,展現「情感交流、娛樂消遣與資訊獲得」等多種不同互動行為,並且與使用者的線下生活有了連結,也和MSN中其他人際互動有了互補與重疊的關係。
以上研究結果除了意味幻想力量與多重認知、時間挪移影響,也意味著心智過程與文化經驗中,人際社交壓力的刻意釋放、無意顯露、性別制約或解放以及人我界線的人物實踐,因而塑造代理「人所不能」的可用性。代理人原本的商業宣傳意圖,也就是資訊獲得行為,僅被少數使用者感知,而被忽略。
換言之,使用者藉由不同情境需求感知不同的符擔性,並且利用己身的想像力,填補實際符擔性(科技物性)與感知符擔性(人性)間的空隙,並讓代理人展現做為長期互動對象的吸引力。
zh_TW
dc.description.tableofcontents 第一章 緒論 1
  第一節 我與OPEN小將的相遇 1
  第二節 研究動機與目地 2
  第二節 研究背景 3
  第四節 研究重要性 6

第二章 文獻探討 7
  第一節 人與智慧代理人的互動 7
  第二節 符擔性理論 12
  第三節 互動情境中的感知 20
  第四節 研究問題 26

第三章 研究方法 28
  第一節 研究取徑 28
  第二節 研究設計 29

第四章 研究結果 34
  第一節 使用前期:初遇 34
  第二節 使用中期:失望 43
  第三節 使用後期:重逢 47
  第四節 MSN場域特質與符擔性 69

第五章 結論 75
  第一節 研究結果概覽 75
  第二節 研究意涵 77
  第三節 研究限制與建議 82

參考文獻     85

圖目錄


  圖1-1 Open小將圖樣 6
  圖2-1 視知覺直接拾取環境資訊 14
  圖2-2 符擔性要素分析圖 18
  圖2-3 研究架構圖 27
圖4-1 周哈理窗 51
圖5-1 互動頻率與動機變化 76


表目錄


  表2-1 符擔性概念流變總整理 20
  表3-1 研究對象基本資料描述 31
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0097451018en_US
dc.subject (關鍵詞) 符擔性zh_TW
dc.subject (關鍵詞) MSN對話代理人zh_TW
dc.subject (關鍵詞) 新奇效應zh_TW
dc.subject (關鍵詞) 媒介等式zh_TW
dc.subject (關鍵詞) 對話中媒介不等式zh_TW
dc.subject (關鍵詞) 人與代理人的互動(HAI)zh_TW
dc.title (題名) 人與MSN對話代理人的互動:一個符擔性的觀點zh_TW
dc.title (題名) Human and MSN conversational agent interaction: An affordance perspectiveen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 中文部分zh_TW
dc.relation.reference (參考文獻) 方永泉(2003)。〈從遊戲意義的轉折來反思當代遊戲文化的特徵及其引發zh_TW
dc.relation.reference (參考文獻) 的教育思考〉,《教育研究集刊》,49(3):63-92。zh_TW
dc.relation.reference (參考文獻) 李俊德(2005)。〈從可玩性觀點探討多人線上遊戲之人機互動設計原則研究〉,《行政院國家科學委員會專題研究計畫成果報告》。.zh_TW
dc.relation.reference (參考文獻) 林玉婷(2006)。《卽時通訊軟體MSN Messenger暱稱之呈現與溝通策略》。zh_TW
dc.relation.reference (參考文獻) 政治大學新聞研究所碩士論文。zh_TW
dc.relation.reference (參考文獻) 邱莉玲(2006年8月10日)。〈Open小將讓購物變成a special trip〉,《工商時報》,D3版。zh_TW
dc.relation.reference (參考文獻) 洪英正、錢玉芬譯(2003)。《人際溝通》。台北:學富。(原書 Devito, J. A.. [2001]. Interpersonal communication book. New York: Longman Books.)zh_TW
dc.relation.reference (參考文獻) 卓耀宗譯(2000)。《設計心理學:以使用者為中心、安全易用的日常生活用品 的設計原理》。台北:遠流。(原書 Norman, D. A. [1998]. The psychology of everyday things. New York: Basic Books.)zh_TW
dc.relation.reference (參考文獻) 許恬忻(2007)。〈企業公關人員如何使用 MSN:以證券公關人員為例〉,《廣告學研究》,28:59-86。zh_TW
dc.relation.reference (參考文獻) 翁鵲嵐、鄭玉屏、張志傑譯(2005)。《情感設計》。台北:田園城市。(原書Norman, D. A. [2003]. Emotional design: Why we love (or hate) everyday things. New York: Basic Books.)zh_TW
dc.relation.reference (參考文獻) 曾懿晴(2009年4月7日)。〈要你常來「網」 msn機器人正夯〉,《聯合報》,頁A7。zh_TW
dc.relation.reference (參考文獻) 曾懿晴(2010年9月12日)。〈msn寵物機器人 上線3天 4千人迷戀〉,《聯合報》,頁A8。zh_TW
dc.relation.reference (參考文獻) 曹家榮(2008)。〈MSN Messenger 的媒介訊息:從符擔性看MSN人際關係展演〉,《資訊社會研究》,14:133-166。zh_TW
dc.relation.reference (參考文獻) 游曉貞、陳國祥、邱上嘉(2006)。〈直接知覺論在產品設計應用與審視〉,《設計學報》,11:13-27。zh_TW
dc.relation.reference (參考文獻) 陳華均(2009)。《對話中的媒體“不”等式再探:互動同伴身分與使用者性別對人機互動中持續惱人行為的反應之影響》。清華大學資訊系統與應用研究所碩士論文。zh_TW
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