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Reflecting Human Behavior to Motivate Desirable Lifestyle 促進滿意的生活型態的行為反思 Authors  : Tatsuo Nakajima、ViliLehdonvirta Source    : Cape Town, South Africa. Copyright 2008 ACM Advisor : Hsiao-Chen You Speaker: Yi-Syuan Chen Date      :2009/12/03
Title ,[object Object],INTRODUCTION AND MOTIVATION BACKGROUND AND RELATED WORK DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS Design Principles Architecture VIRTUAL AQUARIUM Design and Implementation MONA LISA BOOKSHELF EXPERIENCES FROM PROTOTYPE SYSTEMS Choosing a Presentation Metaphor Balancing between Reinforcement and Punishment Evaluating the Effects FUTURE POSSIBILITIES Applying More Complex Models New Technologies and Applications Areas
ABSTRACT Ambient lifestyle feedback systems are embedded computer systems designed to motivate changes in a person's lifestyle by reflecting an interpretation of targeted behavior back to the person. 在環境設計反饋式系統,經由這個系統改變人的生活方式,像類的”嚴肅遊戲”己經用於相同的領域上,例如營養、保健、節約能源,但不當的反饋不準確的內容則會增加使用者的負擔。 Keywords Interaction design, Ambient feedback環境反饋 ,Persuasive technology有說服式科技(勸誘式科技),Behavior modification行為矯正, Intelligent smart objects智慧型感測器, Emotionalengagement 情感牽力
INTRODUCTION AND MOTIVATION While the purpose of technology is to bring about positive change in the world, some problems cannot be fixed by simply applying a technological solution. ,[object Object],[object Object]
BACKGROUND AND RELATED WORK 即便專業電腦科技成功了解決行為改變,但在日常生活中的運用仍然匱乏,這樣的系統,意在改變行為,那麼為了要保持效果,這系統可能要不斷重複。如:吸煙、飲食過量、個人護理。當一個人完全清楚知道某個特定的行為可以得到長期的好處或利益,她可能仍非理性選擇 短期放縱。為了打擊這些行為模式,提出這樣的系統解決方案與運作原則,經由不同的教育,他們把長期影響放到短期反饋。 ,[object Object]
碳水化合物系統-缺乏參與遊戲的樂趣
目標是以改變生活方式增加此任務的樂趣,而不是僅僅提供信息。,[object Object]
DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 被動觀察(Passive observation):觀察「使用者的行為」作為系統的輸入資料,而不是使用鍵盤或是其 他代理行為,這是提供「即時反饋(immediate feedback)」,做為有效操作性的關鍵因素。 情感接觸(EmotionalEngagement):利用「情感接觸(Emotional Engagement)」做為一系列的情緒反應,但不一定要有強烈或是深入的情緒反應才可以使用。  周遭的反饋信息(Ambient Feedback):反應在生活
DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 從圖中得知此架構由用戶和計算機三個部分組成
DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 生活型態追踪(Lifestyle Tracking):生活型態追踪的構成是由「使用者行為」做為此架構系統的資訊。藉由不同的感應器做為使用者日常行為的追蹤依據。如:『虛擬水族館案例』:利用刷牙做為「Cookie」可得知獨特的識別號碼,可推斷出使用者在系統上特定的時間,再藉由「藍芽」分析出「Cookie ID」及「3軸加度(3-axis acceleration)」。『蒙娜麗莎書架案例』:利用影像追蹤技術(video Tracking)偵測每一本書籍的視覺碼(visual code)。
DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS
DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 反饋邏輯(Feedback Logic):本研究區分為「日常活動的行為條件」、「心理模式」與「操作安排」。心理模式: 在操作性上,反饋的內容可分為「強化(reinforcement)」和「懲罰(punishment)取決於「鼓勵的行為」或是「沮喪的行為」。強化和懲罰更進一步分為四種類型:●積極強化(Positive reinforcement):提供了一個有利的刺激反應做為鼓勵的使用者行為。●消極強化(Negative reinforcement):消除了厭惡刺激的反應做為鼓勵的使用者行為。●積極的懲罰(Positive punishment):提供了一個厭惡刺激的反應做為沮喪的使用者行為。●消極懲罰(Negative punishment):消除了有利刺激反應做為沮喪使用者行為。
DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 操作安排:與時間安排的刺激行為有關,可分為「即時」和「累計」的反饋。●即時反饋:給使用者做為激勵。●累計反饋:給使用者長期追蹤累計次數的行為,並且提出它的參與方式。 如:『虛擬水族館案例』:每天至少兩次一次至少三分鐘使用正確的方法。『蒙娜麗莎書架案例』:書籍應安排整齊一致至少一本書籍要借出閱讀。
DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS
VIRTUAL AQUARIUM 反饋呈現(Feedback Presentation):使用者傳達反饋訊息做為較適合的形式,此形式應符合環境原則的反饋和情感的參與。如:『虛擬水族館案例』即時反饋:開始刷牙齒水族箱開始清掃;正在刷牙齒魚在玩耍並清掃,快完成時會形成一個優雅的舞蹈;結束刷牙齒恢復牠們正常的活動。累計反饋:若忽略刷牙齒魚會死亡;若持續刷牙齒魚會產卵。虛擬水族館採用了積極的強化,以鼓勵方式做為生活型態。用戶是為了獲得一個愉快的感覺(牙齒都刷正確的話,會看見魚們優雅的舞蹈。)
VIRTUAL AQUARIUM
VIRTUAL AQUARIUM 『蒙娜麗莎書架案例』:即時反饋:書本取下蒙娜麗莎某個位置的影像會消失;書本位置不對會扭曲蒙娜麗莎的圖片累計反饋:若沒有取下書本蒙娜麗莎則會變老;若有持續取下書本蒙娜麗莎會保持年輕。蒙娜麗莎書架依靠積極的懲罰,因為它提供一種不愉快的經驗。每當用戶放錯或沒有取下書籍時,蒙娜麗莎會扭曲或是老化現象。
VIRTUAL AQUARIUM
EXPERIENCES FROM PROTOTYPE SYSTEMS
Thank you!

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行為反思

  • 1. Reflecting Human Behavior to Motivate Desirable Lifestyle 促進滿意的生活型態的行為反思 Authors : Tatsuo Nakajima、ViliLehdonvirta Source : Cape Town, South Africa. Copyright 2008 ACM Advisor : Hsiao-Chen You Speaker: Yi-Syuan Chen Date :2009/12/03
  • 2.
  • 3. ABSTRACT Ambient lifestyle feedback systems are embedded computer systems designed to motivate changes in a person's lifestyle by reflecting an interpretation of targeted behavior back to the person. 在環境設計反饋式系統,經由這個系統改變人的生活方式,像類的”嚴肅遊戲”己經用於相同的領域上,例如營養、保健、節約能源,但不當的反饋不準確的內容則會增加使用者的負擔。 Keywords Interaction design, Ambient feedback環境反饋 ,Persuasive technology有說服式科技(勸誘式科技),Behavior modification行為矯正, Intelligent smart objects智慧型感測器, Emotionalengagement 情感牽力
  • 4.
  • 5.
  • 7.
  • 8. DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 被動觀察(Passive observation):觀察「使用者的行為」作為系統的輸入資料,而不是使用鍵盤或是其 他代理行為,這是提供「即時反饋(immediate feedback)」,做為有效操作性的關鍵因素。 情感接觸(EmotionalEngagement):利用「情感接觸(Emotional Engagement)」做為一系列的情緒反應,但不一定要有強烈或是深入的情緒反應才可以使用。 周遭的反饋信息(Ambient Feedback):反應在生活
  • 9. DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 從圖中得知此架構由用戶和計算機三個部分組成
  • 10. DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 生活型態追踪(Lifestyle Tracking):生活型態追踪的構成是由「使用者行為」做為此架構系統的資訊。藉由不同的感應器做為使用者日常行為的追蹤依據。如:『虛擬水族館案例』:利用刷牙做為「Cookie」可得知獨特的識別號碼,可推斷出使用者在系統上特定的時間,再藉由「藍芽」分析出「Cookie ID」及「3軸加度(3-axis acceleration)」。『蒙娜麗莎書架案例』:利用影像追蹤技術(video Tracking)偵測每一本書籍的視覺碼(visual code)。
  • 11. DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS
  • 12. DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 反饋邏輯(Feedback Logic):本研究區分為「日常活動的行為條件」、「心理模式」與「操作安排」。心理模式: 在操作性上,反饋的內容可分為「強化(reinforcement)」和「懲罰(punishment)取決於「鼓勵的行為」或是「沮喪的行為」。強化和懲罰更進一步分為四種類型:●積極強化(Positive reinforcement):提供了一個有利的刺激反應做為鼓勵的使用者行為。●消極強化(Negative reinforcement):消除了厭惡刺激的反應做為鼓勵的使用者行為。●積極的懲罰(Positive punishment):提供了一個厭惡刺激的反應做為沮喪的使用者行為。●消極懲罰(Negative punishment):消除了有利刺激反應做為沮喪使用者行為。
  • 13. DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS 操作安排:與時間安排的刺激行為有關,可分為「即時」和「累計」的反饋。●即時反饋:給使用者做為激勵。●累計反饋:給使用者長期追蹤累計次數的行為,並且提出它的參與方式。 如:『虛擬水族館案例』:每天至少兩次一次至少三分鐘使用正確的方法。『蒙娜麗莎書架案例』:書籍應安排整齊一致至少一本書籍要借出閱讀。
  • 14. DESIGNING AMBIENT LIFESTYLE FEEDBACK SYSTEMS
  • 15. VIRTUAL AQUARIUM 反饋呈現(Feedback Presentation):使用者傳達反饋訊息做為較適合的形式,此形式應符合環境原則的反饋和情感的參與。如:『虛擬水族館案例』即時反饋:開始刷牙齒水族箱開始清掃;正在刷牙齒魚在玩耍並清掃,快完成時會形成一個優雅的舞蹈;結束刷牙齒恢復牠們正常的活動。累計反饋:若忽略刷牙齒魚會死亡;若持續刷牙齒魚會產卵。虛擬水族館採用了積極的強化,以鼓勵方式做為生活型態。用戶是為了獲得一個愉快的感覺(牙齒都刷正確的話,會看見魚們優雅的舞蹈。)