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研究生: 許湞婷
論文名稱: 大腦處理資訊能力之定量測量-線上拼圖遊戲的應用
Quantitative Measurements of Brain's Power in Processing Information Using an Online Puzzle Game
指導教授: 陳啟明
學位類別: 碩士
Master
系所名稱: 物理學系
Department of Physics
論文出版年: 2007
畢業學年度: 95
語文別: 中文
論文頁數: 64
中文關鍵詞: 線上遊戲拼圖訊息處理認知
英文關鍵詞: online game, puzzle, jigsaw puzzle, information process
論文種類: 學術論文
相關次數: 點閱:167下載:33
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  • 大腦是一個複雜、精密和動態的神經網絡,能夠有效率的處理大量的訊息。訊息處理的流程與拼圖的過程相似,都是將帶有訊息的碎片排列、組合。因此,我們提出一個新穎的測量方法以研究大腦如何處理訊息,藉由拼圖線上遊戲和統計分析方法探討人類處理顏色和圖像訊息的能力。
    從國小到研究所,合計有1483位學生參與本實驗,年齡介於7歲到30歲之間。實驗結果發現完成拼圖的時間(T)與拼圖分割的塊數(N)成正冪次方關係,即T ~ N λ,拼圖過程中嘗試的次數也與塊數成正冪次方關係,C ~ N λ’,其中λ和 介於1.1到2之間,數值大小與圖像處理能力相關。研究發現學童處理圖像資訊的能力隨著年紀增加而下降,而且女學童處理大量訊息的能力明顯優於男學童。經由歷程分析得以觀察複雜圖像訊息的處理順序。
    透過本研究方法,人類大腦的運作機制、顏色與圖像訊息處理流程得以測量,未來也能應用在兒童認知發展與老年人智能退化等相關議題研究。

    Cognition is a complex process, which involves memories, information processing, and knowledge acquiring and retrieving. A cognitive process is similar to solving a puzzle by correctly combining all pieces of information. We report an original method to study quantitatively the cognitive process of the human brain using a push-fit puzzle. A statistical model has been constructed to analyze the ability in processing large amount of information about the recognition of color and shape, as well as the response time to change from one state to another in solving puzzle.
    There are 1483 students of age between 7 and 30 participated in this experiment. Our results reveal a power-law relation between average time (T) and number of pieces (N), as well as that between average number of attempted trails (C) and N. In other words, we have relations T ~ N λ and C ~ N λ’, where λ and λ’ are in the range from 1.1 to 2, indicating the brain’s power in processing information. A linear decline in the perception of color and pattern with age has been found. The response time to change from one configuration state to another is found to be inversely proportional to age square. Our results also show that female students tend to handle large amount of information more efficiently than male students. A prevailing path to reach the desired state in solving puzzles has also been observed.
    Due to the sensitivity of our method, such experiments could be useful in studying the age-related development or degeneration of the human brain in the recognition of color and graphical pattern.

    第一章 緒論 …………………………………………………………… 1 第一節 研究動機 ……………………………………………………… 1 第二節 研究目的 ……………………………………………………… 2 第三節 研究問題 ……………………………………………………… 2 第四節 名詞界定 ……………………………………………………… 2 第五節 研究限制 ……………………………………………………… 3 第六節 研究架構 ……………………………………………………… 3 第二章 文獻探討 ……………………………………………………… 4 第一節 Puzzle的起源與發展 ………………………………………… 4 第二節 視知覺過程 …………………………………………………… 5 第三節 色彩量化 ……………………………………………………… 11 第四節 解決問題 ……………………………………………………… 12 第三章 研究方法 ……………………………………………………… 17 第一節 研究設計 ……………………………………………………… 17 第二節 研究對象 ……………………………………………………… 18 第三節 研究工具 ……………………………………………………… 19 第四節 資料處理與分析 ……………………………………………… 22 第五節 研究步驟 ……………………………………………………… 23 第四章 整體表現研究結果與討論 …………………………………… 26 第一節 拼圖記錄整體表現之回歸分析 ……………………………… 26 第二節 遊戲時間與嘗試次數的關連 ………………………………… 42 第三節 遊戲歷程研究 ………………………………………………… 48 第五章 結論與展望 ……………………………………………………… 55 第一節 結論 …………………………………………………………… 55 第二節 展望 …………………………………………………………… 55 附錄1 …………………………………………………………………… 57 參考文獻 ………………………………………………………………… 61

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