李峻德
Lee, Jim Jiunde・人文藝術與社會學院・傳播研究所
碩士平均畢業時長
3.60 年
中位數 3.32 年・46 人
在職專班平均畢業時長
3.37 年
中位數 2.94 年・3 人
收錄論文
51 篇
100–115 學年度
全校中位數(供對照)
碩士 2.10・在職專班 2.08 年
畢業時長趨勢
每學年度畢業人數
只計入有論文收錄的畢業生;中途休學或更換指導教授的學生不會出現在這裡。
研究關鍵字
trustEnjoyment聊天機器人社會支持Social Support動機工作坊社會臨場感Social Presence信任擴增實境Augmented Reality使用性Usability自我一致性International students信任感Cultural ProbeUser Experience自我決定論享樂感Self-Determination Theory同理心empathy空間知識Spatial Knowledge運動自我效能遊戲化享樂性WorkshopGamificationSocial InteractionVisceral LevelReflective LevelUX管理UX management文化探針Cognitive loadSocial Context外向性Extraversion使用性測試Usability testing情緒Emotion認知風格情緒設計emotional designMMORPGAI 隊友
想看最新的研究方向與計畫經費,也可以查政府研究計畫(GRB)。
指導論文
| 學年度 | 論文 | 學制 | 入學 | 提交日期 | 畢業時長 |
|---|---|---|---|---|---|
| 115 | Exploring the Effects of AI Teammates' Multidimensional Self-Consistency on Sense of Co-presence and Team Flow in MMORPGs 傳播研究所 MMORPG、AI 隊友、自我一致性、共在感、團隊心流、人機協作、AI companions、co-presence、human–AI collaboration、MMORPGs、selfcongruity、team flow | 碩士 | 111 | 2026-10-20 | 4.22 年 |
| 114 | Effects of Game Difficulty, Perceived Challenge, Gaming Skill, and State Fear on Flow in VR Survival Horror Games 傳播研究所 心流、遊戲難度、感知挑戰感、主觀恐懼感、生存恐怖遊戲、虛擬實境、Flow、Game Difficulty、Perceived Challenge、Subjective Fear、Survival Horror Game、Virtual Reality | 碩士 | 111 | 2026-06-03 | 3.84 年 |
| 114 | Can Generative AI Chatbots Effectively Provide Social Support and Influence Subjective Well-being and User Experience Among Cross-cultural Users: The Case of Replika 傳播研究所 國際學生、聊天機器人、主觀幸福感、知覺社會支持、人機友誼、跨文化壓力、International students、AI Chatbot、subjective well-being、perceived social support、human–AI friendship、acculturative stress | 碩士 | 110 | 2025-10-08 | 4.19 年 |
| 114 | The Impact of Chatbot Self-Congruence on Algorithm Aversion 傳播研究所・共同指導:羅仕宇 自我一致性、擬人化、性別一致性、表情符號、感知同理心、信任感、演算法厭惡、人機互動、self-congruence、anthropomorphism、gender congruence、emoji、perceived empathy、trust、algorithm aversion、human–computer interaction | 碩士 | 111 | 2025-08-18 | 3.05 年 |
| 113 | A Study on the Effects of Plot Types in Interactive Narrative Games on Narrative Immersion, Character Identification, and Attitudes 傳播研究所 互動敘事、互動數位敘事、敘事遊戲、情節類型、遊戲敘事沈浸、⾓⾊認同、態度轉變、interactive narrative、interactive digital narrative、narrative games、plot types、narrative immersion in game、character identification、attitude change | 碩士 | 108 | 2025-08-27 | 6.07 年 |
| 113 | Exploring the Support of Conversational AI for Solo Travelers' Needs: An Analysis of Solo Travel Interaction Experience Under the TCP Model and Recommendations for Custom Prompt Design 傳播研究所 獨自旅行、對話式人工智慧、社會支持、自定義指令設計、探針包、旅行動機、使用者體驗、Solo Travel、Conversational AI、Social Support、Cultural Probe、Travel Motivation、User Experience、Prompt Design | 碩士 | 110 | 2025-07-21 | 3.97 年 |
| 112 | How Different Creation Tools Impact The User's Creative Self-Efficacy and Enjoyment through the Lens of Self-Determination Theory: An Exploration Study of the Tools Design in Sandbox Game “Animal Crossing: New Horizons” 傳播研究所 沙盒遊戲、創作工具、自我決定論、創意自我效能、享樂感、Sandbox game、Creation tool、Self-Determination Theory、Creative Self-Efficacy、Enjoyment | 碩士 | 109 | 2023-12-27 | 3.40 年 |
| 112 | Perceived Social Support and Empathy: Design Issues of Woebot in Alleviating Stress Among International Students in Taiwan 傳播研究所 國際生、聊天機器人、日常壓力、社會支持、同理心、international students、chatbots、daily stress、social support、empathy | 碩士 | 109 | 2023-11-23 | 3.31 年 |
| 112 | 360° Campus Navigation Study: Effects of Agent-Based and Map Navigation Aids on Spatial Knowledge, Engagement, Curiosity and Behavioral Intention 傳播研究所 360°校園導覽、導覽輔助、空間知識、投入度、好奇心、探索意圖、360° Campus Navigation、Navigation aid、Spatial Knowledge、Engagement、Curiosity、Behavior Intention | 碩士 | 110 | 2023-11-09 | 2.27 年 |
| 112 | Improving the user technology experience of middle-aged and elderly users in the care field-Taking the differentiation of virtual avatars to explore social support as an example. 理學院碩士在職專班-科技與數位學習組 人口老化、中高齡科技使用者經驗、虛擬化身設計、社會支持、互動主題、population aging、user experience for middle-aged、avatars design、social support、discussion topics | 碩士在職專班 | 107 | 2023-11-05 | 5.26 年 |
| 111 | The Effects of Avatar Customization and Different Levels of Health Responsibility on Player’s Self-Identity, Exercise Self-Efficacy, and Exercise Intentions in Exergame 理學院科技與數位學習學程 體感運動遊戲、化身、客製化、玩家自我認同、運動自我效能、Exergame、Customization、Player Self-Identity、Exercise Self-Efficacy | 碩士在職專班 | 109 | 2023-07-11 | 2.94 年 |
| 111 | A Study of Mobile Campus Touring Application and Virtual Character 傳播研究所 校園導覽、行動導覽、虛擬角色、易用性測試、適地性服務、Campus Guidance Application、Mobile Touring Application、Virtual Character、Usability test、Location-based service | 碩士 | 109 | 2023-06-21 | 2.89 年 |
| 111 | Technology and Art Integration: Exploring the Effects of Immersive Experience on Audience’s Attitude in Art Exhibitions 傳播研究所・共同指導:羅禾淋 沉浸式藝術展覽、沉浸體驗、S-O-R模型、觀眾態度、immersive art exhibition、flow experience、S-O-R model、audience's attitude | 碩士 | 109 | — | 無法計算 |
| 110 | The Team-building Design Elements of Team-based Mobile Games in Affecting the Player’s Team Flow Experience 傳播研究所 團隊建立、團隊流體驗、團隊流形成階段、遊戲設計元素、Team Building、Team Flow Experience、Team Flow Roadmap、Game design element | 碩士 | 107 | 2022-10-24 | 4.23 年 |
| 110 | Study on the Integration of ARCS Motivation Strategy & Scaffolding Learning Applying in Narrative Camp- A Case Study in Elementary Student-Athlete Team 傳播研究所 敘事、ARCS動機模型、鷹架、動機、narrative、ARCS motivation model、learning scaffolding、motivation | 碩士 | 105 | 2022-10-24 | 6.23 年 |
| 110 | The Study of The Influence on The Communication Experience Quality and Creative Thinking for Design Novice by Using LEGO As a Design Tool: A Case Study of FinTech APP Design. 傳播研究所 設計思考、發散性思維、創造力、溝通體驗品質、設計新手、工作坊、LEGO、Design Thinking、Divergent Thinking、Creativity、Quality of Communication experience、Design Novice | 碩士 | 105 | 2022-10-21 | 6.22 年 |
| 110 | A Design Research and Exploration of Using the Board Game in Facilitating the Co-creation Workshop 傳播研究所 工作坊、遊戲化、桌上型遊戲、享樂性、溝通效率、Workshop、Gamification、Board Game、Enjoyment、Communication Efficiency | 碩士 | 105 | 2022-10-18 | 6.21 年 |
| 110 | Online Social Interaction: The Influence of AR filters, Social Context, and Personality on Social Emotion 傳播研究所 線上社會互動、線上視訊、AR濾鏡、社交情緒、EASI理論、Social Interaction、Video Call、AR Filters、Social Emotion、EASI model | 碩士 | 107 | 2022-10-13 | 4.20 年 |
| 110 | Persona Design Research of Campus Health Consultation Chatbot: The Perspectives of Social Presence and Trust 傳播研究所 共創設計工作坊、健康諮詢聊天機器人、社會臨場感、信任感、Co-creation Workshop、Metal Health Consultation Chatbot、Social Presence、Trust | 碩士 | 106 | 2022-09-25 | 5.15 年 |
| 110 | An Exploration of Horror Elements and the Game Quest Design : Sensation Seeking Style, Enjoyment and Self-efficacy 傳播研究所 恐怖電玩遊戲、感官刺激尋求、感知、恐懼、自我效能、享樂感、horror video game、sensation seeking、perception、fear、self-efficacy、Enjoyment | 碩士 | 108 | 2022-07-19 | 2.97 年 |
| 110 | An Exploratory Study on the Trust Beliefs of Conversational Agent for Information Services in the Medical Context 傳播研究所 信任、聊天機器人、信任信念、醫療資訊服務、trust、chatbot、trust beliefs、medical informational services | 碩士 | 108 | 2022-03-08 | 2.60 年 |
| 109 | The Effects of the Emotional Design Elements of Comforting Mobile Games in the User's Perceived Healing and Self-Acceptance 傳播研究所 療癒系、情緒設計三層次、自我接納、白帽核心動力、Healing、Visceral Level、Behavior Level、Reflective Level、Self-Acceptance、White Hat Gamification Design | 碩士 | 107 | 2020-11-05 | 2.26 年 |
| 107 | UX Design Management: Type of Management Systems and Communication Strategies in Taiwan Technology Industry 傳播研究所 UX管理、設計組織管理、管理系統理論、領導、組織管理、UX management、Design team management、Management systems、Leadership、Communication | 碩士 | 103 | 2019-08-03 | 5.00 年 |
| 107 | An Exploration of the User Experience Factors in Mechanical Keyboard from the Perspective of Visceral Level, Behavioral Level and Reflective Level 理學院科技與數位學習學程 機械鍵盤、情感設計、使用者經驗、舊世代產品、玩家分類、電子競技、Mechanical keyboard、Emotinal design、User experience、Old generation products、Player classification、e-sport | 碩士在職專班 | 106 | 2019-06-30 | 1.91 年 |
| 107 | An Exploration of Gamification Elements in the Design and Application of Cultural Probes 傳播研究所 文化探針、遊戲化、遊戲化八角框架、自我揭露、享樂性、Cultural probes、Gamification、Octalysis、Self-disclosure、enjoyment | 碩士 | 105 | 2019-06-29 | 2.91 年 |
| 107 | The Impacts of Persona Presentation Types on Empathy and Memory effect 傳播研究所 人物誌、同理心、呈現型式、記憶效果、認知負荷量、Persona、Empathy、Presentation type、Memory、Cognitive load | 碩士 | 105 | 2018-11-26 | 2.32 年 |
| 105 | An Analysis Study of a Participatory Design Workshop: From the Perspectives of Communication Strategies and Tools 傳播研究所 參與式設計、工作坊、導引、溝通經驗、Participatory design、Workshop、Facilitation、Communication experience | 碩士 | 102 | 2017-09-06 | 4.10 年 |
| 105 | A Study of the Relationship between Social Context, Sticker Interpretation and Social Presence in LINE 傳播研究所 LINE貼圖、社會臨場感、非語言訊息、符號解讀、對話情境、LINE Sticker、Social Presence、Nonverbal Cues、Sign Interpretations、Social Context | 碩士 | 102 | 2017-07-27 | 3.99 年 |
| 105 | The Impacts of Navigability and Modality on Media Credibility and Technology Trust in the Picture-Based Social Media 傳播研究所 Instagram、圖片、媒體可信度、視覺符號學、Picture、Media credibility、Semiotics | 碩士 | 103 | 2017-03-20 | 2.63 年 |
| 105 | Aggregated Information: Approaching Information-seeking Motivations, Communicative Styles and Behavior-intention. 傳播研究所 懶人包、說服設計、動機、資訊尋求、Aggregated information、Persuasive design、Motivations、Information-seeking | 碩士 | 103 | 2017-03-16 | 2.62 年 |
| 105 | Exploring quests and challenges in the perspective of Player Experience of Need Satisfaction – League of Legends 傳播研究所 玩家經驗需求滿足度、任務、挑戰、英雄聯盟、遊戲平衡、玩家經驗、PENS、quest、challenge、game balancing、MOBA games、Player Experience | 碩士 | 103 | 2017-03-10 | 2.61 年 |
| 105 | A study of Gamification Awareness, Sport Motivation, and Sport Self-efficacy. 傳播研究所 遊戲化感知、自我決定論、運動動機、運動自我效能、Gamification awareness、Self-determination theory、sport motivation、sport self efficacy | 碩士 | 103 | 2017-03-08 | 2.60 年 |
| 105 | The Effects of Social Tool on Interpersonal Attraction: A Case Study of Augmented Reality using on Business Cards 傳播研究所 人際吸引、擴增實境、名片、Interpersonal attraction、Augmented Reality、Business card | 碩士 | 101 | 2016-01-12 | 3.45 年 |
| 104 | The Design Factors of Affecting the Initial Trust for the Graphic Posts in Visual Social Media 傳播研究所 圖像社交網站、初始信任感、設計因素、外向性、Visual social media、Initial trust、Design factor、Extraversion | 碩士 | 101 | 2016-03-30 | 3.66 年 |
| 104 | The Management Model Development of User Experience Design in Organization -A Case Study for Taiwan Technology Industry 傳播研究所 UX管理、使用者經驗設計、企業UX成熟度模型、活動理論、TUXM、UX management、User experience design、Activity theory、Corporate User-Experience Maturity Model | 碩士 | 102 | 2016-02-15 | 2.54 年 |
| 104 | The Effects of Travel Style and Reality Game-based Environment in Travel Experience and Perceived Value 傳播研究所 擴增實境遊戲、遊憩體驗、策略體驗模組、知覺價值、Augmented reality game、Leisure experience、Experiential model、Perceived value | 碩士 | 102 | 2016-01-25 | 2.48 年 |
| 104 | Social Context and Personality toward the Usage of Stickers in LINE 傳播研究所 人格特質、外向性、即時通訊、社交情境、神經質、貼圖、Extraversion、Instant Messenger、Neuroticism、Personality、Sticker、Social context | 碩士 | 101 | 2015-10-19 | 3.21 年 |
| 104 | The Usability Study of Taiwanese Aboriginal Digital Archival Website 傳播研究所 數位典藏、原住民網站、使用性、使用性測試、Digital archives、Aboriginal website、Usability、Usability testing | 碩士 | 98 | 2015-10-04 | 6.17 年 |
| 103 | An Exploration of the Visual Aesthetic Effects on the User’s Trust: A Case Study of Mobile Shopping Websites 傳播研究所 手機購物網站、信任、使用性、視覺美感、情緒、Mobile shopping websites、Trust、Usability、Visual aesthetic、Emotion | 碩士 | 98 | 2015-12-07 | 6.35 年 |
| 103 | The Design Factors to Impact Trust on the Process of Collaborative Consumption – Peer-to-Peer Lending and Buying with Others 傳播研究所 協同消費、分享經濟、信任、互借、合買、Collaborative consumption、Sharing economy、Trust、Peer-to-peer lending、Buying with others | 碩士 | 100 | 2015-03-03 | 3.59 年 |
| 103 | An Exploration Study of Augmented Reality in Social Interaction 傳播研究所 擴增實境、感知娛樂、社會臨場感、第三場域、社群涉入、Augmented reality、perceived playfulness、social presence、the third places、community involvement | 碩士 | 101 | 2015-02-03 | 2.51 年 |
| 102 | The Effects of Iconic-based Query Interface and Cognitive Styles in Vague Information Search 傳播研究所 圖示查詢介面、模糊資訊搜尋、認知風格、Iconic-based Query Interface、Vague Information Search、cognitive styles | 碩士 | 99 | 2013-12-04 | 3.34 年 |
| 102 | An Exploratory Study on Smartphone in Three Levels of Emotional Design 傳播研究所 情緒設計、手機使用者經驗、認知風格、理性與感性、emotional design、cellphone user experience、cognitive style、thinking and feeling style | 碩士 | 99 | 2013-12-04 | 3.34 年 |
| 102 | A Case Study of Developing A Mobile Application for Affecting Computing in the Live Music Show Environment 傳播研究所 Android App、情緒、手部動作、情感運算、沉浸、使用性、Emotion、Hand Movement、Affective Computing、Immersion、Usability | 碩士 | 100 | 2013-12-04 | 2.34 年 |
| 102 | The Effect of Field of View in 3D Simulation Games on Players’ Gaming Experiences and Task Performances 傳播研究所 幾何視野、鏡頭、認知負荷、焦慮狀態、Geometric field of view、Camera lens、Cognitive load、Anxiety | 碩士 | 100 | 2013-12-01 | 2.34 年 |
| 102 | The Effect of Augmented Reality in Language Learning Motivation 傳播研究所 學習動機、擴增實境、文化探針、Learning Motivation、Augmented Reality、Cultural Probe | 碩士 | 99 | 2013-11-29 | 3.33 年 |
| 101 | Social Networking Platforms and User Experience Research 傳播研究所 網路社群、動機、人際發展、社群平台、人際互動、Internet social networks、Motives、Social relationship development、Social Networking Services、Social interaction | 碩士 | 99 | 2013-03-22 | 2.64 年 |
| 100 | The Effects of Structural Metaphors and Wayfinding Strategies on Spatial Knowledge Construction: The Case of Google Earth Street View 傳播研究所 尋路策略傾向、隱喻、空間知識、認知地標、混合實境、wayfinding strategies、metaphor、spatial knowledge、cognitive landmark、mixed reality | 碩士 | 98 | 2012-09-17 | 3.13 年 |
| 100 | A Study of the Emotional Design Factors of E-reader: From the Perspect of Reading Motivation 傳播研究所 電子書閱讀器、閱讀動機、情緒設計、本能層次、行為層次、反思層次、e-reader、reading motivation、emotional design、visceral level、behavioral level、reflective level | 碩士 | 98 | 2012-06-11 | 2.86 年 |
| 100 | A Study of Mobile Phone Menu Architecture and Interface: Perspectives of Situation Model and Cognitive Decline 傳播研究所 中高齡、情境模式、圖示隱喻、認知衰退、整體隱喻、mid-elderly-aged、situation models、iconic metaphor、cognitive decline、integral metaphor | 碩士 | 98 | 2011-10-12 | 2.20 年 |
| 100 | Usability Evaluation and Analysis for Online Stock Trading System in Taiwan 傳播研究所 電子商務、網路下單、使用性評估、使用性測試、專家評估法、E-commerse、online stock trading、usability evaluation、usability testing、heuristic Evaluation | 碩士 | 97 | — | 無法計算 |