|
[1] 黃裕雄、許素朱(2015)。〈非接觸電容之可觸握行動手機介面在跨界展示科技之研究〉。第二屆國際科技藝術學術研討會,台灣台南市,2015年12月4日。 [2] Liu, S. T., Hsu, S. C., & Huang, Y. H. (2020). “Data Paradigm Shift in Cross-Media IoT System”. Paper presented at International Conference on Human-Computer Interaction (HCII2020), Copenhagen, Denmark. [3] 未來創意互動實驗室(FBI Lab)。2019印象清華—躍介科技藝術節。台灣新竹市。http://techart.nthu.edu.tw/?p=3274(2021年8月5日瀏覽) [4] Gonzalez, H. B., & Kuenzi, J. J. (2012). “Science, technology, engineering, and mathematics (STEM) education: A primer”. Congressional Research Service, Library of Congress, Washington, DC, USA. [5] Feldman, A. (2015). “STEAM Rising: Why we need to put the arts into STEM education?”. Retrieved from https://slate.com/technology/2015/06/steam-vs-stem-why-we-need-to-put-the-arts-into-stem-education.html (Jun 20, 2021) [6] 未來創意互動實驗室(FBI Lab)。2020印象清華—有A的STEM科普藝術節。台灣新竹市。https://fbilab.co/nthu/techart/THE2020/#/home(2021年5月30日瀏覽) [7] Hornecker, E., & Buur, J. (2006). “Getting a grip on tangible interaction: a framework on physical space and social interaction”. In Proceedings of the conference on Human Factors in computing systems (CHI2006), Québec, Canada. [8] Ashton, K. (2009). “That ‘internet of things’ thing”. RFID journal, 22(7), 97-114. [9] Atzori, L., Iera, A., & Morabito, G. (2010). “The internet of things: A survey”. Computer networks, 54(15), 2787-2805. [10] Xu, L.D., He W., & Li, S. (2014). “Internet of Things in Industries: A Survey”. IEEE Transactions on Industrial Informatics, vol. 10, no. 4, pp. 2233-2243, Nov. 2014, doi: 10.1109/TII.2014.2300753. [11] Wikipedia. “Internet of things”. Retrieved from https://en.wikipedia.org/wiki/Internet_of_things (Jul 10, 2021) [12] Gartner, Inc. “Information Technology Glossary: Internet Of Things (iot)”. Retrieved from https://www.gartner.com/en/information-technology/glossary/internet-of-things (Jul. 25, 2021) [13] Asghari, P., Rahmani, A. M., & Javadi, H. H. S. (2019). “Internet of Things applications: A systematic review”. Computer Networks, 148, 241-261. [14] Liu, S. T., Hsu, S. C., & Wu, P. Y. (2018). “Poster & Demo: Mushroom Dialogues”. TAICHI2018, Hsinchu, Taiwan, Aug 26–28 2018. [15] Liu, S. T., Hsu, S. C., & Wu, P. Y. (2018). “Poster & Demo: “‘English 8-2’- Interactive Led Public Art with IoT and Social Media”. TAICHI2018, Hsinchu, Taiwan, Aug 26–28 2018. [16] Yang, J. C., & Hsu, S. C. (2017). “The Study and Application of Smart Art Community Service with ‘ESPSAS’ Internet of Things Platform”. Paper presented at 19th International Conference on Human-Computer Interaction (HCII2017), Vancouver, Canada, Jul 9–14 2017. [17] 劉士達(2009)。《無線感測網路在互動群體交流之應用與研究》。國立臺北藝術大學科技藝術研究所碩士論文,台北市。 取自https://hdl.handle.net/11296/4rbdp2 [18] 楊政錞(2017)。《ESPSAS物聯網平台研發與智慧藝術設計服務應用》。國立臺北藝術大學新媒體藝術學系碩士班碩士論文,台北市。 取自https://hdl.handle.net/11296/e6483w [19] 未來創意互動實驗室(FBI Lab)。2018印象清華—物聯網科技藝術節。台灣新竹市。http://techart.nthu.edu.tw/?page_id=68(2021年8月5日瀏覽) [20] 許素朱(FBI Lab)、劉士達、吳柏瑤(2018)。〈蘑菇總動員〉。2018印象清華—物聯網科技藝術節,http://techart.nthu.edu.tw/?page_id=68(2021年8月5日瀏覽)。 [21] Ishii, H., & Ullmer, B. (1997). “Tangible bits: towards seamless interfaces between people, bits and atoms”. In Proceedings of the ACM SIGCHI Conference on Human factors in computing systems (CHI1997), Atlanta Georgia, USA. [22] Ishii, H. (2008). “Tangible bits: beyond pixels”. In Proceedings of the 2nd international conference on Tangible and embedded interaction (TEI2008), Bonn, Germany. [23] Harms, J., Wimmer, C., Kappel, K., & Grechenig, T. (2014). “Gamification of online surveys: conceptual foundations and a design process based on the MDA framework”. In Proceedings of the 8th Nordic conference on human-computer interaction: Fun, fast, foundational (NordiCHI2014), Helsinki, Finland. [24] Harms, J., Biegler, S., Wimmer, C., Kappel, K., & Grechenig, T. (2015). “Gamification of online surveys: Design process, case study, and evaluation”. In IFIP Conference on Human-Computer Interaction, Bamberg, Germany. [25] Gallacher, S., Golsteijn, C., Wall, L., Koeman, L., Andberg, S., Capra, L., & Rogers, Y. (2015). Getting quizzical about physical: observing experiences with a tangible questionnaire. In Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UBICOMP2015), Osaka, Japan. [26] Golsteijn, C., Gallacher, S., Koeman, L., Wall, L., Andberg, S., Rogers, Y., & Capra, L. (2015). VoxBox: A tangible machine that gathers opinions from the public at events. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (TEI2015), California, USA. [27] Wikipedia. “Data Visualization”. Retrieved from https://en.wikipedia.org/wiki/Internet_of_things (Jul 12, 2021) [28] SAS Institute Inc. “Data Visualization: What it is and why it matters”. Retrieved from https://www.sas.com/en_us/insights/big-data/data-visualization.html (Aug 3, 2021) [29] Weskamp, M. (2004). Newsmap.jp. Retrieved from http://newsmap.jp (Aug 14, 2021) [30] HINT.FM .Wind Map. Retrieved from http://hint.fm/wind/ (Aug. 16, 2021) [31] Bybee, R.W (2010). “What Is STEM Education?”. SCIENCE, 329(5995). 996. DOI: 10.1126/science.1194998. [32] 趙英傑(2017)。〈MQTT教學(一):認識MQTT〉。https://swf.com.tw/?p=1002(2021年6月20日瀏覽) [33] 凱(2020)。〈MQTT 協議簡介、與Websocket的區別〉。https://www.mabokai.ltd/Home/Info?id=fac3baf7-6c99-4b7b-8e79-288728ebc196(2021年6月22日瀏覽) [34] 張善友(2014)。〈TCP/IP, WebSocket 和 MQTT〉。https://www.cnblogs.com/shanyou/p/4085802.html(2021年6月22日瀏覽) [35] Gary(2019)。〈一文搞懂 HTTP 和 HTTPS 是什麼?兩者有什麼差別〉。https://tw.alphacamp.co/blog/http-https-difference(2021年6月23日瀏覽) [36] Vamoss (2019). Circular Hello Curves. Retrieved from https://openprocessing.org/sketch/697891(Oct 8, 2020) [37] BRM·IO. (2015). Timescale.js. Retrieved from https://github.com/liabru/matter-js/blob/master/examples/timescale.js (Oct 27, 2020) [38] Pinn, M. (2014). Soul Sea Plant. Retrieved from https://openprocessing.org/sketch/158347 (Oct 28, 2020)
|