游戲化在視覺形態(tài)感知訓(xùn)練中的探索與設(shè)計實踐
發(fā)布時間:2018-02-12 18:07
本文關(guān)鍵詞: 游戲化 視覺形態(tài)感知 量化 訓(xùn)練 樂趣體驗 出處:《浙江大學(xué)》2017年碩士論文 論文類型:學(xué)位論文
【摘要】:查閱視覺形態(tài)感知相關(guān)的文獻,了解形態(tài)感知的試驗方法和測試流程后發(fā)現(xiàn)還停留在用紙筆來繪制圖形,之后經(jīng)過人工用尺量長度來計算、定位點的坐標(biāo)和統(tǒng)計形態(tài)的各項參數(shù)數(shù)據(jù)。形態(tài)感知實驗主要依靠人工機械重復(fù)性的工作來測試和統(tǒng)計,陳舊而繁雜,沒有很好地運用信息時代的各種便捷工具和高效方式。對于實驗進度和效率來說,一方面實驗通過人工測算有二次誤差,另一方面不能及時的得到信息反饋和發(fā)現(xiàn)數(shù)據(jù)中的規(guī)律或異常。這種陳舊的人工測算方法使得該領(lǐng)域的研究實驗一直停留在實驗階段,而市場上其他訓(xùn)練類應(yīng)用(如反應(yīng)力、記憶力和邏輯思維訓(xùn)練)發(fā)展迅猛之際,形態(tài)感知測試和訓(xùn)練卻還沒有一個系統(tǒng)性的測試和訓(xùn)練產(chǎn)品問世?v觀其他認知訓(xùn)練等腦力訓(xùn)練應(yīng)用的各種方法和機制,雖然針對性強、有訓(xùn)練效果,但整體的系統(tǒng)框架略顯單一,缺乏學(xué)習(xí)激勵機制,依賴用戶的自覺性。難以在單一的訓(xùn)練機制中長期堅持下去。而游戲化體系正是致力于解決此難點的理論依據(jù)。本文從形態(tài)感知領(lǐng)域的權(quán)威實驗方法中學(xué)習(xí)嚴謹?shù)牧炕u分標(biāo)準,設(shè)計視覺形態(tài)感知的訓(xùn)練機制、量化方法和衡量評分算法,并將游戲化的成熟結(jié)構(gòu)模型應(yīng)用在訓(xùn)練機制中,設(shè)計一款具有游戲化動機激勵機制和類似游戲的樂趣體驗方式的訓(xùn)練系統(tǒng),引導(dǎo)用戶訓(xùn)練視覺形態(tài)感知能力。該移動應(yīng)用以視錯覺背景干擾來訓(xùn)練視覺形態(tài)(標(biāo)準形態(tài)感知、角度感知、距離感知等)的感知能力,訓(xùn)練和提高的視覺形態(tài)感知能力,抵消思維技能的下降和許多類型的認知衰退。創(chuàng)新性表現(xiàn)在將游戲化的思維運用到訓(xùn)練應(yīng)用中和將訓(xùn)練模塊開發(fā)并以其為實驗工具,設(shè)計實驗證明視錯覺干擾訓(xùn)練視覺形態(tài)感知的有效性。
[Abstract]:After consulting the literature on visual form perception and understanding the experimental methods and testing process of form perception, we found that we still use paper and pen to draw the graph, and then calculate the length of the scale manually. The coordinate of the positioning point and the parameter data of the statistical form. The experiment of shape perception mainly depends on the repetitive work of manual machinery to test and statistics, which is old and complicated. There is no good use of all kinds of convenient tools and efficient methods in the information age. For the progress and efficiency of the experiment, on the one hand, the experiment has a secondary error through manual measurement. On the other hand, it can't get information feedback in time and find the regularity or anomaly in the data. This old manual calculation method makes the research experiment in this field stay at the experimental stage all the time, while other training applications in the market (such as reaction force, etc.). At a time of rapid development of memory and logical thinking training, however, no systematic testing and training products have yet been developed for shape perception testing and training. All kinds of methods and mechanisms used in mental training, such as other cognitive training, are reviewed. Although it has strong pertinence and training effect, the overall system framework is slightly single and lacks the learning incentive mechanism. It is difficult to persist in a single training mechanism for a long time. The gameplay system is the theoretical basis for solving this difficulty. This paper studies rigor from the authoritative experimental methods in the field of morphological perception. The quantitative scoring criteria, The training mechanism of visual form perception, the quantization method and the evaluation algorithm are designed, and the matured structure model of game is applied to the training mechanism. A training system with game motivation and fun experience is designed to guide users to train visual form perception. The mobile application trains visual form with visual illusion background interference (standard form perception). Angle perception, distance perception, etc.) the ability to perceive, train and improve the perception of visual form, Counteract the decline in thinking skills and many types of cognitive decline. Innovation is manifested in the use of gameplay thinking in training applications and in the development and use of training modules as experimental tools. The experimental results show that visual illusion interference is effective in training visual form perception.
【學(xué)位授予單位】:浙江大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2017
【分類號】:TP317
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