中文题名: | 基于多目标追踪范式的视觉认知游戏平台(APP)的开发与应用 |
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保密级别: | 公开 |
论文语种: | 中文 |
学科代码: | 045400 |
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学生类型: | 硕士 |
学位: | 应用心理硕士 |
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学位年度: | 2018 |
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提交日期: | 2018-06-08 |
答辩日期: | 2018-05-24 |
外文题名: | DEVELOPMENT AND APPLICATION OF VISUAL COGNITIVE GAME PLATFORM (APP) BASED ON MULTIPLE OBJECTIVE TRACKING PARADIGM |
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中文摘要: |
本研究基于认知心理学领域的多目标追踪实验范式设计了一个视觉认知游戏平台(APP),目的在于将视觉认知的实验任务以手机为媒介运用到大众的日常生活当中,并通过后台的数据分析验证该游戏平台的可用性。本研究分别设计了三款游戏。游戏一是以经典的多目标追踪任务为原型,用户可通过对特定目标进行注意追踪,以用户报告追踪目标方位的正确率来作为考量他们认知水平的重要指标。游戏二是在经典的多目标追踪任务基础上,加入手指尖的操作,要求用户对单一保护目标的运动方向进行手动控制,在控制保护目标的同时应及时避免与其他对象和屏幕边缘相碰撞,以用户对保护目标的保护时长来作为考量用户手眼协调灵活性的重要指标。游戏三与游戏二相似,二者的不同之处在于游戏三要求用户对多个保护目标的运动方向进行控制,同样以用户对保护目标的保护时长来作为考量用户手眼协调灵活性的重要指标。本研究从实验设计方面,将原始的实验室研究(电脑)转移至移动设备(手机),实现了心理学实验载体的创新。本研究得出以下七个结论:(1)本研究发现少数用户可追踪8个运动目标,大部分用户可追踪6个运动目标。(2)当目标运动速度保持不变时,追踪目标的数量越多,难度越大,对用户的认知水平要求越高。(3)当追踪目标数量保持不变时,追踪目标运动的速度越快,难度越大,对用户的认知水平要求越高。(4)当追踪目标数量为4时,用户的性别很可能会影响他们的多目标追踪成绩。(5)当追踪目标数量为4时,用户的年龄和教育水平均对多目标追踪的成绩产生影响。(6)用户的专业对其多目标追踪的成绩没有影响。(7)游戏频率和游戏时长均未对用户的多目标追踪成绩产生影响。
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外文摘要: |
This study designed a platform of visual cognitive game, which is based on the experimental paradigm of Multiple Object Tracking in the field of cognitive psychology. The purpose of designing the platform is to apply the classic experimental task of visual cognition to people’s daily life with the mobile phones as the medium. The availability of the game platform is verified through an analysis of users’ data from the background. The platform included three games. The first game comes from the classic experimental paradigm of Multiple Object Tracking. Users can track the specific moving targets during the identical distractors, and their accuracy of identifying the targets’ location is taken as an important indicator of their cognitive ability. The second game is also based on the paradigm of Multiple Object Tracking, and at the same time, the operation of finger–tip is added. Users need to control the direction of a single protected object’s movement, avoiding its collision with other objects and edges of the screen. Users’ protection duration is seen as an important index of the flexibility between hands and eyes. The third game is similar to the second one. The only difference between them is that the third game requires users to control the directions of multiple protected objects’ movement. Also, users’ protection duration is seen as an important standard to evaluate the flexibility between hands and eyes. The present study is meaningful for it has transferred the classic experimental apparatus (computers) to mobile devices (mobile phones). The study draws seven conclusions: (1) This study found that minority users can track 8 moving targets and most users can track 6 moving targets . (2) When the moving speed of the objects remains constant, the greater the number of tracking objects, the harder the tracking task, the higher cognitive ability of users that is required. (3) When the number of tracking objects remains constant, the faster the tracking objects moves, the harder the tracking task, the higher cognitive ability of users that is required. (4) When the number of tracking objects is 4, users’ gender has a marginal difference in the impact on their results of multiple objects tracking. (5) When the number of tracking objects is 4, users’ age and education level have an impact on their performance of the multiple objects tracking. (6) The majors of the users do not have an impact on their performance of the multiple objects tracking. (7) Users’ frequency and length of playing other games have no impact on their multiple objects tracking performance.
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参考文献总数: | 0 |
馆藏号: | 硕045400/18038 |
开放日期: | 2019-07-09 |