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篇名
「由戲入創」遊戲化動態迴遞式空間設計策略--以實地展場規劃與設計為例
並列篇名
「From Gamification to Creation」 The Dynamic Recursion Design Strategy of Gamification – A Case Study on Planning and Teaching of an Exhibition
作者 劉秉承 (Benson P. C. Liu)
中文摘要
遊戲化(gamification)如 Akito Inoue(2012)所定義為泛指將遊戲開發技術應用於真實社會活動之各種各樣行為模式的推演與模擬,並有助於提高該行為模式參與者投入熱誠與效率。有別於一般傳統線性設計程序,本文援引遊戲設計師 Raph Koster(2004)的遊戲化迴圈理論為基礎概念,提出一種動態迴遞式空間設計策略。其中有關空間組構形式與人類行為動向之關聯已可經由量化運算,理解其複雜運作機制,如 Bill Hillier 教授所創可量化空間資訊(空間單元組構之使用度、動線之便捷度、視覺之互視程度、人潮移動之群聚模擬…等)之空間型構理論分析工具(Space Syntax),可在實質環境被建置之前或之後,預測到將來空間使用之行為傾向。本研究擬以此空間行為預測的分析理論為基礎,整合衍生式參數形態設計之圖像化電腦程式寫作工具 Grasshopper,將之轉化成為一種行為預測分析與形態衍生彼此「迴遞式」設計策略,如基地環境之使用傾向資訊遊戲認知成為空間形態設計感知的參數化成形依據。本文藉此整合Space Syntax與Grasshopper而成為一種結合行為分佈預測與參數式設計之遊戲化動態迴遞式設計策略。並結合展示設計課程之設計執行與實地展覽,比對分析結果與觀展者分佈狀態,並以問卷訪談參與策展課程的學生,以此檢證遊戲化迴遞式設計策略之教學成效與行為分佈預測準確度。 Gamification means the deduction and simulation of the various behavioral patterns that are used in the development of computer game technologies, and it can be helpful to the enthusiasm and efficiency of the behavioral model as defined by Akito Inoue (2012). Based on the concept of game circle theory of game designer Raph Koster (2004), this paper proposes a dynamic recursive spatial gamification design strategy. Spatial configuration forms associated with human behavior trends, such as Space Syntax theory created by UCL Professor Bill Hillier, have already become a gamification quantified analytical tool. Spatial information can be quantified based on this theoretical framework of its spatial analytical tool (convex space, axial lines, visibility, crowds moving, etc.), so that the future spatial use tendency can be predicted before or after space built. In this study, this theory is turned into a spatial parametric shaping and gamification design strategy, which offers designers to design space in terms of behavioral tendency. In this research, Space Syntax analysis, the behavioral tendencies prediction of the void space, and Grasshopper, the parametric form design software, are integrated and combined together as a new gamification artificial intellectual design strategy for users and especially for architectural and urban design teaching and learning. The curator teaching and an behavior observation of exhibition is used as an example to illustrate the proposed gamification strategy.
英文摘要
Gamification means the deduction and simulation of the various behavioral patterns that are used in the development of computer game technologies, and it can be helpful to the enthusiasm and efficiency of the behavioral model as defined by Akito Inoue (2012). Based on the concept of game circle theory of game designer Raph Koster (2004), this paper proposes a dynamic recursive spatial gamification design strategy. Spatial configuration forms associated with human behavior trends, such as Space Syntax theory created by UCL Professor Bill Hillier, have already become a gamification quantified analytical tool. Spatial information can be quantified based on this theoretical framework of its spatial analytical tool (convex space, axial lines, visibility, crowds moving, etc.), so that the future spatial use tendency can be predicted before or after space built. In this study, this theory is turned into a spatial parametric shaping and gamification design strategy, which offers designers to design space in terms of behavioral tendency. In this research, Space Syntax analysis, the behavioral tendencies prediction of the void space, and Grasshopper, the parametric form design software, are integrated and combined together as a new gamification artificial intellectual design strategy for users and especially for architectural and urban design teaching and learning. The curator teaching and an behavior observation of exhibition is used as an example to illustrate the proposed gamification strategy.
起訖頁 19-42
關鍵詞 遊戲化迴遞式設計策略空間型構理論空間使用行為分佈傾向參數式設計GamificationRecursion Design StrategySpace SyntaxBehavioral Tendency of Spatial UseParametric Design
刊名 設計學報  
期數 201803 (23:1期)
出版單位 中華民國設計學會
該期刊-上一篇 結合使用性評估與承擔性分析於血糖試片之研究
該期刊-下一篇 室內設計之BIM雲端管理與溝通平台研究
 

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