學術產出-學位論文

文章檢視/開啟

書目匯出

Google ScholarTM

政大圖書館

引文資訊

TAIR相關學術產出

題名 肢體感測回饋對序列動作學習之影響
The effects of body posture visual feedback on motor sequence learning
作者 黃郁茹
Huang, Yu Ju
貢獻者 張寶芳<br>黃心健
Chang, Pao Fang<br>Huang, Hsin Chien
黃郁茹
Huang, Yu Ju
關鍵詞 序列動作學習
肢體感測
視覺回饋
表現獲知
Kinect
Motor Sequence Learning
Body Posture Sensing
Visual Feedback
Knowledge of Performance
Kinect
日期 2011
上傳時間 30-十月-2012 11:35:06 (UTC+8)
摘要 本研究以使用者為中心之設計角度出發,探討 Kinect 提供的肢體感測回饋,如何影響序列動作學習,並試圖找出在設計回饋資訊時應注意的要素。本研究提出兩項假設,探討在序列動作學習時,有無肢體感測回饋資訊,對動作表現的影響:
H1 使用者在序列動作學習時,提供其肢體感測回饋,可以提高使用者「動作部位精確度」的學習效果。
H2 使用者在序列動作學習時,提供其肢體感測回饋,可以提高使用者對「序列動作完整度」的學習效果。
本研究招募60位受測者,隨機分配到控制組與實驗組。控制組僅提供示範影片,實驗組則同時提供肢體感測回饋。受測者隨示範者練習5次後,在沒有線索輔助下,將所學的六組動作演練一次。研究者同時全程錄影演練過程。結束後,受測者需填答問卷。
透過影片分析,研究者針對「動作部位精確度」及「序列動作完整度」進行評分,以檢視控制組與實驗組在動作表現上之差異。實驗結果卻與研究預期相反,在「動作部位精確度 」與「序列動作完整度」,實驗組都表現較差,且達顯著水準。亦即提供肢體感測回饋,並未提升序列動作的精確度或完整度表現。針對此實驗結果,綜合問卷所得之受測者需求分析,本研究歸因於肢體感測回饋資訊設計不良所致。回饋訊息未能針對使用者需求設計。受測者最需要知道的資訊:動作正確與否、如何修正以及評分標準,實驗組並未能有效獲得。因此,本研究提出肢體感測回饋資訊設計上的三點建議:
1. 系統應給予學習者宏觀概念圖,事先告知學習者序列動作之項目順序。
2. 系統應讓學習者清楚瞭解每個動作之學習項目。
3. 系統除了提供學習者表現獲知的回饋資訊,更需提供修正線索。
This research was based on user-center design thinking, and discussed how the body posture visual feedback provided by Kinect influenced the learner on motor sequence learning. We tried to find out the key elements of designing feedback. Here we proposed two hypotheses to probe the effects of body posture visual feedback on motor sequence learning:
H1 When learning motor sequence, users provided body posture sensing feedback would learn better in “accuracy of moving parts”.
H2 When learning motor sequence, users provided body posture sensing feedback would learn better in “completeness of sequence order”.
We recruited 60 subjects, and they were distributed into control and experiment group randomly. The control group learned the motor sequence only with demonstrating video; experiment group, on the other side, were provided body posture visual feedback at the same time. All the subjects should practice the motor sequence, which included 6 items, 5 times, then tried to demonstrate the sequence without any cue. They were videotaped at the same time. After that, they should fill out a questionnaire.
The researcher scored “accuracy of moving parts”, and “completeness of sequence order” through video analysis, then comparing the differences between two groups. The results were different from what we expected. The experiment group performed significantly worse than control group both in “accuracy of moving parts” and “completeness of sequence order”, which meant providing body posture visual feedback did not enhance the performance of motor sequence learning in both aspects. In the light of the results and the requirements suggested in the questionnaire by subjects, we thought the results caused by bad design of body posture visual feedback, which couldn`t fit the users’ needs. The subjects didn’t get the information they need most, like the correctness of their performance, how to adjust the performance and the criteria of scroing. Therefore, we proposed three suggestions on designing body posture visual feedback:
1. The system should provide learners the macro concept of the whole sequence order in advance.
2. The system should let leaners to understand all the movements clearly and thoroughly.
3. The system should provide the information of “Knowledge of Performance”; and further, providing the hints of adjustments.
參考文獻 中文部份
Sugizo(2010)。身體就是控制器,微軟Kinect是怎麼做到的?2012年4月2日,取自T客邦:http://www.techbang.com/posts/2936-get-to-know-how-it-works-kinect
劉彥甫(2002)。互動式網頁教學對運動技能學習效果之硏究 : 以籃球運球上籃為例。國立台東師範學院教育硏究所碩士論文,台東市。
張慶權(2011)。Kinect於動作教學之應用探討。2011休閒運動學術研討會。育達商業科技大學。
張邵勳(2004)。研究方法。台中市 : 滄海。
李榮哲(1999)。電腦多媒體輔助學習對運動學習的影響 : 以羽球發短球為例。國立體育學院運動科學硏究所碩士論文,桃園縣。
林德隆(1995)。外在回饋對運動技能學習的影響。中華體育,9,67-72。
楊治良、郭力平、王沛、陳寧編(主編)(2001)。記憶心理學。台北市:五南。
洪菁霞(2004)。漸進式運動訓練誘發熱休克蛋白72對大鼠熱中風及學習記憶的影響。國立陽明大學生理學硏究所博士論文,台北市。
洪蘭譯(2004)。記憶的祕密。台北市:貓頭鷹。(原著 Rupp, R. (1998). Committed to Memory : How We Remember and Why We Forget. Crown Publishers.)
王秋容(1995)。結果獲知與表現獲知對運動技能學習的影響。國立臺灣師範大學體育硏究所碩士論文,台北市。
王立行(1992)。電腦輔助教學的理論與實務探討。資訊與教育雙月刊,30,24-33。
簡桂彬、麥吉誠、蕭今傑(2006)。回饋的訊息對體育教學效率之影響。人文社會學報,第二期。
蔣敬祖(2007)。Wii為什麼會Win。台北市:意識文學。
記憶銀行(2010)。艾賓豪斯的遺忘曲線。2012年6月14日,取自記憶銀行: http://memobank.pixnet.net/blog/post/24950161
許玉鈴譯(2008)。關鍵設計報告 : 改變過去影響未來的互動設計法則。台北市:麥浩斯。(原著 Moggridge, B.(2006). Designing Interactions. MIT Press.)
邵瑞珍、皮連生、吳慶麟譯(1990)。學習理論:學習活動的規律探索。台北市:五南。(原著 Bower, G. H. & Hilgard, E. R. (1966). Theories of learning. New York : Appleton-Century-Crofts.)

鉅亨網(2011)。金氏世界紀錄!微軟Kinect銷售量達1000萬台。2012年1月14日,取自Yahoo奇摩理財新聞:http://tw.money.yahoo.com/news_article/adbf/d_a_110310_2_2hee7
鐘聖校(1990)。認知心理學。台北市:心理。
關文運譯(2009)。人類理解論。北京:商務印書館。(原著 Locke, J. (1902). An essay concerning human understanding. George Bell and Sons.)
陳冠廷(2011)。基於Kinect之雙手位移辨識系統。淡江大學電機工程學系碩士論文,新北市。
陳國明、彭文正、葉銀、安然(2010)。傳播研究方法。台北縣:威仕曼文化。
黃崇儒(1994)。運動技能記憶表徵模式的驗證 : 基模抽象模式與特殊範本模式。國立臺灣師範大學體育硏究所碩士論文,台北市。
黃清雲(1994)。整合互動式多媒體與體育技能學習。八十三年度大專體育學術研討會專刊。
黃識夫(2011)。應用Kinect之人體多姿態辨識。國立中央大學電機工程研究所碩士論文,桃園縣。

英文部份
Adams, J. A. (1971). A Closed-Loop Theory of Motor Learning. Journal of Motor Behavior, 3, 111-150.
Alnowami, M. , Alnwaimi, B., Tahavori, F., Copland, M. & Wells, K.(2012). A quantitative assessment of using the Kinect for Xbox 360 for respiratory surface motion tracking. Proceedings of SPIE 8316, 83161T (2012); http://dx.doi.org/10.1117/12.911463
Anderson, J. R. (1987). Skill Acquisition: Compilation of Weak-Method Problem Situations. Psychological Review, 94(2), 192-210.
Anderson, J. R., Conrad, F. G., & Corbett, A. T.(1989). Skill Acquisition and the LISP Tutor. Cognitive Science, 13, 467-505.
Anderson, J. R. (1996). ACT. American Psychologist, 51(4), 355-365.
Bandura, A. (1977). Social Learning Theory. Englewood Cliffs, NJ: Prentice-Hall.
Bo, J., Peltier, S. J., Noll, D. C., & Seidler, R. D. (2011). Symbolic representations in motor sequence learning. NeuroImage, 54, 417-426.
Brandes, A., & Wilensky, U. (1991). Treasureworld: A computer environment for the study and exploration of feedback. In I. Harel & S. Popert (Eds.). Constructionism (pp. 391-415). Norwood, NJ: Ablex Press.

Brisson, T. A. & Alain, C. (1997). A comparison of references for using knowledge of performance in learning a motor task. Journal of Motor Behavior, 29, 339-350.
Camplani, M. & Salgado, L.(2012). Efficient spatio-temporal hole filling strategy for Kinect depth maps. Proceedings of SPIE 8290, 82900E (2012); http://dx.doi.org/10.1117/12.911909
Chang, Y. J., Chen, S. F. & Huang, J. D.(2011). A Kinect-Based System for Physical Rehabilitation: A Pilot Study for Young Adults with Motor Disabilities. Research in Developmental Disabilities: A Multidisciplinary Journal, 32(6), 2566-2570.
Charbonneau, E., Miller, A. & LaViola J. J. (2011). Teach Me to Dance: Exploring Player Experience and Performance in Full Body Dance Games. ACE’11 Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology. ACE Lisbon, Portugal.
Chew, R. A. (1976). Verbal, visual, and kinesthetic error feedback in the learning of a simple motor task. Research Quarterly, 47, 254-259.
Davids, K., Shuttleworth, R., Button, C., & Zealand, N. (2003). Acquiring Skill in Sport: A Constraints-Led Perspective. International Journal of Computer Science in Sport, 2, 2.
Dempsey, R. E. & Sales, G. C. (1993) . Interactive Instruction and Feedback. Englewood Cliffs, NJ: Educational Technology Publication.
Dourish, P. (2001). Where the action is: the foundations of embodied interaction. MIT Press, Cambridge, MA.
Ebbinghaus, H. (1964). Memory (H. A. Ruger & C. E Bussenius, Trans.). Reissued as paperback, New York: Dover. (Original work published 1885)
England, D., Sheridan, J., & Crane, B. (2010). Whole-Body Interaction 2010. Proceedings of the 28th Conference on Human Factors in Computing Systems CHI 2010. ACM, 4465-4468. 2010.
Fogtmann, M. H., Fritsch, J., & Kortbek, K. J. (2008). Kinesthetic Interaction - Revealing the Bodily Potential in Interaction Design. OZCHI `08: Conference of the computer-human interaction special interest group (CHISIG) of Australia on Computer-Human Interaction. ACM, Cairns, Australia.
Gagne, R. M. (1984). The Conditions of Learning and Theory of Instruction. Holt, Rinehart and Winston, Inc.
Gentili, R., Han, C. E., Schweighofer, N., & Papaxanthis, C. (2010). Motor Learning Without Doing: Trial-by-Trial Improvement in Motor Performance During Mental Training. J Neurophysiol, 104, 774-783.
Ghilardi, M. F., Ghez, C., Dhawan, V., Moeller, J., Mentis, M., Nakamura, T., Antonini, A., & Eidelberg, D. (2000). Patterns of regional brain activation associated with different forms of motor learning. Brain Res, 871, 127-145.

Ghilardi, M. F., Eidelberg, D., Silvestri, G., & Ghez, C. (2003a). The differential effect of PD and normal aging on early explicit sequence learning. Neurology. 60, 1313-1319.
Ghilardi, M. F., Carbon, M., Silvestri, G., Dhawan, V., Tagliati, M., Bressman, S., Ghez, C., & Eidelberg, D. (2003b). Impaired sequence learning in carriers of the DYT1 dystonia mutation. Ann Neurol, 54, 102-109.
Ghilardi, M. F., Feigin, A. S., Battaglia, F., Silvestri, G., Mattis, P., Eidelberg, D., & Di Rocco, A. (2007). L-Dopa infusion does not improve explicit sequence learning in Parkinson’s disease. Parkinsonism Relat Disord, 13, 146-151.
Ghilardi, M. F., Silvestri, G., Feigin, A., Mattis, P., Zgaljardic, D., Moisello, C., Crupi, D., Marinelli, L., Dirocco, A., & Eidelberg, D. (2008). Implicit and explicit aspects of visuomotor sequence learning in pre-symptomatic carriers of Huntington’s disease. Parkinsonism Relat Disord, 14, 457-464.
Ghilardi, M. F., Moisello, C., Silvestri, G., Ghez, C., & Krakauer, J.W. (2009). Learning of a sequential motor skill comprises explicit and implicit components that consolidate differently. J Neurophysiol, 101, 2218–2229.
Goth, G. (2011). Brave NUI World. Communications of the ACM, 54(12), December 2011. ACM New York, NY, USA.
Harmonix (2012). Dance Central. Harmonix. Retrieved June 14, 2012, from http://www.harmonixmusic.com/projects
Henry, F. M. & Rogers, D. E. (1960). Increased Response Latency for Complicated Movements and A "Memory-Drum" Theory of Neuromotor Reaction. Research Quarterly, 31, 448-458.
Hikosaka, O., Rand, M. K., Miyachi, S., & Miyashita, K. (1995). Learning of sequential movements in the monkey: process of learning and retention of memory. J Neurophysiol, 74, 1652-1661.
Hikosaka, O., Rand, M. K., Nakamura, K., Miyachi, S., Kitaguchi, K., Sakai, K., Lu, X., & Shimo, Y. (2002). Long-term retention of motor skill in macaque monkeys and humans. Exp Brain Res, 147, 494-504.
Hornecker, E. & Buur, J. (2006). Getting a grip on Tangible Interaction: A framework on Physical Space and Social Interaction. Proceedings of ACM SIGCHI 2006, ACM, New York.
Howson, G. (2010). Kinect pricing is crucial - but how much will it be? Game Blog. Retrieved June 14, 2012, from http://www.guardian.co.uk/technology/gamesblog/2010/jun/21/games-microsoft-kinect-pricing
IGN (Producer) (2010). Kinect: Dance Central Full Motion Preview with Jessica Chobot [Radio podcast]. Retrieved June 14, 2012, from http://www.youtube.com/watch?v=Y-iKWe-U9bY

Isbister, K. (2011). Emotion and Motion: Games as Inspiration for Shaping the Future of Interface. Magazine interactions, Volume 18 Issue 5, September + October 2011. ACM New York, NY, USA.
Ivancevich, J. M. & McMahon, J. T. (1982). The Effects of Goal Setting, External Feedback, and Self-Generated Feedback on Outcome Variables: A Field Experiment. Academy of Management Journal, 25, 359-372.
Iyer, S. (2012). Using Kinect Sensor and OpenNI to teach Human computer Interaction and Natural User Interfaces. International Journal of Computer Applications, Volume icwet, Issue 11.
Jensen, A. R. (1962). Temporal and spatial effects of serial position. American Journal of Psychology, 75, 390-400.
Kandel, E. R., Kupfermann, I., & Iversen, S. (2000). Principles of Neural Science. McGraw-Hill Companies: New York.
Kernodle, M. W. & Carlton, L. G. (1992). Information Feedback and the Learning of Multiple-Degree-of-Freedom Activities. Journal of Motor Behavior, 24, 187-196.
Kolb, B. (2006). An Introduction to Brain and Behavior (2en ed.). Worth Publishers, New York.
Levisohn, A. (2007). The Body as a Medium: Reassessing the Role of Kinesthetic Awareness in Interactive Applications. Proceedings of the 15th international conference on Multimedia. ACM, New York, NY, 485-488.
Loke, L. & Robertson, T. (2010). Studies of Dancers: Moving from Experience to Interaction Design. International Journal of Design, 4(2), 39-54.
Lund, H. H., & Pagliarini, L. (2011). An Educational Tool for Creating Distributed Physical Games. Proceedings of Foundations of Digital Games 2011.
Luppa, N. V. (1984). A Practical Guide to Interactive Video Design. White Plains, New York: Knowledge Industry Publication, Inc.
Maciel, A., Nedel, L. P., Jorge, V. A. M., Ibiapina, J. M. T., & Silva, L. F. M. S.(2010). Reality Cues-Based Interaction Using Whole-Body Awareness. Proceedings of the 2010 ACM Symposium on Applied Computing. ACM New York, NY, USA.
Magill, R. A. (1993). Motor Learning: Concepts and Applications (4th ed.). Dubuque, Iowa: W. C. Brown.
Miller, G. A. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological Review, 63(2), 343–355.
Moen, J. (2006). KinAesthetic Movement Interaction: Designing for the pleasure of Motion. Ph.D. dissertation, KTH, Numerical Analysis and Computer Science, Sweden.
Moen, J. (2007). From hand-held to body-worn: embodied experiences of the design and use of a wearable movement-based interaction concept. Proceedings of the 1st international conference on Tangible and Embedded Interaction, February 15-17, 2007, Baton Rouge, Louisiana.
Moisello, C., Crupi, D., Tunik, E., Quartarone, A., Bove, M., Tononi, G., Ghilardi, M. F. (2009). The serial reaction time task revisited: a study on motor sequence learning with an arm-reaching task. Exp Brain Res, 194, 143-155.
Norman, D. A. (1988). The psychology of everyday things. New York: Basic Books.
Paivio, A. (1990). Mental Representation: A Dual Coding Approach. New York: Oxford University Press.
Panzer, S., Wilde, H., Shea, C. H. (2006). Learning of Similar Complex Movement Sequences: Proactive and Retroactive Effects on Learning. Journal of Motor Behavior, 38, 1.
Ramaprasad, A. (1983). On the Definition of Feedback. Behavioral Science, 28(1), 4-13.
Resnick, M. (1994). Turtles, termites and traffic jams: Explorations in massively parallel microworlds. Cambridge, MA: The MIT Press.
Saffer, D. (2007). Designing for Interaction: Creating Smart Applications and Clever Devices. New Riders, Berkeley.
Salmoni, A. W., Schmidt, R. A., & Walter, C. B. (1984). Knowledge of results and motor learning: A review and critical reappraisal. Psychological Bulletin, 95, 355-386.
Schmidt, R. A. (1975). A Schema Theory of Discrete Motor Skill Learning. Psychological Review, 82, 224-260.
Schmidt, R. A. (1980). Past and Future Issues in Motor-Programming. Research Quarterly for Exercise and Sport, 51(1), 122-140.
Schmidt, R. A. (1982). Motor Control and Learning: A Behavior Emphasis. Champaign, IL: Human Kinetics.
Schmidt, R. A., Young, D. E., Swinnen, S., & Shapiro, D. C. (1989). Summary Knowledge of Results for Skill Acquisition: Support for the Guidance Hypothesis. Journal of Experimental Psychology: Learning, Memory, and Cognition, 15(2), 352-359.
Shapiro, D. C. (1977). Knowledge of results and motor learning in preschool children. Research Quarterly, 48, 154-158.
Spink, A. (1997). Study of Interactive Feedback during Mediated Information Retrieval. Journal of the American Society for Information Science, 48(5), 382–394.
Squire, L. R. & Kandel, E. R. (2009). Memory : from mind to molecules (2nd ed.). Roberts & Co.
Tenedorio, D., Fecho, M., Schwartzhaupt, J., Pardridge, R., Lue, J. & Schulze, J. P. (2012). Capturing geometry in real-time using a tracked Microsoft Kinect. Proceedings of SPIE 8289, 82890A(2012); http://dx.doi.org/10.1117/12.912211
Tulving, E. (1972). Episodic and semantic memory. In Tulving, E., & Donaldson, W. (Eds.), Organization of Memory. New York: Academic Press.
Ubisoft (2010). Your Shape Fitness Evolved. Ubisoft Website. Retrieved April 2, 2012, from http://www.ubi.com/UK/Games/Info.aspx?pId=9014
Ullmer, B. & Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM Systems Journal 39(3-4), 915-931.
Valli, A. (2007). Natural Interaction White Paper. Retrieved February 23, 2012, from http://www.idemployee.id.tue.nl/g.w.m.rauterberg/lecturenotes/valli-2007.pdf
Xbox (2012). Dance Central. Retrieved June 14, 2012, from http://marketplace.xbox.com/zh-TW/Product/Dance-Central-2/66acd000-77fe-1000-9115-d802373307d2
描述 碩士
國立政治大學
數位內容碩士學位學程
99462005
100
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0099462005
資料類型 thesis
dc.contributor.advisor 張寶芳<br>黃心健zh_TW
dc.contributor.advisor Chang, Pao Fang<br>Huang, Hsin Chienen_US
dc.contributor.author (作者) 黃郁茹zh_TW
dc.contributor.author (作者) Huang, Yu Juen_US
dc.creator (作者) 黃郁茹zh_TW
dc.creator (作者) Huang, Yu Juen_US
dc.date (日期) 2011en_US
dc.date.accessioned 30-十月-2012 11:35:06 (UTC+8)-
dc.date.available 30-十月-2012 11:35:06 (UTC+8)-
dc.date.issued (上傳時間) 30-十月-2012 11:35:06 (UTC+8)-
dc.identifier (其他 識別碼) G0099462005en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/54742-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 99462005zh_TW
dc.description (描述) 100zh_TW
dc.description.abstract (摘要) 本研究以使用者為中心之設計角度出發,探討 Kinect 提供的肢體感測回饋,如何影響序列動作學習,並試圖找出在設計回饋資訊時應注意的要素。本研究提出兩項假設,探討在序列動作學習時,有無肢體感測回饋資訊,對動作表現的影響:
H1 使用者在序列動作學習時,提供其肢體感測回饋,可以提高使用者「動作部位精確度」的學習效果。
H2 使用者在序列動作學習時,提供其肢體感測回饋,可以提高使用者對「序列動作完整度」的學習效果。
本研究招募60位受測者,隨機分配到控制組與實驗組。控制組僅提供示範影片,實驗組則同時提供肢體感測回饋。受測者隨示範者練習5次後,在沒有線索輔助下,將所學的六組動作演練一次。研究者同時全程錄影演練過程。結束後,受測者需填答問卷。
透過影片分析,研究者針對「動作部位精確度」及「序列動作完整度」進行評分,以檢視控制組與實驗組在動作表現上之差異。實驗結果卻與研究預期相反,在「動作部位精確度 」與「序列動作完整度」,實驗組都表現較差,且達顯著水準。亦即提供肢體感測回饋,並未提升序列動作的精確度或完整度表現。針對此實驗結果,綜合問卷所得之受測者需求分析,本研究歸因於肢體感測回饋資訊設計不良所致。回饋訊息未能針對使用者需求設計。受測者最需要知道的資訊:動作正確與否、如何修正以及評分標準,實驗組並未能有效獲得。因此,本研究提出肢體感測回饋資訊設計上的三點建議:
1. 系統應給予學習者宏觀概念圖,事先告知學習者序列動作之項目順序。
2. 系統應讓學習者清楚瞭解每個動作之學習項目。
3. 系統除了提供學習者表現獲知的回饋資訊,更需提供修正線索。
zh_TW
dc.description.abstract (摘要) This research was based on user-center design thinking, and discussed how the body posture visual feedback provided by Kinect influenced the learner on motor sequence learning. We tried to find out the key elements of designing feedback. Here we proposed two hypotheses to probe the effects of body posture visual feedback on motor sequence learning:
H1 When learning motor sequence, users provided body posture sensing feedback would learn better in “accuracy of moving parts”.
H2 When learning motor sequence, users provided body posture sensing feedback would learn better in “completeness of sequence order”.
We recruited 60 subjects, and they were distributed into control and experiment group randomly. The control group learned the motor sequence only with demonstrating video; experiment group, on the other side, were provided body posture visual feedback at the same time. All the subjects should practice the motor sequence, which included 6 items, 5 times, then tried to demonstrate the sequence without any cue. They were videotaped at the same time. After that, they should fill out a questionnaire.
The researcher scored “accuracy of moving parts”, and “completeness of sequence order” through video analysis, then comparing the differences between two groups. The results were different from what we expected. The experiment group performed significantly worse than control group both in “accuracy of moving parts” and “completeness of sequence order”, which meant providing body posture visual feedback did not enhance the performance of motor sequence learning in both aspects. In the light of the results and the requirements suggested in the questionnaire by subjects, we thought the results caused by bad design of body posture visual feedback, which couldn`t fit the users’ needs. The subjects didn’t get the information they need most, like the correctness of their performance, how to adjust the performance and the criteria of scroing. Therefore, we proposed three suggestions on designing body posture visual feedback:
1. The system should provide learners the macro concept of the whole sequence order in advance.
2. The system should let leaners to understand all the movements clearly and thoroughly.
3. The system should provide the information of “Knowledge of Performance”; and further, providing the hints of adjustments.
en_US
dc.description.tableofcontents 中文摘要 i
英文摘要 ii
謝誌 iv
目錄 v
表目錄 viii
圖目錄 ix
壹、緒論 1
一、研究背景 1
二、研究動機與目的 1
三、研究範疇 2
貳、文獻探討 4
一、記憶與動作學習 4
(一)程序性記憶 4
(二)序列動作學習 6
(三)動作學習與回饋 10
二、回饋與肢體感測 13
(一)回饋 13
(二)肢體感測背景 14
(三)肢體感測互動應用 15
三、Kinect 相關應用與研究 16
(一)Kinect 功能介紹 16
(二)Kinect 相關研究 18
(三)透過 Kinect 學習運動/舞蹈的軟體套件 19
四、研究假設 22
參、研究方法 23
一、實驗對象 23
二、實驗素材 23
(一)身體骨架提示 25
(二)細部動作名稱提示 26
(三)學習分數 27
三、實驗設計與流程 27
四、評估方式與操作定義 29
(一)評估方式 29
(二)操作定義 31
五、編碼員信度檢測 32
(一)兩位編碼員之相關 32
(二)編碼員1號兩次編碼之相關 33
肆、資料分析結果 34
一、動作部位精確度 34
(一)肢體感測回饋與動作部位精確度得分 35
(二)性別與動作部位精確度得分 36
(三)運動習慣與動作部位精確度得分 36
二、序列動作完整度 37
(一)肢體感測回饋與序列動作完整度表現 37
(二)性別與序列動作完整度表現 39
(三)運動習慣與序列動作完整度表現 39
三、停頓與嘗試行為 40
四、系統學習分數 41
五、問卷結果討論 43
(一)需求項目 43
(二)體驗情緒 45
六、小結 46
伍、討論與總結 48
一、研究發現與討論 48
(一)知曉宏觀序列 49
(二)理解參考水平 50
(三)修正實際水平 50
二、設計運動學習軟體建議 51
(一)提供序列動作順序表 51
(二)詳細解說參考水平 52
(三)提供修正提示 52
三、研究限制 52
(一)實驗素材 53
(二)Kinct 硬體 53
(三)學習時間 54
四、總結與未來研究建議 54
(一)自行設計軟體 54
(二)增加學習時間 55
(三)田野實驗 55
參考文獻 56
中文部份 56
英文部份 57
附錄1 實驗操作流程 63
附錄2 A~F動作細節拆解 64
附錄3 控制組實驗說明PPT 68
附錄4 實驗組實驗說明PPT 69
附錄5 控制組問卷 71
附錄6 實驗組問卷 73
附錄7 譯碼簿 77
附錄8 受測者五回合之系統學習分數總分 78
附錄9 編碼員1號動作部位精確度評分表 80
附錄10 編碼員2號動作部位精確度評分表 82
附錄11 編碼員1號第二次動作部位精確度評分表 84
附錄12 序列動作完整度紀錄表 85
附錄13 運動習慣紀錄表 87
附錄14 編碼員信度檢測 89
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0099462005en_US
dc.subject (關鍵詞) 序列動作學習zh_TW
dc.subject (關鍵詞) 肢體感測zh_TW
dc.subject (關鍵詞) 視覺回饋zh_TW
dc.subject (關鍵詞) 表現獲知zh_TW
dc.subject (關鍵詞) Kinectzh_TW
dc.subject (關鍵詞) Motor Sequence Learningen_US
dc.subject (關鍵詞) Body Posture Sensingen_US
dc.subject (關鍵詞) Visual Feedbacken_US
dc.subject (關鍵詞) Knowledge of Performanceen_US
dc.subject (關鍵詞) Kinecten_US
dc.title (題名) 肢體感測回饋對序列動作學習之影響zh_TW
dc.title (題名) The effects of body posture visual feedback on motor sequence learningen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 中文部份
Sugizo(2010)。身體就是控制器,微軟Kinect是怎麼做到的?2012年4月2日,取自T客邦:http://www.techbang.com/posts/2936-get-to-know-how-it-works-kinect
劉彥甫(2002)。互動式網頁教學對運動技能學習效果之硏究 : 以籃球運球上籃為例。國立台東師範學院教育硏究所碩士論文,台東市。
張慶權(2011)。Kinect於動作教學之應用探討。2011休閒運動學術研討會。育達商業科技大學。
張邵勳(2004)。研究方法。台中市 : 滄海。
李榮哲(1999)。電腦多媒體輔助學習對運動學習的影響 : 以羽球發短球為例。國立體育學院運動科學硏究所碩士論文,桃園縣。
林德隆(1995)。外在回饋對運動技能學習的影響。中華體育,9,67-72。
楊治良、郭力平、王沛、陳寧編(主編)(2001)。記憶心理學。台北市:五南。
洪菁霞(2004)。漸進式運動訓練誘發熱休克蛋白72對大鼠熱中風及學習記憶的影響。國立陽明大學生理學硏究所博士論文,台北市。
洪蘭譯(2004)。記憶的祕密。台北市:貓頭鷹。(原著 Rupp, R. (1998). Committed to Memory : How We Remember and Why We Forget. Crown Publishers.)
王秋容(1995)。結果獲知與表現獲知對運動技能學習的影響。國立臺灣師範大學體育硏究所碩士論文,台北市。
王立行(1992)。電腦輔助教學的理論與實務探討。資訊與教育雙月刊,30,24-33。
簡桂彬、麥吉誠、蕭今傑(2006)。回饋的訊息對體育教學效率之影響。人文社會學報,第二期。
蔣敬祖(2007)。Wii為什麼會Win。台北市:意識文學。
記憶銀行(2010)。艾賓豪斯的遺忘曲線。2012年6月14日,取自記憶銀行: http://memobank.pixnet.net/blog/post/24950161
許玉鈴譯(2008)。關鍵設計報告 : 改變過去影響未來的互動設計法則。台北市:麥浩斯。(原著 Moggridge, B.(2006). Designing Interactions. MIT Press.)
邵瑞珍、皮連生、吳慶麟譯(1990)。學習理論:學習活動的規律探索。台北市:五南。(原著 Bower, G. H. & Hilgard, E. R. (1966). Theories of learning. New York : Appleton-Century-Crofts.)

鉅亨網(2011)。金氏世界紀錄!微軟Kinect銷售量達1000萬台。2012年1月14日,取自Yahoo奇摩理財新聞:http://tw.money.yahoo.com/news_article/adbf/d_a_110310_2_2hee7
鐘聖校(1990)。認知心理學。台北市:心理。
關文運譯(2009)。人類理解論。北京:商務印書館。(原著 Locke, J. (1902). An essay concerning human understanding. George Bell and Sons.)
陳冠廷(2011)。基於Kinect之雙手位移辨識系統。淡江大學電機工程學系碩士論文,新北市。
陳國明、彭文正、葉銀、安然(2010)。傳播研究方法。台北縣:威仕曼文化。
黃崇儒(1994)。運動技能記憶表徵模式的驗證 : 基模抽象模式與特殊範本模式。國立臺灣師範大學體育硏究所碩士論文,台北市。
黃清雲(1994)。整合互動式多媒體與體育技能學習。八十三年度大專體育學術研討會專刊。
黃識夫(2011)。應用Kinect之人體多姿態辨識。國立中央大學電機工程研究所碩士論文,桃園縣。

英文部份
Adams, J. A. (1971). A Closed-Loop Theory of Motor Learning. Journal of Motor Behavior, 3, 111-150.
Alnowami, M. , Alnwaimi, B., Tahavori, F., Copland, M. & Wells, K.(2012). A quantitative assessment of using the Kinect for Xbox 360 for respiratory surface motion tracking. Proceedings of SPIE 8316, 83161T (2012); http://dx.doi.org/10.1117/12.911463
Anderson, J. R. (1987). Skill Acquisition: Compilation of Weak-Method Problem Situations. Psychological Review, 94(2), 192-210.
Anderson, J. R., Conrad, F. G., & Corbett, A. T.(1989). Skill Acquisition and the LISP Tutor. Cognitive Science, 13, 467-505.
Anderson, J. R. (1996). ACT. American Psychologist, 51(4), 355-365.
Bandura, A. (1977). Social Learning Theory. Englewood Cliffs, NJ: Prentice-Hall.
Bo, J., Peltier, S. J., Noll, D. C., & Seidler, R. D. (2011). Symbolic representations in motor sequence learning. NeuroImage, 54, 417-426.
Brandes, A., & Wilensky, U. (1991). Treasureworld: A computer environment for the study and exploration of feedback. In I. Harel & S. Popert (Eds.). Constructionism (pp. 391-415). Norwood, NJ: Ablex Press.

Brisson, T. A. & Alain, C. (1997). A comparison of references for using knowledge of performance in learning a motor task. Journal of Motor Behavior, 29, 339-350.
Camplani, M. & Salgado, L.(2012). Efficient spatio-temporal hole filling strategy for Kinect depth maps. Proceedings of SPIE 8290, 82900E (2012); http://dx.doi.org/10.1117/12.911909
Chang, Y. J., Chen, S. F. & Huang, J. D.(2011). A Kinect-Based System for Physical Rehabilitation: A Pilot Study for Young Adults with Motor Disabilities. Research in Developmental Disabilities: A Multidisciplinary Journal, 32(6), 2566-2570.
Charbonneau, E., Miller, A. & LaViola J. J. (2011). Teach Me to Dance: Exploring Player Experience and Performance in Full Body Dance Games. ACE’11 Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology. ACE Lisbon, Portugal.
Chew, R. A. (1976). Verbal, visual, and kinesthetic error feedback in the learning of a simple motor task. Research Quarterly, 47, 254-259.
Davids, K., Shuttleworth, R., Button, C., & Zealand, N. (2003). Acquiring Skill in Sport: A Constraints-Led Perspective. International Journal of Computer Science in Sport, 2, 2.
Dempsey, R. E. & Sales, G. C. (1993) . Interactive Instruction and Feedback. Englewood Cliffs, NJ: Educational Technology Publication.
Dourish, P. (2001). Where the action is: the foundations of embodied interaction. MIT Press, Cambridge, MA.
Ebbinghaus, H. (1964). Memory (H. A. Ruger & C. E Bussenius, Trans.). Reissued as paperback, New York: Dover. (Original work published 1885)
England, D., Sheridan, J., & Crane, B. (2010). Whole-Body Interaction 2010. Proceedings of the 28th Conference on Human Factors in Computing Systems CHI 2010. ACM, 4465-4468. 2010.
Fogtmann, M. H., Fritsch, J., & Kortbek, K. J. (2008). Kinesthetic Interaction - Revealing the Bodily Potential in Interaction Design. OZCHI `08: Conference of the computer-human interaction special interest group (CHISIG) of Australia on Computer-Human Interaction. ACM, Cairns, Australia.
Gagne, R. M. (1984). The Conditions of Learning and Theory of Instruction. Holt, Rinehart and Winston, Inc.
Gentili, R., Han, C. E., Schweighofer, N., & Papaxanthis, C. (2010). Motor Learning Without Doing: Trial-by-Trial Improvement in Motor Performance During Mental Training. J Neurophysiol, 104, 774-783.
Ghilardi, M. F., Ghez, C., Dhawan, V., Moeller, J., Mentis, M., Nakamura, T., Antonini, A., & Eidelberg, D. (2000). Patterns of regional brain activation associated with different forms of motor learning. Brain Res, 871, 127-145.

Ghilardi, M. F., Eidelberg, D., Silvestri, G., & Ghez, C. (2003a). The differential effect of PD and normal aging on early explicit sequence learning. Neurology. 60, 1313-1319.
Ghilardi, M. F., Carbon, M., Silvestri, G., Dhawan, V., Tagliati, M., Bressman, S., Ghez, C., & Eidelberg, D. (2003b). Impaired sequence learning in carriers of the DYT1 dystonia mutation. Ann Neurol, 54, 102-109.
Ghilardi, M. F., Feigin, A. S., Battaglia, F., Silvestri, G., Mattis, P., Eidelberg, D., & Di Rocco, A. (2007). L-Dopa infusion does not improve explicit sequence learning in Parkinson’s disease. Parkinsonism Relat Disord, 13, 146-151.
Ghilardi, M. F., Silvestri, G., Feigin, A., Mattis, P., Zgaljardic, D., Moisello, C., Crupi, D., Marinelli, L., Dirocco, A., & Eidelberg, D. (2008). Implicit and explicit aspects of visuomotor sequence learning in pre-symptomatic carriers of Huntington’s disease. Parkinsonism Relat Disord, 14, 457-464.
Ghilardi, M. F., Moisello, C., Silvestri, G., Ghez, C., & Krakauer, J.W. (2009). Learning of a sequential motor skill comprises explicit and implicit components that consolidate differently. J Neurophysiol, 101, 2218–2229.
Goth, G. (2011). Brave NUI World. Communications of the ACM, 54(12), December 2011. ACM New York, NY, USA.
Harmonix (2012). Dance Central. Harmonix. Retrieved June 14, 2012, from http://www.harmonixmusic.com/projects
Henry, F. M. & Rogers, D. E. (1960). Increased Response Latency for Complicated Movements and A "Memory-Drum" Theory of Neuromotor Reaction. Research Quarterly, 31, 448-458.
Hikosaka, O., Rand, M. K., Miyachi, S., & Miyashita, K. (1995). Learning of sequential movements in the monkey: process of learning and retention of memory. J Neurophysiol, 74, 1652-1661.
Hikosaka, O., Rand, M. K., Nakamura, K., Miyachi, S., Kitaguchi, K., Sakai, K., Lu, X., & Shimo, Y. (2002). Long-term retention of motor skill in macaque monkeys and humans. Exp Brain Res, 147, 494-504.
Hornecker, E. & Buur, J. (2006). Getting a grip on Tangible Interaction: A framework on Physical Space and Social Interaction. Proceedings of ACM SIGCHI 2006, ACM, New York.
Howson, G. (2010). Kinect pricing is crucial - but how much will it be? Game Blog. Retrieved June 14, 2012, from http://www.guardian.co.uk/technology/gamesblog/2010/jun/21/games-microsoft-kinect-pricing
IGN (Producer) (2010). Kinect: Dance Central Full Motion Preview with Jessica Chobot [Radio podcast]. Retrieved June 14, 2012, from http://www.youtube.com/watch?v=Y-iKWe-U9bY

Isbister, K. (2011). Emotion and Motion: Games as Inspiration for Shaping the Future of Interface. Magazine interactions, Volume 18 Issue 5, September + October 2011. ACM New York, NY, USA.
Ivancevich, J. M. & McMahon, J. T. (1982). The Effects of Goal Setting, External Feedback, and Self-Generated Feedback on Outcome Variables: A Field Experiment. Academy of Management Journal, 25, 359-372.
Iyer, S. (2012). Using Kinect Sensor and OpenNI to teach Human computer Interaction and Natural User Interfaces. International Journal of Computer Applications, Volume icwet, Issue 11.
Jensen, A. R. (1962). Temporal and spatial effects of serial position. American Journal of Psychology, 75, 390-400.
Kandel, E. R., Kupfermann, I., & Iversen, S. (2000). Principles of Neural Science. McGraw-Hill Companies: New York.
Kernodle, M. W. & Carlton, L. G. (1992). Information Feedback and the Learning of Multiple-Degree-of-Freedom Activities. Journal of Motor Behavior, 24, 187-196.
Kolb, B. (2006). An Introduction to Brain and Behavior (2en ed.). Worth Publishers, New York.
Levisohn, A. (2007). The Body as a Medium: Reassessing the Role of Kinesthetic Awareness in Interactive Applications. Proceedings of the 15th international conference on Multimedia. ACM, New York, NY, 485-488.
Loke, L. & Robertson, T. (2010). Studies of Dancers: Moving from Experience to Interaction Design. International Journal of Design, 4(2), 39-54.
Lund, H. H., & Pagliarini, L. (2011). An Educational Tool for Creating Distributed Physical Games. Proceedings of Foundations of Digital Games 2011.
Luppa, N. V. (1984). A Practical Guide to Interactive Video Design. White Plains, New York: Knowledge Industry Publication, Inc.
Maciel, A., Nedel, L. P., Jorge, V. A. M., Ibiapina, J. M. T., & Silva, L. F. M. S.(2010). Reality Cues-Based Interaction Using Whole-Body Awareness. Proceedings of the 2010 ACM Symposium on Applied Computing. ACM New York, NY, USA.
Magill, R. A. (1993). Motor Learning: Concepts and Applications (4th ed.). Dubuque, Iowa: W. C. Brown.
Miller, G. A. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological Review, 63(2), 343–355.
Moen, J. (2006). KinAesthetic Movement Interaction: Designing for the pleasure of Motion. Ph.D. dissertation, KTH, Numerical Analysis and Computer Science, Sweden.
Moen, J. (2007). From hand-held to body-worn: embodied experiences of the design and use of a wearable movement-based interaction concept. Proceedings of the 1st international conference on Tangible and Embedded Interaction, February 15-17, 2007, Baton Rouge, Louisiana.
Moisello, C., Crupi, D., Tunik, E., Quartarone, A., Bove, M., Tononi, G., Ghilardi, M. F. (2009). The serial reaction time task revisited: a study on motor sequence learning with an arm-reaching task. Exp Brain Res, 194, 143-155.
Norman, D. A. (1988). The psychology of everyday things. New York: Basic Books.
Paivio, A. (1990). Mental Representation: A Dual Coding Approach. New York: Oxford University Press.
Panzer, S., Wilde, H., Shea, C. H. (2006). Learning of Similar Complex Movement Sequences: Proactive and Retroactive Effects on Learning. Journal of Motor Behavior, 38, 1.
Ramaprasad, A. (1983). On the Definition of Feedback. Behavioral Science, 28(1), 4-13.
Resnick, M. (1994). Turtles, termites and traffic jams: Explorations in massively parallel microworlds. Cambridge, MA: The MIT Press.
Saffer, D. (2007). Designing for Interaction: Creating Smart Applications and Clever Devices. New Riders, Berkeley.
Salmoni, A. W., Schmidt, R. A., & Walter, C. B. (1984). Knowledge of results and motor learning: A review and critical reappraisal. Psychological Bulletin, 95, 355-386.
Schmidt, R. A. (1975). A Schema Theory of Discrete Motor Skill Learning. Psychological Review, 82, 224-260.
Schmidt, R. A. (1980). Past and Future Issues in Motor-Programming. Research Quarterly for Exercise and Sport, 51(1), 122-140.
Schmidt, R. A. (1982). Motor Control and Learning: A Behavior Emphasis. Champaign, IL: Human Kinetics.
Schmidt, R. A., Young, D. E., Swinnen, S., & Shapiro, D. C. (1989). Summary Knowledge of Results for Skill Acquisition: Support for the Guidance Hypothesis. Journal of Experimental Psychology: Learning, Memory, and Cognition, 15(2), 352-359.
Shapiro, D. C. (1977). Knowledge of results and motor learning in preschool children. Research Quarterly, 48, 154-158.
Spink, A. (1997). Study of Interactive Feedback during Mediated Information Retrieval. Journal of the American Society for Information Science, 48(5), 382–394.
Squire, L. R. & Kandel, E. R. (2009). Memory : from mind to molecules (2nd ed.). Roberts & Co.
Tenedorio, D., Fecho, M., Schwartzhaupt, J., Pardridge, R., Lue, J. & Schulze, J. P. (2012). Capturing geometry in real-time using a tracked Microsoft Kinect. Proceedings of SPIE 8289, 82890A(2012); http://dx.doi.org/10.1117/12.912211
Tulving, E. (1972). Episodic and semantic memory. In Tulving, E., & Donaldson, W. (Eds.), Organization of Memory. New York: Academic Press.
Ubisoft (2010). Your Shape Fitness Evolved. Ubisoft Website. Retrieved April 2, 2012, from http://www.ubi.com/UK/Games/Info.aspx?pId=9014
Ullmer, B. & Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM Systems Journal 39(3-4), 915-931.
Valli, A. (2007). Natural Interaction White Paper. Retrieved February 23, 2012, from http://www.idemployee.id.tue.nl/g.w.m.rauterberg/lecturenotes/valli-2007.pdf
Xbox (2012). Dance Central. Retrieved June 14, 2012, from http://marketplace.xbox.com/zh-TW/Product/Dance-Central-2/66acd000-77fe-1000-9115-d802373307d2
zh_TW