TW201233418A - Psychological quiz game method, game server, electronic device, computer-readable recording medium, and computer program product - Google Patents

Psychological quiz game method, game server, electronic device, computer-readable recording medium, and computer program product Download PDF

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Publication number
TW201233418A
TW201233418A TW100104766A TW100104766A TW201233418A TW 201233418 A TW201233418 A TW 201233418A TW 100104766 A TW100104766 A TW 100104766A TW 100104766 A TW100104766 A TW 100104766A TW 201233418 A TW201233418 A TW 201233418A
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Taiwan
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game
column
answer
test
electronic device
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TW100104766A
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Chinese (zh)
Inventor
Rong-Zhao Hong
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Rong-Zhao Hong
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Priority to TW100104766A priority Critical patent/TW201233418A/en
Priority to CN201110350637XA priority patent/CN102631779A/en
Publication of TW201233418A publication Critical patent/TW201233418A/en

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Abstract

A psychological quiz game method is executed on an electronic device having a display. The game method provides a plurality of quiz games for a player to select. The game screen of each quiz game displays a plurality of question rows each of which comprises a plurality of digits. According to the quiz game selected by the player, a game rule of the quiz game is displayed to instruct the player performing a specific calculation with every two adjacent digits in each question row, and a digit in the calculated answer is filled at the lower position between the two adjacent digits to form an answer row. When the time counted reaches a predetermined time, the quiz game is ended, and in each answer row of the game, the corrected answer is represented by a first figure, and the wrong answer is represented by a second figure.

Description

201233418 六、發明說明: 【發明所屬之技術領域】 本發明是有關於一種心理測驗遊戲,特別是指一種 可檢測受測者精神狀態的心理測驗遊戲。 【先前技術】201233418 VI. Description of the Invention: [Technical Field of the Invention] The present invention relates to a psychological test game, and more particularly to a psychological test game that can detect the mental state of a subject. [Prior Art]

内田克雷佩林心理測驗(簡稱υκ測驗)是日本臨床 心理學家内田勇三郎基於德國精神病學家克雷佩林提 出的「連續加法作業法」的基礎上發展出來的一種心理 測驗。該測驗採用十進位的連續加法,受測者按照指示 從橫向排列的第-列、第-個數字起,冑兩兩相鄰的數 字相加,並將所得答案的個位數寫在兩個數字的中間下 方。每列做1分鐘,i分鐘到日夺,受測者就要從下一列 的第一個數字重新開始計算,依此方法連續進行15分 ㈣加法作業。測驗完成後,將受測者各行完成的加法 運鼻〜點用直線依次連接起來,於是就形成了—條作業 公个上母個人在接 緊張”、“興奮,,、“羽睹,,“ A ^ ΛΎ 孿,盆“ $慣、疲勞”以及“練習,,等因素的影 線二/、量會有所差異,從而形成了其特有的作業曲 、,,’匕代幻㈣特有的能力和特有的人格特 =能在作業過程中的動態表現。透過 格行為:析和差異比較,就可以對個體的基本能力、人 ::為的综合特徵以及性格和行為的特異傾向做出: 201233418 然而’此種只有單純加法運算的心理測驗不免過於 單調’而且呈現的作業曲線需要專業人士的進一步分 析,-般人U自行解讀,測驗過程缺乏活潑趣味,較 不能吸引人主動參與此一測驗。 【發明内容】 因此’本發明之目的’即在提供—種藉由遊戲的方 式吸引玩家參與並增加測驗趣味性的心、理測驗遊戲方 法、遊戲伺服器及電子裝置。 為達到上述目的,本發明心理測驗遊戲方法係在 -具備顯示器的電子裝置上執行,並包括:(a)提供複 數種測驗軸供玩家選擇,每—種測驗遊戲之遊戲畫面 ^不複數題目列’每-題目列包含複數個數字;⑻根 據玩家選擇的其中—種測驗遊戲,顯示該種測驗遊戲的 一遊戲規則,指示玩家將每-題目列中兩兩相鄰數字進 行一特定計算,並將計算得到的答案中 的一個數字填在 該兩兩相鄰數字之間的下方位置,以形成—答案列;(c) 於該測驗遊戲開始後計時,並於計時達到—敎時間即 結束該測驗遊戲;及⑻以—圖形頁面顯示該測驗遊戲 的結果’該圖形頁面將該遊戲之每—答案列中答對的答 案以-第-圖案表示,答錯的答案以一第二圖案表示。 而本發明實現上述方法之一種遊戲伺服器’預設有 -心理測驗遊戲軟體,其可供—電子裝置透過網際網路 連線,以進行該心理測驗遊戲,該遊戲伺服器包括一網 路介面、一記憶單元及—處理單元。 201233418The Uchida Krepelin Psychological Test (abbreviated as υ κ test) is a psychological test developed by Japanese clinical psychologist Nishida Saburo based on the “continuous addition method” proposed by the German psychiatrist Krepelin. The test uses a continuous addition of decimals. The subject adds the adjacent numbers from the horizontally arranged first column to the first digit, and writes the number of digits of the resulting answer in two. Below the middle of the number. Each column is done for 1 minute, i minutes to day, and the subject is restarted from the first digit of the next column. According to this method, 15 points (four) addition operations are performed continuously. After the test is completed, the additions of the testees are completed in the order of the noses and the points are connected in a straight line, so that the work is done on the public, the parent is nervous, "excited,", "羽羽," A ^ ΛΎ 孪, pots "$ habits, fatigue" and "practice,, and other factors, the shadows / / the amount will be different, thus forming its unique work song,," 匕 幻 幻 (4) unique ability And the unique personality = the dynamic performance in the process of the operation. Through the lattice behavior: analysis and comparison of differences, you can make the basic ability of the individual, the comprehensive characteristics of the person: and the specific tendency of personality and behavior: 201233418 However, 'this kind of psychological test with simple addition is inevitably too monotonous' and the presented work curve needs further analysis by professionals. - The average person U self-interpretation, the test process lacks lively fun, and it is less attractive to participate in this test. SUMMARY OF THE INVENTION Therefore, 'the purpose of the present invention' is to provide a kind of heart-calculating game that attracts players to participate in the game by means of games and increases the fun of the test. Method, game server and electronic device. In order to achieve the above object, the psychological test game method of the present invention is executed on an electronic device with a display, and includes: (a) providing a plurality of test axes for the player to select, each test The game screen of the game ^There are no multiple titles. The 'each-topic column contains a plurality of numbers; (8) according to the game selected by the player, a game rule of the test game is displayed, indicating that the player will list each of the two topics in the title field. Adjacent numbers perform a specific calculation, and a number of the calculated answers is filled in the lower position between the two adjacent numbers to form an answer column; (c) timing after the start of the quiz game, and The test game is ended when the time reaches - 敎 time; and (8) the result of the test game is displayed by the - graphic page 'The graphical page indicates the answer to the correct answer in the answer column of the game in the -first pattern, the wrong answer The answer is represented by a second pattern. The present invention implements a game server of the above method as a pre-installed-psychological test game software, which is available for use. An Internet connection device, to perform the psychometric game, the game server including road network interface, a memory unit, and - a processing unit 201,233,418

該網路介面與該電子裝置連線,以接受該電子裝置 下達的指令並傳送遊戲畫面給電子裝置;該記憶單元儲 存該心理測驗遊戲軟體;該處理單元讀取並執行該心理 測驗遊戲軟體’以在該電子裝置的一顯示器顯示複數種 測驗遊戲供玩家選擇,其中每一種測驗遊戲之遊戲書面 顯示複數題目列,每一題目列包含複數個數字,並根據 玩家經由該電子裝置的一輸入單元選擇的其中一種測 驗遊戲,顯示該種測驗遊戲的一遊戲規則,指示玩家將 每一題目列中兩兩相鄰數字進行一特定計算,並將計算 得到的答案中的一個數字填在該兩兩相鄰數字之間的 下方位置,以形成一答案列,且該處理單元於遊戲開始 後計時,並於計時達到一預定時間即結束該遊戲;並於 该電子裝置的顯示器以一圖形頁面顯示該測驗遊戲的 結果,該圖形頁面將該遊戲之每—答案列中答對的答案 以一第一圖案表*,答錯的$案以一第二圖案表示。 再者本發明實現上述方法的一種電子裝置,包括 一顯示II、一輸入單a、一記憶《元及一處理單元。 °亥圮憶單兀儲存有一心理測驗遊戲軟體;該處理單 元讀取並執行該心理測驗遊戲軟體,以於該顯示器顯示 複數種測驗遊戲供玩家選擇,其中每—種測驗遊戲之遊 戲畫面顯示複數題目列,每一題目列包含複數個數字, 並根據玩豕經由該輸入單元選擇的其中一種測驗遊 戲’顯示該種測驗遊戲的-遊戲規則,指示玩家將每一 題目列中兩兩相鄰數字進行一特定計算’並將計算得到 201233418 的答案中的一個數字填在該兩兩相鄰數字之間的下方 位置,以形成一答案列,且於遊戲開始後計時,並於計 時達到一預定時間即結束該遊戲,以及於該顯示器以一 圖形頁面顯示該測驗遊戲的結果,該圖形頁面將該遊戲 之每一答案列中答對的答案以一第一圖案表示,答錯的 答案以一第二圖案表示。 較佳地’該等測驗遊戲包括加法、減法、乘法及混 成式遊戲,該混成式遊戲係指相鄰的兩列數字是以不同 的運算方式來計算兩兩相鄰的數字。 較佳地’該答案中的一個數字是指個位數。 本發明的功效在於以遊戲的方式提供多種數學運 算測驗遊戲供玩家選擇,使心理測驗的選擇更為豐富多 元,而且以圖案的方式顯示測驗結果,除了增加遊戲的 趣味性’且可讓玩家對於遊戲結果一目了然,而讓心理 測驗兼具實質的意義與樂趣。 【實施方式】 有關本發明之前述及其他技術内容、特點與功效, 在以下配合參考圖式之較佳實施例的詳細說明中,將可 清楚的呈現。 參見圖1所示’是本發明心理測驗遊戲方法的一較 佳實施例的流程圖’參見圖2所示,是實現本實施例心 理測驗遊戲方法的一遊戲伺服器2的主要電路方塊圖, 其包含一用以與一電子裝置3進行網路連線的網路介面 21、一儲存有一心理測驗遊戲軟體的記憶單元22及一處 201233418 理早元23,其接受電子梦 扣入κ 电于裝置3經由網路介面21輸入的 才曰々以執行相應的動作吱功― . 次力月b,且5買取並執行記憶單元 U中的心理測驗遊戲軟體, 產生遊戲畫面並將遊戲過 程、、坐由網路介面21傳送至電子妒 “ 电卞裝置3的顯不器顯示。 ^玩豕透過電子裝菩q扣% y 裒置3與遊戲伺服器2連線,並要 求進行該心理測驗遊戲睥,虛 迓戲日f處理皁兀23從記憶單元23 中讀取並執行該心理測驗游齙鉍 只J«避戲軟體,而產生如遊救 驟: 夕The network interface is connected to the electronic device to receive an instruction issued by the electronic device and transmit the game screen to the electronic device; the memory unit stores the psychological test game software; the processing unit reads and executes the psychological test game software ' Displaying a plurality of test games for selection by a player on a display of the electronic device, wherein each game of the test game displays a plurality of title columns in writing, each title column includes a plurality of numbers, and according to an input unit of the player via the electronic device One of the selected test games, displaying a game rule of the test game, instructing the player to perform a specific calculation on two or two adjacent numbers in each title column, and filling in one of the calculated answers in the two a lower position between adjacent numbers to form an answer column, and the processing unit counts after the game starts, and ends the game after the timing reaches a predetermined time; and displays the display on the display of the electronic device on a graphic page As a result of the test game, the graphical page is correct for each of the game's answer columns. The answer is a first pattern table*, and the wrong case is represented by a second pattern. Furthermore, an electronic device for implementing the above method of the present invention comprises a display II, an input list a, a memory "meta" and a processing unit.圮海圮忆单兀 stores a psychological test game software; the processing unit reads and executes the psychological test game software, so that the display displays a plurality of test games for the player to select, wherein each of the game screens of the test game displays plural The title column, each title column contains a plurality of numbers, and according to one of the test games selected by the input unit to display the game rule of the test game, the player is instructed to place two adjacent numbers in each title column. Perform a specific calculation' and fill in a number in the answer of 201233418 between the two adjacent numbers to form an answer column, and count the time after the game starts, and the timing reaches a predetermined time. That is, the game is ended, and the result of the quiz game is displayed on the display by a graphic page, the graphic page is represented by a first pattern in each answer column of the game, and the wrong answer is a second Pattern representation. Preferably, the test games include addition, subtraction, multiplication, and blending games, where the adjacent two columns of numbers are calculated in different computational ways to calculate two adjacent numbers. Preferably, a number in the answer refers to a single digit. The utility model has the advantages of providing a plurality of mathematical operation test games in a game manner for the player to select, making the selection of the psychological test more rich and diverse, and displaying the test results in a pattern manner, in addition to increasing the fun of the game' and allowing the player to The results of the game are clear at a glance, and the psychological test has both substantial meaning and fun. The above and other technical contents, features and advantages of the present invention will be apparent from the following detailed description of the preferred embodiments of the invention. Referring to FIG. 1 , a flowchart of a preferred embodiment of the psychological test game method of the present invention is shown in FIG. 2 , which is a main circuit block diagram of a game server 2 for implementing the psychological test game method of the present embodiment. It includes a network interface 21 for network connection with an electronic device 3, a memory unit 22 for storing a psychological test game software, and a 201233418 早元元23, which accepts an electronic dream button. The device 3 inputs the software via the network interface 21 to perform the corresponding action--. The second month b, and 5 buys and executes the psychological test game software in the memory unit U, generates a game screen and the game process, Sit by the network interface 21 to the electronic device "Electronic device 3 display display. ^Play 豕 电子 电子 q q q q 3 3 3 3 3 与 与 与 与 与 与 与 与 与 与 与 与 与 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏睥 迓 迓 f f f f f f 处理 处理 处理 f f 兀 从 从 从 从 从 从 兀 兀 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取 读取

如圖1的步驟11所示,處理單元24在電子裝置3 的顯示器上呈現-遊戲首頁(圖未示),要求使用者進行 5主冊或登錄,當使用者完成註冊或登錄後處理單元Μ 產生一呈現有多種測驗遊戲的遊戲選單給電子裝置供 玩家選擇想要的心理測驗遊戲,這些遊戲包括,,加法,f 測驗、”減法’’測驗、,,乘法”測驗及”混成式”測驗。 當玩家擇定一種測驗,例如”加法,,測驗後,為了 增加遊戲的趣味性及挑戰性,如圖3所示,處理單元以 會先產生一通關密碼畫面,要求玩家在設定的時間例 如20秒内輸入畫面上顯示的一組通關密碼玩家要在設 疋時間内將通關密碼正確輸入,才能進行接下來的,,加 法”測驗。 如圖1的步驟12,在”加法”測驗開始前,處理單 元24會產生如圖4所示的一遊戲規則畫面,說明,,加 法’則驗的答題規則’在本實施例中,除了運算方气 即加、減、乘不同以外,每個測驗遊戲的規則是相同的, 201233418 亦即每-種測驗遊戲的遊戲晝面會顯示複數題目歹“例 如15列),每-題目列包含複數個數字,玩家需要將每 -題目列中兩兩相鄰數字進行一特定運算(即加、減、 乘),並將計算得到的答案中的個位數填在該兩兩相鄰數 字之間的下方位置,以形成一答案列。 當然,如果是進行”乘法’,測驗遊戲除了取計算 得到的答案中的個位數填在該兩兩相鄰數字之間的下方 答案列外,答題規則也可以改成取答案中的十位數填在 該兩兩相鄰數字之間的下方答案列。 而”混成式”測驗遊戲,則是混合了,,加法,,、,,減法,, 及”乘法”運算,亦即兩相鄰題目列的運算方式不同一 直在轉換’例如:第1列:加法運算+第2列:減法運 算+第3列.乘法運算—第4列:減法運算+第5列: 加法運算+…依序類推循環運算直到第15列。此外,運 算方式轉換順序也可採隨機出現方式。 接續上述步驟12’當玩家了解遊戲規則並點選晝面 上的開始遊戲選項後,如步驟13,處理單元24即 產生如圖5所示的一,,加法”測驗遊戲畫面,並開始計 時。在本實施例中,”加法,,測驗遊戲畫面中有15個題 目列,每個題目列有115個數字,且每個題目列的答題 時間是1分鐘,1分鐘時間到達後,原題目列即不能再 作答,玩家必需進行下一個題目列的答題。因此一個測 驗遊戲會在處理單元24計時15分鐘後結束,炎在圖5 之遊戲畫面中顯示一時間結束的訊息視窗。 201233418 玩家點選訊息視窗中的” 執行圖1的步驟14,產生如圖 該測驗遊戲的結果。 確定”選項,處理單元24 6所示的一圖形頁面顯示 圖形頁面中將測驗遊戲的每一答案列中答對的答案 以-第-圖案表示’答錯的答案以一第二圖案表示在 本實施例中’ ·第-圖案是_代表亮燈的燈泡(以白色表As shown in step 11 of FIG. 1, the processing unit 24 presents a game home page (not shown) on the display of the electronic device 3, and asks the user to perform 5 main books or logins. When the user completes registration or login, the processing unit Μ Generating a game menu presenting a plurality of quiz games to the electronic device for the player to select the desired psychological quiz game, including, addition, f test, "subtraction" 'test, ', multiplication' test and "mixed" test . When the player chooses a test, such as "addition, after the test, in order to increase the fun and challenge of the game, as shown in Figure 3, the processing unit will first generate a password password screen, requiring the player to set the time, for example 20 The set of customs clearance passwords displayed on the input screen in seconds must be correctly entered in the set time to perform the next, addition test. As shown in step 12 of Fig. 1, before the start of the "addition" test, the processing unit 24 generates a game rule picture as shown in Fig. 4, indicating that the addition 'the answer rule' is in this embodiment, except for the operation. The rules of each test game are the same, except for the addition, subtraction, and multiplication. 201233418, that is, the game face of each test game will display plural topics 例如 "for example, 15 columns", each - topic column contains plural Number, the player needs to perform a specific operation (ie, add, subtract, multiply) the two adjacent numbers in each-topic column, and fill in the number of digits in the calculated answer between the two adjacent digits. The lower position to form an answer column. Of course, if it is to carry out "multiplication", the test game is in addition to taking the calculated number of digits in the answer to the lower answer column between the two adjacent numbers, the answer rule You can also change the ten-digit number in the answer to the lower answer column between the two adjacent numbers. The "mixed" test game is a mixture of, addition, ,,,, subtraction, and "multiplication" operations, that is, the operation of two adjacent title columns is always different 'for example: column 1: Addition + Column 2: Subtraction + Column 3. Multiplication - Column 4: Subtraction + Column 5: Addition +... The sequence is rotated until the 15th column. In addition, the order of calculation of the operation mode can also be randomly generated. Following the above step 12', after the player understands the game rules and clicks the start game option on the face, as in step 13, the processing unit 24 generates a one as shown in FIG. 5, adds the test game screen, and starts timing. In the present embodiment, "addition, the test game screen has 15 topic columns, each topic has 115 numbers, and the answer time of each topic column is 1 minute. After 1 minute time arrives, the original title column That is, you can't answer again, and the player must answer the next question. Therefore, a test game will end after the processing unit 24 counts for 15 minutes, and the message window of the end of time is displayed in the game screen of Fig. 5. 201233418 The player clicks the "Step 14 of Figure 1 to generate the result of the test game. OK" option in the message window, and a graphical page shown in the processing unit 24 shows the answer to each of the games in the graphical page. The answer to the correct answer in the column is represented by a -first pattern. The answer to the wrong answer is represented by a second pattern in the present embodiment. The first pattern is a light bulb that represents the light (in white form)

不)’第二圖案是-代表未亮燈的燈泡(以斜線表示),而 沒有燈泡則代表未答題。 此外,處理單元24還會在電子裝置端顯示一以數字 表現玩家在測驗遊戲中的答題結果,其中包含玩家個人 在每列的成績統計,所有玩家在該列的總平均答對題 數、總平均答題數,以及玩家個人該次總平均答對題數 及所有玩家之平均總平均答對題數等,其中總平均答對 題數代表這列題目在資料庫中,大家的答對題數相加後 除以人數的結果,而總平均答題數代表在資料庫中所有 玩家的答題數相加後除以人數的結果。 且圖6之圖形頁面下方出現—下拉式選單⑽,點選 該下拉式選單6G會出現如圖7所示之選項供使用者選 擇’使用者可選擇看某—列的測驗結果、選擇看平均結 果或選擇全部顯示。 若選擇看第N列的測驗結果,則出現如下的内容: 第N列.·答對x題,答錯乂題,共作答乂題該 行平均答題數X題,平均答對題數χ題。 若選擇看平均結果,則出現如下内容: 201233418 個人該次總平均:答對x題,平均總平均:答對x題。 而若選擇全部顯示,則出現如圖8的内容。 而且,處理單元24還可進一步提供對於測驗結果的 分析,例如若玩家的答題結果如下: 第1列答對15題,第2列答對14題,第3列答對12 題,第4列答對12題,..... 由於玩家每列答對數量較平均,差異不大,則處理單 元24判斷該玩家的注意力持久度較高; 而若玩家的答題結果如下: 第1列答對15題,第2列答對14題,第3列答對4題, 第4列答對8題,..... 由於玩家每列答對數量不平均,差異很大,則處理 單元24判斷該玩家的注意力持久度較低。 而若玩家的答題結果如下:(0 =答對X=答錯) 第 1 列 OOOOOOOOOOOXOOOOOO... 第 2 列 0000X0000000X000000... 第 3 列 0000000X000000000… 第 4 列 00000000000X000000… 由於玩家每行平均答對值比累積平均答對值高且錯 誤率低,則處理單元24判斷該玩家的精神穩定度較高; 若玩家的答題結果如下: 第 1 列 0Χ000Χ00ΧΧΧΧΧΧΧΧ0000·.· 第 2 列 XOXOXOOOXOXOXOXOXOX··· 第 3 列 0Χ000Χ000ΧΧΧ000Χ0000··· 201233418 第 4 列 oxxxooooxxoxooooxooo..· 由於玩家每行平均答對值比累積平均答對值低或是高高 低低的,則處理單元24判斷該玩家的精神狀態穩定度不 是很高。 而若玩家選擇進行”混成式”測驗遊戲,由於玩家必 須在換列時調適加、減、乘法的互換,藉此可以測驗玩 家情境知覺與調適的能力,以及對於情境變化的警覺性 (Situational awareness)。No) 'The second pattern is - represents the unlit bulb (indicated by a slash), while the absence of a bulb represents an unanswered question. In addition, the processing unit 24 also displays a digital representation of the result of the player's answer in the quiz game on the electronic device side, including the player's individual score statistics in each column, the total average number of correct answers, total average of all players in the column. The number of answers, as well as the total average number of correct answers for the player and the average total number of correct answers for all players, etc., the total average number of correct answers represents the list of questions in the database, and the number of correct answers is added and divided by The result of the number of people, and the total average number of questions represents the result of dividing the number of questions answered by all players in the database and dividing by the number of people. And the figure below the graph page appears - drop-down menu (10), click on the drop-down menu 6G will appear the option shown in Figure 7 for the user to select 'users can choose to see a certain column of test results, choose to see the average Results or selections are all displayed. If you choose to see the test result in column N, the following contents appear: Column N.· Answers to the question x, answer the wrong question, and answer the question. The average number of questions answered by the question X, the average number of questions answered. If you choose to see the average result, the following content appears: 201233418 The total average of the time: answer to the x question, the average total average: answer the question x. If all display is selected, the content as shown in Fig. 8 appears. Moreover, the processing unit 24 may further provide an analysis of the test results, for example, if the player's answer results are as follows: the first column of the answer to the 15 questions, the second column of the correct answer to the 14 questions, the third column of the correct answer to the 12 questions, the fourth column of the correct answer to the 12 questions ,..... Since the number of correct answers for each column of the player is relatively small, the difference is not large, the processing unit 24 determines that the player's attention persistence is higher; and if the player's answer result is as follows: the first column answers the 15 questions, the first 2 pairs of questions, 14 questions, 3rd column, 4 questions, 4th column, 8 questions, ..... Since the number of correct answers for each column of the player is not equal, the processing unit 24 determines the player's attention persistence. Lower. And if the player's answer results are as follows: (0 = answer right X = wrong) 1st column OOOOOOOOOOOXOOOOOO... Column 2 0000X0000000X000000... Column 3 0000000X000000000... Column 4 00000000000X000000... Since the player averages the correct answer value per line If the average answer value is high and the error rate is low, the processing unit 24 determines that the player's mental stability is high; if the player's answer result is as follows: Column 1 0Χ000Χ00ΧΧΧΧΧΧΧΧ0000·.· Column 2 XOXOXOOOXOXOXOXOXOX··· Column 3 0Χ000Χ000ΧΧΧ000Χ0000·· · 201233418 Column 4 oxxxooooxxoxooooxooo.. · Since the player's average answer value per line is lower than the cumulative average answer value or high or low, the processing unit 24 determines that the player's mental state stability is not very high. If the player chooses to perform the "mixed" test game, the player must test the ability of the player to sense and adapt the situation, as well as the alertness to the situation change, because the player must adjust the addition, subtraction and multiplication of the swaps. ).

此外,上述測驗結果還可被進一步分析,以提供以 下八或十項指標,且各指標之分析公式與解釋如下: 1、 總完成度:做事情時的基本完成程度 公式:總完成度(平均答對題數)=總答對題數/15 以下表為例,前半(第1〜8歹彳)展示總完成度高的狀 況,後半(第9〜15列)展示總完成度低的狀況。(0代表 該題答案正確、X代表錯誤、_代表未回答) 第1列 OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第2列 0000X000000000000000000000000000000000 0000000000000000X00000000000 第3列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 11 201233418 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第4列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 OOOOOOOXXOOOOOOOOOOOOOOO 第5列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000000000000000000000 第6列 0000000000000000000000X000000000000000 0000000000000000000000000 第7列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000000000000000000000 第8列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第9列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 12 201233418In addition, the above test results can be further analyzed to provide the following eight or ten indicators, and the analytical formulas and explanations of each indicator are as follows: 1. Total completion degree: basic completion degree formula when doing things: total completion degree (average Answer number of questions) = total number of correct answers / 15 The following table is an example. The first half (1st to 8th) shows the high total completion, and the second half (columns 9 to 15) shows the low total completion. (0 means the answer is correct, X means wrong, _ stands for unanswered) Column 1 OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇The second column 0000X000000000000000000000000000000000 0000000000000000X00000000000 The third column 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇11 201233418 〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇第4列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇OOOOOOOXXOOOOOOOOOOOOOOO Column 5〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇0000000000000000000000 Column 6 0000000000000000000000X000000000000000 0000000000000000000000000 Column 7 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇 〇〇〇0000000000000000000000 Column 8〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇第9列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇12 201233418

—— 第10列 χοοοοοοοοο00X00〇〇〇〇〇〇〇 第11列 0000ΧΧΧΧ000Χ000ΧΧΧ00000ΧΧ00000ΧΧΧ00000 0ΧΧ0000000Χ000 第12列 OXOOOOOXXXOOOXXOOOOO 第13列 XXOOOOXXXXOOOXOOOXXXOXXXOXXOOOOOXXXOOO OOOXXOOOOO 第14列 οοοοοο00X0OOOOOOOOXOOOOOOOOOOOXXOOOOXX 第15列 OOXXXXOOOXOOOXXXOOOOOXXOXXOOXXXOOXXOOX ΧΧΧ00000Χ000ΧΧΧ0ΧΧ000ΧΧ00000ΧΧΧΧΧ00ΧΧ0 OOOOXXXOOXX 2、速度:做事情時的完成速度 13 201233418 公式:速度(總答題數)=總作答題數加總 以下表為例,前半(第1〜8列)展示速度快的狀況,後半 (第9〜15列)展示速度慢的狀況。(0代表該題答案正確、X 代表錯誤、_代表未回答) 第 1 列 OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇- Column 10 χοοοοοοοοο00X00〇〇〇〇〇〇〇 0000ΧΧΧΧ000Χ000ΧΧΧ00000ΧΧ00000ΧΧΧ00000 0ΧΧ0000000Χ000 column 11 of column 12 OXOOOOOXXXOOOXXOOOOO XXOOOOXXXXOOOXOOOXXXOXXXOXXOOOOOXXXOOO OOOXXOOOOO 13 of column 14 οοοοοο00X0OOOOOOOOXOOOOOOOOOOOXXOOOOXX 15 OOXXXXOOOXOOOXXXOOOOOXXOXXOOXXXOOXXOOX ΧΧΧ00000Χ000ΧΧΧ0ΧΧ000ΧΧ00000ΧΧΧΧΧ00ΧΧ0 OOOOXXXOOXX 2, speed: speed at the completion of doing things 13201233418 formula : Speed (total number of answers) = Total number of answers The following table is used as an example. The first half (columns 1 to 8) show a fast speed, and the second half (columns 9 to 15) show a slow speed. (0 means the answer is correct, X means wrong, _ means unanswered) Column 1 OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇

第 2 列 0000X000000000000000000000000000000 0000000000000000000X00000000000 第 3 列 XXOOOOOOOOOOOOXXXOOOOOOOOOOOOOOOOXO ooooooooooooxxxxo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第 4 列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000000000ΧΧ000000000000000Column 2 0000X000000000000000000000000000000 0000000000000000000X00000000000 Column 3 XXOOOOOOOOOOOOXXXOOOOOOOOOOOOOOOOXO ooooooooooooxxxxo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 4th column〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇0000000000ΧΧ000000000000000

第 5 列 0000Χ000ΧΧ000000Χ0Χ0Χ00Χ0000000ΧΧ00 OOXOOOOOOOOOOOXXXXOOOOOOOOOOOOXOOOO XOOO Η 14 201233418Column 5 0000Χ000ΧΧ000000Χ0Χ0Χ00Χ0000000ΧΧ00 OOXOOOOOOOOOOOXXXXOOOOOOOOOOOOXOOOO XOOO Η 14 201233418

第6列 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第7列 00000000X0000〇〇〇〇〇〇〇〇〇〇00000ΧΧΧ0000 OOOOOOOXXOOOOOOOOOOOOOOOOOO 第8列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 00000000000000X0000000 第9列 000000000000000X000000000X000000000 〇〇 第10列 XXOOOOOO00οοοοοοο00X0000000X0000000 〇 第11列 ooooxxxxoooxooo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 ___ 第12列 000000X0000000000000000000000 15 201233418 第13列 XXOOOOXOOXOOOXOOOXXXOOOOOXXOOOOOXXX 第14列 OOOOOOOOXOOOOOOOOOXOOOOOOOOOOOOOOOO 0ΧΧ 第15列 OOXXXXOOOXOOOOOOOOOOOXXOOOOOOOXOOOO 0Χ0000000ΧΧ00 3、 細心度:做事情時的細心程度 公式:細心度(答對率)=總答對題數/總作答題數 以下表為例,前半(第1〜8列)展示細心度高的狀況, 後半(第9〜15列)展示細心度低的狀況。(0代表該題答 案正確、X代表錯誤、_代表未回答) 4、 啟動性:快速進入工作或學習狀況的程度 公式:啟動性(第一行商數)=(第一行做答題數/平均 作答數)*1〇0,其中平均作答數=總作答題數/15 以表下為例,表A展示啟動性高的狀況,表B展示 啟動性低的狀況。(0代表該題答案正確、X代表錯誤、 _代表未回答) 201233418Column 6 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇7th column 000000000X0000〇〇〇〇〇〇〇〇〇〇00000ΧΧΧ0000 OOOOOOOXXOOOOOOOOOOOOOOOOOO 8th Column 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇00000000000000X0000000 Column 9 000000000000000X000000000X000000000 〇〇 10th column XXOOOOOO00οοοοοοο 00X0000000X0000000 〇第11 Column ooooxxxxoooxooo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇___ 12th column 000000X0000000000000000000000 15 201233418 The 13th column XXOOOOXOOXOOOXOOOXXXOOOOOXXOOOOOXXX The 14th column OOOOOOOOXOOOOOOOOOXOOOOOOOOOOOOOOOO 0ΧΧ The 15th column OOXXXXOOOXOOOOOOOOOOOXXOOOOOOOXOOOO 0Χ0000000ΧΧ00 3, Care: When doing things Care degree formula: Care degree (answer rate) = total answer number / total number of questions The following table is an example. The first half (columns 1 to 8) show a high degree of care, and the second half (columns 9 to 15) show care. Low condition. (0 means the answer is correct, X means wrong, _ stands for unanswered) 4. Startability: The degree of rapid entry into the work or learning situation Formula: Startability (first line quotient) = (first line to answer questions / Average number of answers) *1〇0, of which the average number of answers = total number of answers / 15 Take the table below as an example, Table A shows the situation of high startability, and Table B shows the situation of low startability. (0 means the answer is correct, X means wrong, _ stands for unanswered) 201233418

表ATable A

第1列 oooooooooooooooooooxooooooooooooooo OOOXXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 000 ____ 第2列 0000X000000000000000000000000000000 0000000000000000000X00000000000 ____ 第3列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第4列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 OOOOOOOOOOXXOOOOOO 第5列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第6列 0000000000000000000000X000000000000 〇〇〇〇〇〇 第7列 00000000000000000000000000000000000 17 201233418 0000 第8列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第9列 OOOOOOOOOXOOOOOOOOOOOXOO 第10列 ΧΧ0000000000X0000〇〇〇〇〇〇〇〇〇〇〇 第11列 OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOO ____ 第12列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第13列 00000000000000000000000000000000000 0 18 201233418Column 1 oooooooooooooooooooooooooooooooooooo OOOXXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 000 ____ Column 2 0000X000000000000000000000000000000 0000000000000000000X00000000000 ____ Column 3 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇第4列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇OOOOOOOOOOXXOOOOOO Column 5〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 Column 6 0000000000000000000000X000000000000 〇〇〇〇〇〇 Column 7 00000000000000000000000000000000000 17 201233418 0000 Column 8 〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇9th column OOOOOOOOOXOOOOOOOOOOOXOO 10th column ΧΧ0000000000X0000〇〇〇〇〇〇〇〇〇〇〇 11 OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOO ____ 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 first column 12 018201233418 13 00000000000000000000000000000000000

第14列 OOOOOXOOXOOOOOXOOOOOOOOOOOOOOOOOOOO 〇〇〇〇〇 第15列 0000X000000000000000000000000000000 OOOOOOOOOXOOOXOXXOOColumn 14 OOOOOXOOXOOOOOXOOOOOOOOOOOOOOOOOOOO 〇〇〇〇〇 Column 15 0000X000000000000000000000000000000 OOOOOOOOOXOOOXOXXOO

表B 第1列 0000000000000000000X000000000000000 0 第2列 0000X000000000000000000000000000X00 000000000 第3列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 000000000000000000000000000 第4列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000000000ΧΧ000000 19 201233418Table B Column 1 0000000000000000000X000000000000000 0 Column 2 0000X000000000000000000000000000X00 000000000 Column 3〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 000000000000000000000000000 4th column 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇0000000000ΧΧ000000 19 201233418

第5列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第6列 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOO 000000 第7列 0000000000000000000000000000X000000 000000000000X000000000 第8列 000000000000000000000000000X0000000 0000X00 第9列 000000000X00000000000X00 第10列 ΧΧ0000000000Χ00000000000000Χ000000 _ 第11列 OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOOOOXOColumn 5〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇 Column 6 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOO 000000 Column 7 0000000000000000000000000000X000000 000000000000X000000000 Column 8 000000000000000000000000000X0000000 0000X00 Column 9 000000000X00000000000X00 Column 10 ΧΧ0000000000Χ00000000000000Χ000000 _ Column 11 OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOOOOXO

20 20123341820 201233418

OOOOOOOOOOXOO 第12列 OOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOX 〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第13列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0X00000 第14列 00000X00X00000X00000000000000000000 〇〇〇〇〇 第15列 0000X0000000000000000000000000000X0 0000000000X0000000X00 5、 持久性:工作或學習時注意力的維持程度 公式:持久性(最末行商數)=(最末行做答題數/平均 作答數)* 100,其中平均作答數=總作答題數/15 以下表為例,表A展示持久性佳的狀況,表B展示 持久性差的狀況。(0代表該題答案正確、X代表錯誤、 _代表未回答)。OOOOOOOOOOXOO 12th column OOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOX 〇〇〇〇〇〇〇〇〇〇〇〇〇〇第13列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇0X00000 14th column 00000X00X00000X00000000000000000000 〇〇〇〇〇15th column 0000X0000000000000000000000000000X0 0000000000X0000000X00 5. Persistence: Maintainance of attention during work or study Formula: Persistence (last line quotient) = (Last Line number of answers / average number of answers) * 100, of which the average number of answers = total number of answers / 15 The following table is an example, Table A shows the situation of good persistence, and Table B shows the condition of poor persistence. (0 means the answer is correct, X means wrong, _ means unanswered).

表A 21 201233418 第1列 OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO OOOXXOOOOOOOOOOOOOOOOOOOOOOOOOOO ___ 第2列 0000X000000000000000000000000000000 0000000000000000000X00000000000 ____ 第3列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第4列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000000000ΧΧ000000 第5列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第6列 0000000000000000000000X000000000000 〇〇〇〇〇〇〇〇〇〇〇 第7列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇Table A 21 201233418 Column 1 OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO OOOXXOOOOOOOOOOOOOOOOOOOOOOOOOOO ___ Column 2 0000X000000000000000000000000000000 0000000000000000000X00000000000 ____ Column 3 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇第4列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇0000000000ΧΧ000000 Column 5〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 Column 6 0000000000000000000000X000000000000 〇〇〇〇〇〇〇〇〇〇〇 Column 7〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇

22 20123341822 201233418

〇〇〇〇 第8列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 XO 第9列 OOOOOOOOOXOOOOOOOOOOOXOOOOOOXO 〇〇〇〇〇 第10列 XXOOOOOO0000X0000000000000000000000 000 第11列 OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOO ____ 第12列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 ___ 第13列 00000000X00000000000000000000000000 〇〇〇〇〇〇 23 201233418 第14列 OOOOOXOOXOOOOOXOOOOOOOOOOOOOOOOOOOO 00X0000000 第15列 0000X0000000000000000000000000X0000 000X000000000000000000000〇〇〇〇第8列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇XO Column 9 OOOOOOOOOXOOOOOOOOOOOXOOOOOOXO 〇〇〇 〇〇The 10th column XXOOOOOO0000X0000000000000000000000 000 The 11th column OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOO ____ The 12th column ___ 13 columns 000000000X00000000000000000000000000 〇〇〇〇〇〇23 201233418 14th column OOOOOXOOXOOOOOXOOOOOOOOOOOOOOOOOOOO 00X0000000 15th column 0000X0000000000000000000000000X0000 000X000000000000000000000

表BTable B

第1列 0000000000000000000X000000000000000 OOOXXOOOOOOOOOOOOOOOOOOOOOOOOOOO___ 第2列 0000X000000000000000000000000000000 00 00000000000 000000X00000000000 ____ 第3列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 000000000000000000000000000 第4列 00000000000000000000000000000000000 OOOOOOOOOOXXOOOOOOColumn 1 0000000000000000000X000000000000000 OOOXXOOOOOOOOOOOOOOOOOOOOOOOOOOO___ Column 2 0000X000000000000000000000000000000 00 00000000000 000000X00000000000 ____ Column 3 〇000000000000000000000000000 4th column 00000000000000000000000000000000000 OOOOOOOOOOXXOOOOOO

24 20123341824 201233418

第5列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第6列 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇 第7列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000 第8列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 X0 第9列 000000000X00000000000X000000X0 00000 第10列 XXOOOO000000X0000000000000000000000 〇〇〇 第11列 OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOO ____ 25 201233418 第12列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 ___ 第13列 OOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOO 0 第14列 00000X00X00000X00000000000000000 ___ 第15列 0000X000000000000000000000000 6、 變動性:工作或學習時情緒和行為的變動程度 公式:變動性(最大商數-最小商數)=(15行中的最 大該行商數-15行中的最小該行商數)*100,其中該行商 數=該行做答題數/平均作答題數 以下表為例,前半(第1〜8列)展示變動性低的狀況, 後半(第9〜15列)展示變動性高的狀況。(0代表該題答 案正確、X代表錯誤、_代表未回答) 26 201233418Column 5〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇第6列OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇第7列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇0000 Column 8〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 X0 9th column 000000000X00000000000X000000X0 00000 10th column XXOOOO000000X0000000000000000000000 〇〇〇11th column OOOOOOOOOOOOOOOOOXXXXOOOOOOOOOO ____ 25 201233418 12th column 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇___第13列OOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOO 0 14th column 00000X00X00000X00000000000000000 ___ 15th column 0000X000000000000000000000000 6. Variability: The degree of change in mood and behavior during work or study Formula: variability ( Large quotient - minimum quotient) = (the largest of the 15 rows, the minimum number of quotients in the -15 rows) *100, where the number of rows = the number of answers to the line / the average number of answers to the following table as an example The first half (columns 1 to 8) show low volatility, and the second half (columns 9 to 15) show high volatility. (0 means the answer is correct, X means wrong, _ stands for unanswered) 26 201233418

第1列. OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO 00X00000000000000000 第2列 0000X000000000000000000000000000X00 OOOOOXXOOOO 第3列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第4列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 00000000ooxx〇〇〇〇〇〇 第5列 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第6列 0000000000OXXOOOOOOOOOO0X0000000000 X00000000000 第7列 0000000000000000000000000000X000000 27 201233418 XOOOOOOOOO 第8列 OOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOO 0000X00 第9列 0000000000000X00 第10列 ΧΧ0000000000X00000000000000X000000 _ 第11列 OOOOOOOOOOOOOOOOOOOOOOOXXOOOOOOOOOX XOOOOOOOOOOOOOOOXOOOOOOOOOOOXOO ____ 第12列 0000000000000X000000000000000000000 00X00000000000000 第13列 0000000000000000X00000Column 1. OOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO 00X00000000000000000 Column 2 0000X000000000000000000000000000X00 OOOOOXXOOOO Column 3〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇第4列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇00000000ooxx〇〇〇〇〇〇第5列〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 Column 6 0000000000OXXOOOOOOOOOO0X0000000000 X00000000000 Column 7 0000000000000000000000000000X000000 27 201233418 XOOOOOOOOO Column 8 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 0000X00 Column 9 0000000000000X00 Column 10 ΧΧ0000000000X00000000000000X000000 _ 11th column OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOX XOOOOOOOOOOOOOOOXOOOOOOOOOOOOOO ____ Column 12 0000000000000X000000000000000000000 00X00000000000000 column 13 0000000000000000X00000

28 201233418 第14列 OOOOOXOOXOOOOOXOOOOOOOOOOOOOOOOOOXO 〇〇〇〇〇〇〇〇〇 第15列 0000X0000000000000X0000000000X00000 0X00000000X0000000X0028 201233418 Column 14 OOOOOXOOXOOOOOXOOOOOOOOOOOOOOOOOOXO 〇〇〇〇〇〇〇〇〇 Column 15 0000X0000000000000X0000000000X00000 0X00000000X0000000X00

7、自我檢核度:工作或學習中自我檢查並修正錯誤的 能力程度 公式:自我檢核(連續錯最大題數)=連續錯最大題數 以下表為例,前半(第1〜8列)展示自我檢核度高的 狀況,後半(第9〜1 5列)展示自我檢核度低的狀況。(Ο7. Self-checking degree: The ability level of self-examination and correction of errors in work or study: Self-checking (maximum number of consecutive errors) = maximum number of consecutive errors The following table is an example, the first half (columns 1 to 8) The situation in which the self-checking degree is high is shown, and the second half (columns 9 to 15) shows a situation in which the self-checking degree is low. (Ο

代表該題答案正確、X代表錯誤、_代表未回答)The answer to the question is correct, X is wrong, _ is unanswered)

第1列 〇〇oo00000X0000000000000OXXOOOOOOOOO 00000 0X000000000000 000000X00000X00 _ 第2列 00X00000000000000000000ΧΧ0000000000 000000000000000000000000000 第3列 000ΧΧΧ0000000000000〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 XOOOOOOOOOOOOXXOOOOOOOO 29 201233418 第4列 XOOOOXXOOOOOOOOOOOOOOOOOOOOOO〇〇〇〇〇〇 0X000000000000 第5列 OOOOOOOOOXXO0000000000X000000000000 0000000X 第6列 OOOOXOOOOOOOOOOXXXOOOOOOOOXOOOOOOOO 000 第7列 0000000000X000X00OOOOOOOXOXOOOOOOOX 0 第8列 000000ΧΧ00000Χ000000ΧΧ000000 第9列 00000ΧΧΧΧΧΧ000000000000000000X00 ___ 30 201233418The first column 〇〇oo00000X0000000000000OXXOOOOOOOOO 00000 0X000000000000 000000X00000X00 _ The second column 00X00000000000000000000ΧΧ0000000000 000000000000000000000000000 The third column 000ΧΧΧ0000000000000〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇XOOOOOOOOOOOOXXOOOOOOOO 29 201233418 The fourth column XOOOOXXOOOOOOOOOOOOOOOOOOOOOO〇〇〇〇〇〇0X000000000000 5 columns OOOOOOOOOXXO0000000000X000000000000 0000000X Column 6 OOOOOOOOOOOOOOOOXXXOOOOOOOOXOOOOOOOO 000 Column 7 0000000000X000X00OOOOOOOXOXOOOOOOOX 0 Column 8 000000ΧΧ00000Χ000000ΧΧ000000 Column 9 00000ΧΧΧΧΧΧ000000000000000000X00 ___ 30 201233418

第10列 XXOOOOOOOOOOOOOOOOOOOOOXXXXXXOOO ___ 第11列 00000OXXXXXXXXXXXXXXXOOOO0000000000 000000 第12列 OOOOXXXOOOOOOOOOOOOOOXXXXXXXXXXOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第13列 oxxxxxxxxxxxxxxxxxxo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000ΧΧΧΧXXxxxxo〇〇〇〇〇〇〇〇〇 第14列 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOXXXXX xxxxxooooo〇〇〇〇〇〇〇〇〇〇〇〇〇 第15列 OOOOXOOOOOXXXXXXXXXXXXXXXXXXXOOOOOO OOOOOOOOOOOOOOOOOOOOOXOOOXOXXOO ____ 8、情緒穩定度:工作或學習時情緒管理的穩定程度 公式:情緒穩定度(連錯block數)=(正確與錯誤作答 31 201233418 轉換次數/總作答數)*l〇〇 以下表為例,前半(第1〜8列)展示情緒穩定度高的 狀況,後半(第9〜15列)展示情緒穩定度低的狀況。(0 代表該題答案正確、X代表錯誤、_代表未回答)Column 10XXOOOOOOOOOOOOOOOOOOOOOOXXXXXXOOO ___ 11th column 00000OXXXXXXXXXXXXXXXOOOO0000000000 000000 12th column OOOOXXXOOOOOOOOOOOOOOXXXXXXXXXXOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇13th column oxxxxxxxxxxxxxxxxxxo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 0000ΧΧΧΧXXxxxxo〇〇〇〇〇〇〇〇〇第14列OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOXXXXX xxxxxooooo〇〇〇〇〇〇〇〇〇〇〇〇〇第15列OOOOXOOOOOXXXXXXXXXXXXXXXXXXXOOOOOO OOOOOOOOOOOOOOOOOOOOOXOOOXOXXOO ____ 8. Emotional Stability: Stability Formula of Emotional Management at Work or Study : Emotional stability (number of wrong blocks) = (correct and wrong answer 31 201233418 number of conversions / total number of answers) * l 〇〇 The following table is an example, the first half (columns 1 to 8) shows a situation of high emotional stability, The second half (columns 9 to 15) show a situation in which emotional stability is low. (0 means the answer is correct, X means wrong, _ means unanswered)

第1列 OOOOOOOOOOXXXOOOOOOOOOOOOOOOOOXXOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOXOO 第2列 00X00000000000000000000000000000000 OOOOOOOOOOOOXXXOOOOOOO 第3列 00000000000000000OOOXXOOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第4列 X0000000X00000000000000000000000000 OOOOOXXXOOOOOO 第5列 OOOOOOOOOXXXXOOOOOOOOOOOOOOOOOOOOOO 000000X 第6列 OOOOXOOOOOOOOOOOXXXOOOOOOOOOOOOOOOO 32 201233418Column 1 OOOOOOOOOOXXXOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOXOO Column 2 00X00000000000000000000000000000000 OOOOOOOOOOOOXXXOOOOOOO Column 3 00000000000000000OOOXXOOOOOOOOOOOO 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 Column 4 X0000000X00000000000000000000000000 OOOOOXXXOOOOOO Column 5 OOOOOOOOOXXXXOOOOOOOOOOOOOOOOOOOOOO 000000X Column 6 OOOOXOOOOOOOOOOOXXXOOOOOOOOOOOOOOOO 32 201233418

〇〇 第7列 oxxooooooooooooxoxo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 第8列 0000000000000000000X00 第9列 XXXOOXOXOXOXOOOOOOOXXOOOXOXOOOOXOO _ 第10列 XXOOOOOXOXOOOOXXXOXOOOOXOOOOXXOOXXX 〇〇〇 第11列 OOOOXOOXXOOXXOOXXOOOOXXXXOOXOOOOXXO 00X0X000 第12列 OOOXOXXXOOOOXOOOOOXXXOOOOXXXXOOOOOX 00000X0000X0X000 33 201233418 第13列 0ΧΧ000Χ000ΧΧΧΧ000Χ000ΧΧΧΧ000ΧΧ0000Χ OOXXOOOXOOOXOOOXOOOXOOOXOOOOOO 第14列 XOOOXOOOOXOOOOOOXXOOOOOOOOXOOOOXOOO ΧΧ00000ΧΧ00000Χ0Χ0Χ0Χ00000 第15列 OOOOXOOOXXOOXOOOXXOOOXOXXOOOOOOOOOO OOXXXOOOOOOOXXOOOOOOOXOOOXOXXOO____ 9、轉易情境適應力:情境由複雜轉為簡單時的感知與 調適能力 公式:轉易情境適應力(只適用混成式)=轉易類(減 轉加、乘轉加、乘轉減共六次轉換)加總六個傳換率(後 行完成度/前行完成度)再平均(除以六) 以下表為例,表A展示轉易情境適應力佳的狀況, 表B展示轉易情境適應力差的狀況。(0代表該題答案正 確、X代表錯誤、_代表未回答)〇〇7th column oxxooooooooooooxoxo〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇8th column 0000000000000000000X00 Column 9 XXXOOXOXOXOXOOOOOOOXXOOOXOXOOOOXOO _ column 10 XXOOOOOXOXOOOOXXXOXOOOOXOOOOXXOOXXX 〇〇〇11th column OOOOXOOXXOOXXOOXXOOOOXXXXOOXOOOOXXO 00X0X000 12th column OOOXOXXXOOOOXOOOOOXXXOOOOXXXXOOOOOX 00000X0000X0X000 33 201233418 13 0ΧΧ000Χ000ΧΧΧΧ000Χ000ΧΧΧΧ000ΧΧ0000Χ OOXXOOOXOOOXOOOXOOOXOOOXOOOOOO XOOOXOOOOXOOOOOOXXOOOOOOOOXOOOOXOOO ΧΧ00000ΧΧ00000Χ0Χ0Χ0Χ00000 column 14 of 15 OOOOXOOOXXOOXOOOXXOOOXOXXOOOOOOOOOO OOXXXOOOOOOOXXOOOOOOOXOOOXOXXOO____ 9, the resilience of situations conveyance: perception and ability to adapt from the simple formulas for the complex into context: the resilience of situations conveyance (only for hybrid type) = conveyancing Class (reduction plus, multiply, multiply and subtract six conversions) plus six conversion rates (post-completion/pre-completeness) and average (divide by six) Showing the situation of adaptability to the situation of transfer, Table B shows the poor adaptability of the transfer situation Conditions. (0 means the answer is correct, X means wrong, _ means unanswered)

表ATable A

乘 OOOOOOOOOOXXXOOOOOOOOOOOOOOOOOXXOOOOO 法 OOOOOOOOOOOOOOOOOXOO 34 201233418 ———— 減 OOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 法 OOOOOOOOOOOOXXXOOOOOOO 加 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇 法 〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇OOOOOOOOOOXXXOOOOOOOOOOOOOOOOOOXXOOOOO OOOOOOOOOOOOOOOOOXOO 34 201233418 ———— 减OOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOO 〇〇法〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇〇

表BTable B

乘 OOOOOOOOOOXXXOOOOOOOOOOOOOOOOOXX00000 法 00000000000000000X00 減 00X0000000OOXXXOO000000000X0000X00000 法 OOOOXXXOOOXOOXOO 加 OOOOOOXXOOOOOOXXXXOOOOOOXOOOOOOXXOOOO 法 OOOOXXOOOOOO 10、轉難情境適應力:情境由簡單轉為複雜時的感知與 調適能力 公式:轉難情境適應力(只適用混成式)=轉難類(加 35 201233418 轉減、加轉乘、減轉乘共六次轉換)加總六個傳換率(後 行完成度/前行完成度)再平均(除以六) 以下表為例,表A展示轉難情境適應力佳的狀況, 表B展示轉難情境適應力差的狀況。(0.代表該題答案正 確、X代表錯誤、_代表未回答)By OOOOOOOOOOXXXOOOOOOOOOOOOOOOOOXX00000 Method 00000000000000000X00 minus 00X0000000OOXXXOO000000000X0000X00000 Method OOOOXXXOOOXOOXOO Plus OOOOOOXXOOOOOOXXXXOOOOOOXOOOOOOXXOOOO Method OOOOXXOOOOOO 10, Adaptation situation adaptability: Perception and adjustment ability formula when the situation changes from simple to complex: Adaptation situation adaptability (only applicable to mixed type) = transfer difficult class ( Plus 35 201233418 Conversion, Addition, Conversion, and Conversion by Six Conversions) Adding a total of six transfer rates (post-completion/pre-completeness) and then average (divide by six) The following table is an example, Table A Demonstrate the situation in which the adaptability of the situation is good, and Table B shows the situation of poor adaptability to the situation. (0. The answer to the question is correct, X is wrong, _ is unanswered)

表A 加 000000000000000OOOOOOOOOOOOOOOXXOOOOO 法 00000000000000000000000X00 減 00X0000000000000000000000000000000000 法 OOOOOOOOOOOOXXXOOOOOOO 乘 XXOOOOOOOOOOOOOXXOOOOOOOOOOOOOOOXOOOO 法 OOOOOOOOOOOOOOXXOOOOOO 表B 加 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXXOOOOO 法 00000000000000000000000X00 減 00Χ00ΧΧ0ΧΧ0000ΧΧΧΧ000000Χ0000ΧΧ000000 法 00ΧΧΧ000 36 201233418 乘 xxoooxxxxxxoooxxooooooooxxxo 法 並且可以根據上述前八項指標產生以下圖示,其中%是 以資料庫所有資料為基準,例如: 1.總 2.速 3.細心 4.啟動 5.持久 6.變動 7.自我 8.情緒 完成 度 度 性 性 性 檢核 穩定度 度 前1% 前5% 前10% 前25% 前50% 前75% 75%之後 前10%Table A plus 000000000000000OOOOOOOOOOOOOOOXXOOOOO method 00000000000000000000000X00 Save 00X0000000000000000000000000000000000 method OOOOOOOOOOOOXXXOOOOOOO by XXOOOOOOOOOOOOOXXOOOOOOOOOOOOOOOXOOOO method OOOOOOOOOOOOOOXXOOOOOO Table B plus OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXXOOOOO method 00000000000000000000000X00 Save 00Χ00ΧΧ0ΧΧ0000ΧΧΧΧ000000Χ0000ΧΧ000000 method 00ΧΧΧ000 36 201233418 xxoooxxxxxxoooxxooooooooxxxo multiplication method and may generate the following illustration of the front eight indicators, which is the repository of all information% For the benchmark, for example: 1. Total 2. Speed 3. Careful 4. Start 5. Lasting 6. Change 7. Self 8. Emotional completion degree Sexuality check Stability 1% before 5% Top 10% before 25% Top 50% Top 75% 75% After 10%

1.總完成 2.速度1. Total completion 2. Speed

3.細心度 4.啟動性 37 5 2012334183. Care 4. Startability 37 5 201233418

6 -變動性 核度 此外,本實施例除 網路連上遊戲伺服器2 了可以透過電子裝置3經由網際 來進行心理測驗遊戲外’也可以 38 201233418 在電子裝置3上單機進行。電子裝置3主要包括一顯示 器31,一供玩家輸入控制指令的輸入介面32(例如鍵 盤、滑鼠、觸控板或觸控面㈣),_儲存心理測驗遊 戲軟體的記憶單it 33 ’及_存取記憶單元33並執行該 心理測驗遊戲軟體的處理單A 34。且由於處理單元Μ 執行該心理測驗遊戲軟體的遊戲流程如上述^丄步驟所 示,故於此不再重覆贅述。6 - Variability Auditing In addition, in this embodiment, in addition to the network connected to the game server 2, the psychological test game can be performed via the Internet via the electronic device 3, which can also be performed on the electronic device 3 alone. The electronic device 3 mainly includes a display 31, an input interface 32 (such as a keyboard, a mouse, a touchpad or a touch surface (4)) for the player to input a control command, and a memory list of the psychological test game software. The memory unit 33 is accessed and the processing list A 34 of the psychometric game software is executed. And since the processing unit Μ executes the game flow of the psychological test game software as shown in the above steps, it will not be repeated here.

本貫:例的電子裝置3不限於個人電腦或筆記型電 腦,只要是具備有類似上述顯示器21及各單元22、23、 24功能的電子裝可實施本發日月的心理測驗遊戲方 法。 且上述心理測驗遊戲軟體可以被預先載入電子裝置 3的圮憶單元33中,或者記錄在一電腦可讀取的記錄媒 體中,再由電子裝置3讀取並儲存於記憶單元33中,或 者是以一電腦程式產品的形式記錄在一遠端的網路伺服 器中,再由電子裝置3透過網際網路從該網路飼服器下 裁該心理測驗遊戲軟體至電子裝置3的記憶單元33中。 綜上所述’上述實施例之心理測驗遊戲方法以遊戲 的方式提供多種數學運算測驗遊戲供玩家選擇,使心理 硎驗的選擇更為豐富多元,而且以圖案的方式顯示測驗 結果’除了增加遊戲的趣味性’且可讓玩家對於遊戲結 果一目了然,此外,本遊戲還可對遊戲結果進行即時分 析’讓玩家除了挑戰遊戲外’也可以同時了解遊戲當時 的精神狀態,而讓心理測驗兼具實質的意義與樂趣。 39 201233418 惟以上所述者,僅為本發明之較佳實施例而已,當 不能以此限定本發明實施之範圍,即大凡依本發明申請 專利範圍及發明說明内容所作之簡單的等效變化與修 飾,皆仍屬本發明專利涵蓋之範圍内。 【圖式簡單說明】 圖1是本發明心理測驗遊戲方法的一較佳實施例的 流程圖; 圖2是實施本發明心理測驗遊戲方法的遊戲伺服器 的一較佳實施例的主要電路方塊圖; 圖3顯不本實施例之”加法”測驗遊戲的一遊戲起 始畫面; 圖4顯示本實施例之,,力口法”測驗遊戲的一遊戲規 則解說畫面; 圖5顯示本實施例之”加法”測驗遊戲的一遊戲畫 面及一遊戲結束訊息視窗; 圖6顯示本實施例之,,加法”測驗遊戲的一測驗結 果畫面,其中並顯示一下拉式選單; 圖7顯示本實施例之下拉式選單中的所有選項; 圖8顯示本實施例之”加法”測驗遊戲的一測驗結 果統計晝面;及 圖9是本實施例之電子裝置實施本發明心理測驗遊 戲方法的主要電路方塊圖。 40 201233418 【主要元件符號說明】 2 遊戲伺服器 3 21 網路介面 22 23 處理單元 31 32 輸入介面 33 34 處理單元 11 電子裝置 記憶單元 顯示器 記憶單元 14步驟 41The electronic device 3 of the present invention is not limited to a personal computer or a notebook computer, and may be a psychological test game method in which an electronic device having functions similar to those of the display 21 and the respective units 22, 23, and 24 can be implemented. And the above psychological test game software can be preloaded into the memory unit 33 of the electronic device 3, or recorded in a computer readable recording medium, and then read by the electronic device 3 and stored in the memory unit 33, or Recorded in a remote computer server in the form of a computer program product, and then the electronic device 3 cuts the psychological test game software from the network server to the memory unit of the electronic device 3 through the Internet. 33. In summary, the psychological test game method of the above embodiment provides a plurality of mathematical operation test games for the player to select in a game manner, so that the selection of the psychological test is richer and more diverse, and the test results are displayed in a pattern manner. The funness of the game allows players to see the results of the game at a glance. In addition, the game can also analyze the game results in real time, so that the player can understand the mental state of the game at the same time, and let the psychological test have the essence. Meaning and fun. 39 201233418 The above is only the preferred embodiment of the present invention, and the scope of the present invention is not limited thereto, that is, the simple equivalent change of the patent application scope and the description of the invention is Modifications are still within the scope of the invention. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a flow chart of a preferred embodiment of a psychological test game method of the present invention; FIG. 2 is a block diagram of a main circuit of a preferred embodiment of a game server for implementing the psychological test game method of the present invention; FIG. 3 shows a game start screen of the "addition" test game of the present embodiment; FIG. 4 shows a game rule commentary screen of the force mouth method test game of the present embodiment; FIG. 5 shows the game embodiment of the present embodiment. The "addition" test game screen and a game end message window; FIG. 6 shows a test result screen of the addition test game in the embodiment, wherein the pull menu is displayed; FIG. 7 shows the present embodiment. All the options in the pull-down menu; FIG. 8 shows a test result statistics of the "addition" test game of the present embodiment; and FIG. 9 is a main circuit block diagram of the electronic device of the present embodiment for implementing the psychological test game method of the present invention. . 40 201233418 [Description of main component symbols] 2 Game server 3 21 Network interface 22 23 Processing unit 31 32 Input interface 33 34 Processing unit 11 Electronics Memory unit Display Memory unit 14Step 41

Claims (1)

201233418 七、申請專利範圍: 1、一種心理測驗遊戲方法,係在一具備顯示器的電子裝置上 執行,該遊戲方法包括: (A) 提供複數種測驗遊戲供玩家選擇,每一種測驗遊 戲之遊戲晝面顯示複數題目列,每一題目列包含複數個數 字; (B) 根據玩家選擇的其中一種測驗遊戲,顯示該種測 驗遊戲的一遊戲規則’指示玩家將每一題目列中兩兩相鄰 數字進行一特定計算,並將計算得到的答案中的一個數字 填在該兩兩相鄰數字之間的下方位置,以形成一答案列; (C )於該測驗遊戲開始後計時,並於計時達到一預定 時間即結束該測驗遊戲;及 (D)以一圖形頁面顯示該測驗遊戲的結果,該圖形頁 面將β亥遊戲之每一答案列中答對的答案以一第一圖案表 不,答錯的答案以一第二圖案表示。 -依據申凊專利範圍第1項所述的心理測驗遊戲方法,其中 °亥等測驗遊戲包括加法、減法、乘法及混成式遊戲,該混 成式遊戲係指相鄰的兩列數字是以不同的運算方式來計算 兩兩相鄰的數字。 據申叫專利範圍第1項所述的心理測驗遊戲方法,在步 驟(Β)中,該答案中的一個數字是指個位數。 1依據申4專利範圍帛1項所述的心理測驗遊戲方法,在步 r驟 1Λ X -L, ’更分析該測驗遊戲的結果並對該測驗遊戲的結果 做出評價。 42 201233418 一種遊戲伺服器,預設有— 電子裝置透過網際網路連線 遊戲伺服器包括: 心理測驗遊戲軟體,其可供一 ’以進行該心理測驗遊戲,該 -網路介面’與該電子褒置連線,以接 下達的指令並傳送遊戲畫面給電子裝置; '^置201233418 VII. Patent application scope: 1. A psychological test game method is implemented on an electronic device with a display. The game method includes: (A) providing a plurality of test games for the player to select, and each game of the test game昼The face column displays a plurality of topic columns, each topic column contains a plurality of numbers; (B) according to one of the test games selected by the player, a game rule of the test game is displayed to indicate that the player will have two adjacent numbers in each title column. Performing a specific calculation, and filling a number in the calculated answer between the two adjacent numbers to form an answer column; (C) timing after the test game starts, and reaching the time Ending the quiz game at a predetermined time; and (D) displaying the result of the quiz game in a graphical page, the graph page notifying the answer in the answer column of each of the β Hai games as a first pattern, The answer is represented by a second pattern. - The psychological test game method according to claim 1, wherein the test game includes addition, subtraction, multiplication, and blending, and the mixed game means that the adjacent two columns of numbers are different. The calculation method is used to calculate two adjacent numbers. According to the psychological test game method described in claim 1 of the patent scope, in the step (Β), one of the numbers in the answer refers to a single digit. 1 According to the psychological test game method described in the scope of claim 4 of the patent application, the result of the test game is analyzed and the result of the test game is evaluated in step 1 Λ X - L, '. 42 201233418 A game server, pre-configured - an electronic device through an internet connection game server includes: a psychometric game software, which is available for a 'psychological test game, the network interface' and the electronic Connect the device to receive the command and send the game screen to the electronic device; -記憶單元,儲存該心理測驗遊戲軟體;及 ▲ -處理單元’讀取並執行該心理測驗遊戲軟體,以在 该電子裝置的-顯示器顯示複數種測驗遊戲供玩家選擇, 其中每-種測驗遊戲之遊戲晝面顯示複數題目列,每_題 目列包含複數個數字,並根據玩家經由該電子裝置的一輪 入單元選擇的其中-種測驗遊戲’顯示該種測驗遊戲的一1 遊戲規則,指示玩家將每一題目列中兩兩相鄰數字進行一 特定計算,並將計算得到的答案中的一個數字填在該兩兩 相鄰數字之間的下方位置,以形成—答案列,且該處理單 元於遊戲開始後計時,並於計時達到一預定時間即結束該 遊戲;並於該電子裝置的顯示器以_圖形頁面顯示該測驗 遊戲的結果,該圖形頁面將該遊戲之每一答案列中答對的 案以第一圖案表示’答錯的答案以一第二圖案表示。 '依據申請專利範圍第5項所述的遊戲伺服器,其中該等測 驗遊戲包括加法、減法、乘法及混成式遊戲,該混成式遊 戲係指相鄰的兩列數字是以不同的運算方式來計算兩兩相 鄰的數字。 依據申請專利範圍第5項所述的遊戲伺服器,其中該答案 中的一個數字是指個位數。 43 201233418 8、 依據申請專利範圍第5項所述的遊戲伺服器,其t該處理 單元更分析該測驗遊戲的結果’並對該測驗遊戲的結果做出 評價。 9、 一種電子裝置,包括: 一顯示器; 一輸入單元; 一記憶單元,儲存有一心理測驗遊戲軟體;及 一處理單元,讀取並執行該心理測驗遊戲軟體,以於該顯 示器顯示複數種測驗遊戲供玩家選擇,其中每一種測驗遊 修: 戲之遊戲畫面顯示複數題目列’每一題目列包含複數個數 ·· 子並根據玩豕經由該輸入单元選擇的其中一種測驗遊 戲’顯示該種測驗遊戲的一遊戲規則,指示玩家將每一題 目列中兩兩相鄰數字進行一特定計算,並將計算得到的答 案中的一個數字填在該兩兩相鄰數字之間的下方位置以 形成一答案列,且於遊戲開始後計時,並於計時達到一預 定時間即結束該遊戲,以及於該顯示器以一圖形頁面顯示 該測驗遊戲的結果,該圖形頁面將該遊戲之每一答案列中籲 答對的答案以一第一圖案表示,答錯的答案以一第二圖案 表示。 ·. 1(1、依據申請專利範圍第9項所述的電子襄置,其中該等測驗 遊戲包括加法、減法、乘法及混成式遊戲,該混成式遊戲 係指相鄰的兩列數字是以不同的運算方式來計算兩兩相鄰 的數字。 U、依據申請專利範圍第9項所述的電子裝置,其中該答案中 S 44 201233418 的一個數字是指個位數。 12、 依據申請專利_ 9項所述的電子裝置其中該處理單 兀更分析該測驗遊戲的結果,並對該測驗遊戲的結果做出 評價。 13、 -種電腦可讀取的記錄媒體,記錄有—心理測驗遊戲軟 體,該心理測驗遊戲軟體可被一電子裝置載入並執行如申 請專利範圍第1至4項所述的遊戲步驟。 14、 一種電腦程式產品,包含有一心理測驗遊戲軟體該電腦 耘式產品可被下載至一電子裝置並執行該心理測驗遊戲耖 體’使該電子裝置進行如申請專利範圍第丨至4項所述的 遊戲步驟。 45a memory unit storing the psychometric game software; and ▲ - a processing unit 'reading and executing the psychometric game software to display a plurality of quiz games for the player to select on the display of the electronic device, wherein each of the quiz games The game displays a plurality of title columns, each _topic column includes a plurality of numbers, and indicates a player according to one of the game rules selected by the player via a round-in unit of the electronic device to display the game of the test game. Performing a specific calculation on two adjacent numbers in each title column, and filling a number in the calculated answer between the two adjacent numbers to form an answer column, and the processing unit Counting the game after the game starts, and ending the game when the time reaches a predetermined time; and displaying the result of the test game on the display of the electronic device on the _graphic page, the graphic page is correct in each answer column of the game. The case is represented by the first pattern. The answer to the wrong answer is represented by a second pattern. According to the game server of claim 5, wherein the test game includes addition, subtraction, multiplication and blending games, the mixed game means that two adjacent columns of numbers are in different calculation manners. Calculate two adjacent numbers. According to the game server of claim 5, wherein one of the answers refers to a single digit. 43 201233418 8. According to the game server of claim 5, the processing unit further analyzes the result of the test game and evaluates the result of the test game. 9. An electronic device comprising: a display; an input unit; a memory unit storing a psychometric game software; and a processing unit for reading and executing the psychometric game software for displaying a plurality of quiz games on the display For the player to choose, each of the test tour repairs: the game screen of the show shows the plural title column 'each title column contains a plurality of numbers · · and according to one of the test games selected by the input unit through the input unit' display the test A game rule of the game, instructing the player to perform a specific calculation on two adjacent numbers in each title column, and filling a number in the calculated answer between the two adjacent numbers to form a The answer column, and timing after the game starts, and ending the game after the timing reaches a predetermined time, and displaying the result of the quiz game on the display with a graphic page, the graphic page is called for each answer of the game. The answer to the answer is represented by a first pattern, and the answer to the wrong answer is represented by a second pattern. 1. (1) The electronic device according to claim 9, wherein the test game comprises an addition, subtraction, multiplication and a mixed game, wherein the mixed game means that the adjacent two columns of numbers are Different calculation methods are used to calculate two adjacent numbers. U. The electronic device according to claim 9 of the patent application, wherein a number in the answer S 44 201233418 refers to a single digit. Item 9 of the electronic device, wherein the processing unit analyzes the result of the test game and evaluates the result of the test game. 13. A computer-readable recording medium recorded with a psychological test game software The psychometric game software can be loaded by an electronic device and execute the game steps as described in claims 1 to 4. 14. A computer program product comprising a psychological test game software, the computer type product can be Downloading to an electronic device and executing the psychological test game carcass' causes the electronic device to perform the game steps as described in the scope of claims 1-4.
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