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1112026-10-204.22 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1112026-06-033.84 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1102025-10-084.19 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1112025-08-183.05 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1082025-08-276.07 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1102025-07-213.97 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1092023-12-273.40 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1092023-11-233.31 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1102023-11-092.27 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1072023-11-055.26 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1092023-07-112.94 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1092023-06-212.89 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1072022-10-244.23 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1052022-10-246.23 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1052022-10-216.22 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1052022-10-186.21 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1072022-10-134.20 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1062022-09-255.15 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1082022-07-192.97 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1082022-03-082.60 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1072020-11-052.26 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1032019-08-035.00 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1062019-06-301.91 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1052019-06-292.91 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1052018-11-262.32 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1022017-09-064.10 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1022017-07-273.99 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1032017-03-202.63 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1032017-03-162.62 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1032017-03-102.61 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1032017-03-082.60 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1012016-01-123.45 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1012016-03-303.66 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1022016-02-152.54 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1022016-01-252.48 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1012015-10-193.21 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982015-10-046.17 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982015-12-076.35 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1002015-03-033.59 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1012015-02-032.51 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992013-12-043.34 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992013-12-043.34 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1002013-12-042.34 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1002013-12-012.34 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992013-11-293.33 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992013-03-222.64 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982012-09-173.13 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982012-06-112.86 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982011-10-122.20 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