English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 112704/143671 (78%)
Visitors : 49801374      Online Users : 602
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/143330


    Title: 以多模態互動方式應對霸淩情境之VR敘事創作
    Coping with Bullying Situation in VR Narrative with Multi-modal Interaction
    Authors: 馬璐樺
    Ma, Lu-Hua
    Contributors: 李蔡彥
    陳宜秀

    Li, Tsai-Yen
    Chen, Yi-hsiu

    馬璐樺
    Ma, Lu-Hua
    Keywords: 校園霸凌
    虛擬實境
    多模態互動
    互動敘事
    School Bullying
    Virtual Reality
    Multi-modal Interaction
    Interactive Narrative
    Date: 2022
    Issue Date: 2023-02-08 15:17:12 (UTC+8)
    Abstract: 霸淩問題作為一個嚴峻的校園問題,在學生各階段的學習生涯中卻頻頻發生,對許多學生造成了長期的、嚴重的心理和身體傷害。然而因為各種特殊原因,學生往往被動捲入霸淩事件中,遭遇持續的霸淩。因此,如何讓學生在霸淩情境中能夠正確應對霸淩,保護自我成為必要的課題。由於目前不少教學媒介未必能達到較好的體驗效果和學習效果,本創作設計了一款基於VR媒介的校園霸淩情境,用戶可以透過體驗VR中的霸淩情境,選擇他們認為適宜的方式進行應對,進而觸發不同的劇情結果。同時,為了增強用戶在系統中的沉浸感,本創作在互動方式上採用手勢結合語音的多模態互動方式進行互動,讓用戶更多維度與系統進行互動,營造用戶真實存在在該空間的感覺。
    本創作一共找了十二名大學生參與系統的體驗,在體驗前會進行體驗前的訪談,瞭解體驗者對於霸淩知識的瞭解;在體驗後會邀請體驗者回答體驗感受與霸淩相關的問題,並且針對系統的操作、故事和沉浸感方面進行問卷調查。實驗結果發現:一、霸凌的虛擬實境模擬能夠作爲一個霸凌應對模擬的教育系統;二、手勢結合語音的多模態互動方式使用自然順暢,被體驗者普遍接受;三、互動敘事的設計提高了體驗者重複體驗系統的興趣;四、基於手勢結合語音的多模態互動敘事的VR霸淩情境能夠幫助體驗者瞭解掌握更多霸凌知識。
    As a serious school problem, bullying frequently occurs in students` learning careers at all stages, causing long-term and serious psychological and physical harm to many students. However, for various reasons, students are often involved in bullying incidents and experience persistent bullying. Students need to have the ability to deal with bullying and protect themselves in bullying situations, yet no school curriculum seems to be successful in cultivating this ability.
    As general curricula fail to achieve this goal, this thesis project designed a VR-based school bullying scenario that allows users to experience the bullying scenario and choose the way they think is appropriate to deal with it, hoping to achieve better outcomes. To enhance the users` immersion in the system, we adopted a multi-modal interaction method of gestures combined with voice, allowing the users to interact with the system in more dimensions and creating a sense of real presence in the space.
    We recruited a total of 12 university students to experience the system. Before the experiment, a pre-experiment interview was conducted to learn about the participants` experience of school bullying. After the experiment, the participants were interviewed regarding their experience and knowledge of dealing with bullying, followed by a questionnaire about the system`s operation, story, and immersion aspects. The results of the experiment revealed that: 1) The virtual reality simulation of bullying can be used as an educational experience for bullying coping simulation; 2) the multi-modal interaction method of gesture combined with voice is natural and smooth and is generally accepted by the participants; 3) the design of interactive narrative enhances the interest of the participants to experience the system for more than one time, and 4) the VR bullying situation based on the multi-modal interactive narrative of gestures combined with a voice can help the participants understand and grasp more strategies about dealing with bullying situations.
    Reference: 王玟璇(2019)。3D互動敘事中以穿戴式裝置與虛擬角色互動之機制設計。國立政治大學,臺北。
    李卓穎、楊士龍(2011)。高中職同儕間霸淩行為及其因應策略之研究─以花蓮地區為例。青少年犯罪防治研究期刊,3(1),81-131。
    李淑貞(譯)(2007)。O`Moore Mona & Minton Stephen James著。無霸淩校園-給學校、教師和家長的指導手冊。臺北市:五南。
    林良齊(2021年10月21日)。霸淩通報創近年新高 兒盟調查:僅2成遭網路霸淩者願意通報師長。中時新聞。線上檢索日期:2022 年 2 月 5 日。取自:
    https://www.chinatimes.com/realtimenews/20211021003573-260405?chdtv
    林維德(2019)。向霸淩說不!探究受害者與旁觀者在沉浸式虛擬實境中的同理表現。國立政治大學傳播學院傳播碩士學位學程碩士論文,臺北市。 取自https://hdl.handle.net/11296/cn4v69
    兒童福利聯盟文教基金會(2017)。2017年臺灣社會大眾校園霸淩經驗調查報告。臺灣:兒童福利聯盟文教基金會。
    https://www.children.org.tw/publication_research/research_report/2222
    兒童福利聯盟(2021)。2021臺灣兒少網路社交焦慮與網路霸淩經驗調查報告。取自:
    https://www.children.org.tw/publication_research/research_report/2267
    兒童福利聯盟文教基金會(2004)。國小兒童校園霸凌(bully)現象調查報告。
    取自:
    http://www.children.org.tw
    張秀如(2007)。國中生欺淩受害經驗之分析研究(碩士論文)。取自:https://hdl.handle.net/11296/4m34k5
    臺灣教育部(2021)。校園霸淩防制準則Q&A。臺灣:教育部。取自:
    https://bully.moe.edu.tw/details/184
    戰寶華(2011)。面對少子化與霸淩行為之學校具體因應策。二○一一教育行
    政與政策論壇論文集(頁 13-17)。嘉義:國立嘉義大學。
    魏麗敏和黃德祥(2003)。國中學校氣氛與校園欺淩行為及相關因素分析(計畫編號:NSC 91-2413-H-142-010)。臺北:行政院國家科學委員會。

    Alan Freedman(1991). The Computer Glossary: The Complete Illustrated Desk Reference. American Management Association, New York.
    Aldous Huxley (1932). Brave New World. Chatto & Windus.
    Alexander Hauptmann (1989). Speech and gestures for graphic image manipulation. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. March 1989, 241–245. https://doi.org/10.1145/67449.67496
    Alex W. Stedmon, Harshada Patel, Sarah C.Sharples, John R.Wilson (2011). Developing speech input for virtual reality applications: A reality based interaction approach. International journal of human-computer studies, 69(1-2), 3-8.
    Andreya Piplica, Chris DeLeon, Brian Magerko (2012). Gestural Interactions for Interactive Narrative Co-Creation. In Eighth Artificial Intelligence and Interactive Digital Entertainment Conference.
    BG Witmer, MJ Singer (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3) , 225-240.
    Brooks Gibbs (2014). How to Stop A Bully.
    https://www.youtube.com/watch?v=7oKjW1OIjuw
    C.Cruz-Neira (1993). Virtual Reality Overview. SIGGRAPH’93 Course, 23,
    1.1-1.18.
    Charlene Jennett, Anna L.Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, Alison Walton (2008). Measuring and defining the experience of immersion in games. International journal of human-computer studies, 66(9), 641-661.
    Chang Yuan Li, BaiHui Tang (2019). Research on Voice Interaction Technology in VR Environment. 2019 International Conference on Electronic Engineering and Informatics (EEI), pp. 213-216. doi: 10.1109/EEI48997.2019.00053.
    Christina Salmivalli, Jarkko Karhunen, Kirsti M.J. Lagerspetz (1996). How do the victims respond to bullying? Aggressive Behavior, 22(2), 99–109.
    Claudia Faita, Camilla Tanca, Andrea Piarulli, Marcello Carrozzino, Franco Tecchia, Massimo Bergamasco (2016). The Effect of Emotional Narrative Virtual Environments on User Experience. In International Conference on Augmented Reality, Virtual Reality and Computer Graphics (pp. 120-132). Springer, Cham.
    Daniel Arijon (1976). Grammar of the Film Language. Great Britain: Focal Press Limited.
    Daniel Hepperlea, Yannick Weiß, Andreas Siess, Matthias Wölfel (2019). 2D, 3D or speech? A case study on which user interface is preferable for what kind of object interaction in immersive virtual reality. Computers & Graphics 82 (2019), 321–331.
    Dan Olweus (1994). Annotation: Bullying at School: Basic Facts and Effects of a School Based Intervention Program. Child Psychology & Psychiatry & Allied Disciplines, 35(7), 1171–1190.
    Dan Olweus (1993). bullying at School - What We Know and What We Can Do.United Kingdom: Blackwell Pub.
    David Demirdjian, Teresa Ko, Trevor Darrell (2005). Untethered gesture acquisition and recognition for virtual world manipulation.Virtual Reality (2005), 8: 222–230.
    David Zeltzer (1992). Autonomy, Interaction, and Presence. Teleoperators and Virtual Environments. 1 (1): 127–132.
    Dong-Hee Shin (2017). The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality. Telematics and Informatics, 34(8), 1826–1836.
    https://doi.org/10.1016/j.tele.2017.05.013.
    Dong-Hee Shin(2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? Computers in Human Behavior, 78, 64–73.
    Dong-Hee Shin, Biocca, F. (2017). Exploring immersive experience in journalism. New Media & Society,20(8), 2800-2823.
    Dorota Kamińska, Tomasz Sapi´nski, Sławomir Wiak, Toomas Tikk, Rain Eric Haamer, Egils Avots, Ahmed Helmi, Cagri Ozcinar, Gholamreza Anbarjafari (2019). Virtual Reality and Its Applications in Education: Survey. Information,2019,10(10),318.
    Emily Salmon Wall (2021). An empirical study of virtual reality menu interaction and design. [Unpublished doctoral dissertation]. Mississippi State University.
    https://scholarsjunction.msstate.edu/td/5161
    Enfield, George (2007). Becoming the hero: The use of role-playing games in
    psychotherapy. In L. C. Rubin (Ed.), Using superheroes in counseling and play therapy (pp. 227–241). Springer.
    Ersilia Menesini, Marco Modena, Franca Tani (2009). Bullying and victimization in adolescence: Concurrent and stable roles and psychological health symptoms. Journal of Genetic Psychology, 170(2), 115–133.
    https://doi.org/10.3200/GNTP.170.2.115-134
    F.J. P. Sánchez (2004). Estudio de los Problemas de Convivencia Escolar en
    Estudiantes de Enseñanza Secundaria. [Unpublished doctoral dissertation]. Universidad de Málaga.
    http://hdl.handle.net/10630/2670
    Frederick P. Brooks, Jr (1999). What’s Real About Virtual Reality? IEEE Computer Graphics and Applications, 19(6), 16-27.
    Furlong Michael, Gale Morrison (2000). The School in School Violence: Definitions and Facts. Journal of Emotional and Behavioral Disorders, 8(2), 71–82. https://doi.org/10.1177/106342660000800203
    G.W. Fikkert (2010). Gesture Interaction at a Distance. Centre for Telematics and
    Information Technology (CTIT).
    https://doi.org/10.3990/1.9789036529730
    Gabriel Peñas, Federico Peinado (2017). Towards Basic Emotion Recognition using Players Body and Hands Pose in Virtual Reality Narrative Experiences. Published in CoSECivi 2017, Psychology, Computer Science.
    Geoff Marietta, Julianne Violaii,Nneka Ibekwei, Jessica Claremoni Hunter Gehlbachi (2015). Improving relationships through virtual environments: How seeing the world through victims’ eyes may prevent bullying. In annual meeting of American Educational Research Association, Chicago, IL.
    Gilad Ostrin, Jérémy Frey, Jessica R. Cauchard (2018). Interactive Narrative in Virtual Reality. MUM 2018 Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia, Nov 2018, Cairo, Egypt. 463-467.
    Gorini, Alessandra, Claret S Capideville, Gianluca De Leo, Fabrizia Mantovani,
    Giuseppe Riva (2011). The role of immersion and narrative in mediated presence: the virtual hospital experience. Cyberpsychology, Behavior, and Social Networking, 14 (3), 99-105.
    Grace Skrzypiec, Phillip Slee, Rosalind Murray-Harvey, Beatriz Pereira (2011). School bullying by one or more ways: Does it matter and how do students cope? School Psychology International, 32(3) 288–311.
    Faizan Haque, Mathieu Nancel, Daniel Vogel (2015). Myopoint: pointing and clicking using forearm mounted electromyography and inertial motion sensors. In: Proceedings of the 33rd annual ACM conference on human factors in computing systems. ACM, Seoul, Republic of Korea, pp 3653–3656.
    https://doi.org/10.1145/2702123.2702133
    H M Proshansky, W H Ittelson, L G Rivlin (1970). Environmental Psychology: Man
    and his Physical Setting. Holt, Rinehart and Winston, New York.
    Howard Rheingold (1991), Virtual Reality. Summit Books.
    Hui Liang, Jian Chang, Shujie Deng, Can Chen, Ruofeng Tong, Jian Jun Zhang (2016). Exploitation of multiplayer interaction and development of virtual puppetry storytelling using gesture control and stereoscopic devices. Computer Animation and Virtual Worlds. 2017; 28(5): e1727.
    https://doi.org/10.1002/cav.1727
    Huiyue Wu , Yu Wang, Jiali Qiu, Jiayi Liua ,Xiaolong(Luke) Zhang (2019). User-defined gesture interaction for immersive VR shopping applications. Behaviour & Information Technology 2019, Vol. 38, No. 7, 726–741.
    International Association for the Evaluation of Educational Achievement (2016).
    Progress in International Reading Literacy Study (PIRLS).
    Ivan E. Sutherland (1965). The ultimate display. In Proceedings of the IFIP Congress, 506-508.
    James Calvert, Rhodora Abadia (2020). Impact of immersing university and high school students in educational linear narratives using virtual reality technology. Computers & Education, 159, 104005.
    Jeffrey T. Hansberge,Chao Peng, Victoria Blakely, Sarah Meacham, Lizhou Cao & Nicholas Diliberti (1983). A Multimodal Interface for Virtual Information Environments. In International conference on human-computer interaction (pp. 59-70). Springer, Cham.
    Jonathan Steuer (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication 42(4): 73-93.
    Josh McCoy, Mike Treanor, Ben Samuel, Noah Wardrip-Fruin, Michael Meteas (2011). Comme il faut: A system for authoring playable social models. In Seventh Artificial Intelligence and Interactive Digital Entertainment Conference.
    Kate Hone, Chris Baber (2001). Designing habitable dialogues for speech-based interaction with computers. Int. J. Hum. Comput. Stud., 54, 637-662.
    DOI:10.1006/ijhc.2000.0456
    Katherine M.Ingram, Dorothy L.Espelage, Gabriel J.Merrin, Alberto Valido, Jennifer Heinhorst, Mary Joyce (2019). Evaluation of a virtual reality enhanced bullying prevention curriculum pilot trial. Journal of Adolescence. 2019 Feb,71:72-83.
    Ken Rigby, Dale Bagshaw (2003). Prospects of Adolescent Students Collaborating with Teachers in Addressing Issues of Bullying and Conflict in Schools.Educational Psychology. 23. 535-546.
    10.1080/0144341032000123787.
    Laurel, Brenda (1993). Computers as Theatre. Addison-Wesley Publishing Co.
    Leif P. Berg, Judy M. Vance (2017). Industry use of virtual reality in product design and manufacturing: a survey. Virtual Real, 21(1): 1–17.
    Leslie Haddon, Jane Vincent (2014). European children and their carer’s understanding of use, risks and safety issues relating to convergent mobile media. Report D4.1. Milano: Unicatt.
    Lewis R. Karl, Michael Pettey, Ben Shneiderman (1993). Speech versus mouse commands for word processing: an empirical evaluation. International Journal of Man-Machine Studies. 39(4): 667–687.
    Lisbeth Gravdal Kvarme, Sølvi Helseth, Berit Saeteren, Gerd Karin Natvig (2010). School children’s experience of being bullied-and how they envisage their dream day. Scandinavian Journal of Caring Sciences, 24, 791–798.
    DOI: 10.1111/j.1471-6712.2010.00777.
    Lubomir Ivanov, Nina Ramos (2020). “Bully”: A Virtual Reality Environment for Anti-Bullying Education. Paper presented at Association for the Advancement of Artificial Intelligence, America.
    Maria Kandaurova, Seung Hwan (Mark) Lee (2019). The effect of Virtual Reality (VR) on charitable giving: The role of empathy, guilt, responsibility, and social exclusion. Journal of Business Research, 100, 571–580.
    https://doi.org/10.1016/j.jbusres.2018.10.027.
    Maria Roussou (2001). The Interplay between Form, Story, and History: The Use of Narrative in Cultural and Educational Virtual.Proceedings of the International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling. September 2001, 181–190.
    https://dl.acm.org/doi/10.5555/646956.713635
    Maria Roussos, Hisham Bizri (1998). Medieval Labyrinth Narratives in Virtual Reality. Proceedings of 1st International Conference on Virtual Worlds, 373--383. France.
    Marie-Laure Ryan (2001). Narrative as Virtual Reality: Immersion and Interactivity
    in Literature and Electronic Media. Baltimore: Johns Hopkins UP.
    Marie-Laure Ryan (2009). From Narrative Games to Playable Stories Toward a Poetics of Interactive Narrative. Storyworlds: A Journal of Narrative Studies,1, 43-59.
    MC Green, KM Jenkins (2014). Interactive narratives: Processes and outcomes in user‐directed stories. Journal of Communication, 64 (3), 479-500.
    Mark O. Riedl, Vadim Bulitko (2013). Interactive Narrative: An Intelligent Systems Approach. Association for the Advancement of Artificial Intelligence, SPRING 2013, 67-77.
    Melissa K. Holt, Dorothy L. Espelage (2007). Perceived social support among bullies, victims, and bully-victims. Journal of Youth and Adolescence, 36, 984–994.
    https://doi.org/10.1007/s10964-006-9153-3
    Mel Slater, Sylvia Wilbur (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6): 603-616.
    M.K.D. Coomans, H.J.P. Timmermans (1997). Towards a Taxonomy of Virtual Reality User Interfaces. 1997 IEEE Conference on Information Visualization (Cat. No. 97TB100165), 279-284.
    Doi: 10.1109/IV.1997.626531.
    National Center for Educational Statistics (2019). Student Reports of Bullying: Results from the 2017 School Crime Supplement to the National Crime Victimization Survey. The USA.
    https://nces.ed.gov/pubs2019/2019054.pdf
    Organization for Economic Co-operation and Development (2016). Programme for
    International Students Assessment (PISA). London, United Kingdom.
    Oyewole Oyekoya, Jan Urbanski, Yaroslava Shynkar, Arifa Baksh, Margaret Etsaghara (2021). Exploring First-Person Perspectives in Designing a Role-Playing VR Simulation for Bullying Prevention: A Focus Group Study. Frontiers in Virtual Reality. September 2021(2), Article 67.
    Paul Naylor, Helen Cowie (1999). The effectiveness of peer support systems in challenging bullying in schools: The perspectives and experiences of teachers and pupils. Journal of Adolescence, 22, 467–479.
    Paul Naylor, Helen Cowie & Rosario del Rey (2001). Coping strategies of secondary school children in response to being bullied. Child Psychology and Psychiatry Review, 6 (3), 114–120.
    Paul O`connell, Debra Pepler, Wendy Craig (1999). Peer involvement in bullying: Insights and challenges for intervention. Journal of Adolescence, 22, 437–452.
    Peadar Donohoe (2019). Teachers Using Role-Play to Prevent Bullying. Int. J. bullying Prev. 1, 1–16.
    Pete Reid (1984). “Work Station Design”. Fundamentals of Human-Computer Interaction, Monk, A. (ed.), Academic Press,Orlando, Fl.
    Peter Standen,Jan Herrington (1997). Acumen: An interactive multimedia simulation based on situated learning theory. ASCILITE Conference 1997.
    Philip R Cohen,Sharon L. Oviatt (1995). The role of voice input for human-machine communication. Proceedings of the National Academy of Sciences, 92 (22), 9921-9927.
    Psious (2020). Virtual Reality for Bullying. Retrieved from
    https://www.youtube.com/watch?v=cugzCqvkXT0
    Robb Lindgren (2012). Generating a learning stance through perspective-taking in a virtual environment. Computers in Human Behavior. July 2012, 28(4), 1130-1139.
    Doi: 10.1016/j.chb.2012.01.021
    Rosselet, J. G., & Stauffer, S. D. (2013). Using group role-playing games with gifted children and adolescents: A psychosocial intervention model. International Journal of Play Therapy, 22(4), 173–192.
    The U.S. Department of Health and Human Services (2017). What Kids Can Do.
    Washington, D.C. https://www.stopbullying.gov/resources/kids#bullied
    Rasnika Amra, Shalini Agarwal (2019). Contributing Factors Leading Bullying Among Children. International Journal of Recent Scientific Research, 10(9), 34777-34780, September.
    Richard A. Bolt (1980). ‘Put-that-there’: voice and gesture at the graphics interface. In Proceedings of the 7th Annual Conference on Computer Graphics and Interactive Techniques. 14(3), 262–270.
    https://doi.org/10.1145/965105.807503
    Robert B. Brooks (1999). “Creating a Positive School Climate: Strategies for Fostering Self-Esteem, Motivation and Resilience,” in Educating Minds and Hearts: Social Emotional Learning and the Passage into Adolescence. Editor J. Cohen, 158–170.
    Ruth Aylett, Sandy Louchart, João Dias, Ana Paiva, Marco Vala (2005). Fearnot !: An experiment in emergent narrative. the Fifth International Conference on Intelligent Virtual Agents(Kos, Greece, September 12-14, 2005). Springer-Verlag, London, 305-316.
    Ruth B. Ekstrom, Margaret E. Goertz, Judith M. Pollack, Donald A. Rock (1986). Who Drops Out of High School and Why? Findings from a National Study. Teach. Coll. Rec.87, 356–373.
    Samantha W. Bindman, Lisa M. Castaneda, Mike Scanlon, Anna Cechony (2018). Am I a Bunny? The Impact of High and Low Immersion Platforms and Viewers’ Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, April 2018, 457,1–11.
    Shafaq Irshad, Andrew Perkis (2020). Increasing User Engagement in Virtual Reality: The Role of Interactive Digital Narratives to Trigger Emotional Responses. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (NordiCHI `20). Association for Computing Machinery, New York, NY, USA, Article 106, 1–4. https://doi.org/10.1145/3419249.3421246
    Sharmistha Mandal (2013). Brief Introduction of Virtual Reality & its Challenges. International Journal of Scientific & Engineering Research, 4(4), 304-309.
    Sharon Oviatt (1997). Mulitmodal interactive maps: Designing for human performance. Human–Computer Interaction, 12(1-2), 93-129.
    DOI:10.1207/S15327051HCI1201
    Stefan Kopp, Paul Tepper, Justine Cassell (2004). Towards integrated microplanning of language and iconic gesture for multimodal output. In Proceedings of the 6th international conference on Multimodal interfaces, 97-104.
    https://doi.org/10.1145/1027933.1027952
    Steve Aukstakalnis, David Blatner (1992). Silicon Mirage; The Art and Science of Virtual Reality. Peachpit Press 2414 Sixth St. Berkeley, CA, United States.
    Sundar, Shyam, Jeeyun Oh, Hyunjin Kang, Akshaya Sreenivasan (2013). How does technology persuade? Theoretical mechanisms for persuasive technologies. The Sage handbook of persuasion: Developments in theory and practice. 388-404.
    Sushmita Mitra, Tinku Acharya (2007). Gesture Recognition: A Survey. IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applicationa and Reviews), 2007, 37(3): 311-324.
    Sveriges Utbildningsradio (2016). UR: Bullying in Virtual Reality - 360 video. Retrieved from: https://vimeo.com/212007651
    Teeroumanee Nadan, Vassil N. Alexandrov, Jamieson Ronan, Kimberly A Watson (2011). Is virtual reality a memorable experience in an educational context? Int. J. Emerg. Technol. Learn. 2011, 6, 53–57.
    Thormod Idsoe, Atle Dyregrov, Ella Cosmovici Idsoe (2012). Bullying and PTSD symptoms. Journal of Abnormal Child Psychiatry, 40, 901–911.
    Tomoyuki Kanetsuna, Peter K Smith, Yohji Morita (2006). Coping with bullying at school: Children’s recommended strategies and attitudes to school-based interventions in England and Japan. Aggressive Behavior, 32, 570–580.
    UNESCO Institute for Statistics (2018). New SDG 4 Data on Bullying. Paris: UNESCO.
    United Nations Educational, Scientific and Cultural Organization (2019). Behind the numbers: Ending school violence and bullying. Paris: United Nations Educational, Scientific and Cultural Organization.
    Vogel D, Balakrishnan R (2005). Distant freehand pointing and clicking on very large, high resolution displays. Proceedings of the 18th annual ACM symposium on user interface software and technology. ACM, Seattle, WA, USA, pp 33–42.
    Woodrow Barfield, Kevin M Bairda, Ove J Bjorneseth (1998). Presence in virtual environments as a function of type of input device and display update rate. Displays, 19, 91-98.
    World Health Organization (2017). Global School-based Student Health Survey.
    Yang Li, Jin Huang, Fang Tian, Hong-An Wang, Guo-Zhong Dai (2019). Gesture
    interaction in virtual reality. Virtual Reality & Intelligent Hardware. 1(1): 84-112.
    Description: 碩士
    國立政治大學
    數位內容碩士學位學程
    109462020
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0109462020
    Data Type: thesis
    Appears in Collections:[數位內容碩士學位學程] 學位論文

    Files in This Item:

    File Description SizeFormat
    202001.pdf2646KbAdobe PDF20View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback