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研究生:林君瑋
研究生(外文):Chun-wei Lin
論文名稱:電腦手勢操作符號心智模型之研究
論文名稱(外文):A Research on User`s Mental Model in Gesture Controlling
指導教授:張華城張華城引用關係
學位類別:碩士
校院名稱:南台科技大學
系所名稱:多媒體與電腦娛樂科學系
學門:電算機學門
學類:軟體發展學類
論文種類:學術論文
論文出版年:2010
畢業學年度:98
語文別:中文
論文頁數:114
中文關鍵詞:人機介面符號學心智模型手語社會學習理論手勢操作
外文關鍵詞:Human-Computer InteractionSign LanguageMetal ModelSocial Learning TheoryGesture Operation
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1801年,Joseph Marie Jacquard對織布機的設計進行改良,將一系列打孔的紙卡作為最早的計算器輸入工具,到現今語音與觸控輸入介面,介面開發人員不斷尋找更自然、更合適的人機互動方式,以拉近人類與機器之間的距離。1981年全錄公司的Palo Alto研究中心發展的圖形使用者介面 (Graph User Interface, GUI) ,更接近人性化,具備易視性、透明化等優點。2007年蘋果公司的iPhone手機,直接操作介面使人與機器間的距離更加貼近。表情與手勢具更輔助人類溝通的功能,而現今Hitachi、Toshiba等多家科技大廠發表手勢操作的概念性產品,顯示手勢操作未來將成趨勢,而本研究針對手勢操作的動作與因素探討,進一步找出手勢操作的心智模式。本研究具體工作目標如下:(1) 藉由探索性實驗進行觀察紀錄手勢操作行為的方法與因素;(2) 建構以市佔率近七成的Windows作業系統的情境進行手勢操作的觀察;(3) 以順序尺度了解受測者較為傾向何種動作與因素;(4) 從實驗數據中整理歸納後找出手勢操作的心智模式。設計14項實驗任務並由不熟悉電腦的使用者進行手勢操作實驗,以實驗觀察法進行紀錄後統計分析結果。從實驗數據中發現,在手勢的運動動作中「手指觸摸」、與「揮手」動作是最常被使用的;動作大小偏向較小的動作;而多數手勢操作是使用「單手」進行操作,且與慣用手無關;另外操作的因素分析以動作起源為基本理論,分析並歸類出「模仿再現行為」、「聯想具現行為」與「嘗詴激發行為」三種類型,其中多數為「模仿再現行為」,其次為「聯想具現行為」因素。在模仿再現行為中,依據整理並歸納出三項具體因素:(1) 模仿滑鼠操作;(2) 模仿觸控介面操作;(3) 模仿生活中使用物品的方法。在聯想再現行為中,依據整理並歸納出三項具體因素:(1) 想像手碰觸該虛擬物件並控制;(2) 因符號代表意義而產生的聯想;(3) 手部表現相似語意。在嘗詴激發行為中,依據整理並歸納出兩項具體因素:(1) 本能直覺反應地指揮操作;(2) 嘗詴更為更影響力的動作。
1801, Joseph Marie Jacquard improved the designment of loom, he took a series of punched card a kind of the input tool of calculator. Until now, by the pronunciation identification system and touch-control system, interface developers constantly looking for more natural, more suitable interaction to shorten the distance between human and machine. 1981, the Graph User Interface (GUI) developed by Palo Alto research centre of Xerox Company is more close to user-friendly, easy visibility, transparency…ect. The iPhone cell phone of Apple crop. in 2007, it shortened the distance between human and machine by directly input devices. Facial expression and hand gesture have the function of communicating with people, and now Hitachi, Toshiba and other technology companies published the conceptual products by hand gesture control; it showed the hand gesture control will become the tendency. This research probed into the movements and causes of hand gesture control, then found out the mental way of hand gesture control. This research's concrete purposes are following: (1) Recording the methods and causes of the action of hand gesture control by explorative experiments. (2) Observing the operation of the system Windows 7 which has the nearly 70% market share. (3) Realizing the movements and causes which was the trend of experimental subject by the interval scale. (4) Finding out the mental way of hand gesture control by sorting out the experiment results. Designing 14 experiment tasks, and tested by the users whom didn't familiar to the computer, then, analyzing the results by experimental observation. From the experiment date, the most commonly used movements were "finger-touch" and "wave the hand"; the actions preferred to the small scope. Many gesture operations carry on the one-handed operation, and it also had nothing to do with dominant hand. Specially, the factors of the operation based on the origination of movement, then, analyzed and inducted to three types: "Imitation and Reappearance Behavior", "Association and Materialize Behavior" and "Trying and Feedback Behavior". The most action which often be used was "Imitation and Reappearance Behavior", and the next was "Association and Materialize Behavior. " In the Imitation and Reappearance Behavior, it was analyzed and inducted to three concrete courses: (1) imitating the operation of mouse. (2) imitating the operation of touch-control devise (3) imitating the methods of using commodities. In the Association and Materialize Behavior, it was analyzed and inducted to three concrete courses: (1) imagining that hand touch the virtual thing and control it. (2) bringing the imagination by the meanings of the symbols. (3) the hand performance was similar to semantics. In the Trying and Feedback Behavior, it was analyzed and inducted to two concrete courses: (1) operating directly by instinct. (2) trying to be more influential movements.
中文摘要 ................................................................................................................... i
Abstract ..................................................................................................................... ii
誌謝 ......................................................................................................................... iii
圖目錄 .................................................................................................................... vii
表目錄 ...................................................................................................................... x
第一章 緒論 .......................................................................................................... 1
1.1 研究背景 .................................................................................................. 1
1.1.1 介面發展由簡至繁,而又由繁至簡 ........................................... 1
1.1.2 使用者圖形介面提供了直覺性的聯想 ....................................... 3
1.1.3 拉近人類與機器之間的距離 ....................................................... 4
1.1.4 觸控手勢、軌跡操作等新世代的產品正持續性地發展 ........... 5
1.2 研究目的 .................................................................................................. 6
1.3 研究流程架構 .......................................................................................... 7
1.3.1 系統分析階段 ............................................................................... 7
1.3.2 介面設計與前測階段 ................................................................... 7
1.3.3 實驗執行階段 ............................................................................... 8
1.3.4 整理結果與分析階段 ................................................................... 8
1.3.5 結果討論與建議 ........................................................................... 8
第二章 文獻探討 ................................................................................................ 10
2.1 資訊輸入裝置 ........................................................................................ 10
2.1.1 滑鼠相關研究 ............................................................................. 10
2.1.2 其他輸入裝置相關研究 ............................................................. 11
2.1.3 人性化介面 ................................................................................. 13
2.2 圖形與手勢符號運用 ............................................................................ 14
2.2.1 Windows介面功能討論............................................................. 15
2.2.2 圖形符號 ..................................................................................... 19
2.2.3 手勢符號 ..................................................................................... 20
2.2.4 場景編輯 (Scene editor) ............................................................ 20
2.2.5 手勢辨識設計 ............................................................................. 21
2.3 手勢應用裝置 ........................................................................................ 21
2.3.1 Toshiba 研發與電視結合的Cell-based TV .............................. 21
2.3.2 Hitachi 整合數位家庭的Gesture Control TV .......................... 22
2.3.3 Panasonic 指令辨識的Spatial Hand Gesture User Interface ... 23
2.3.4 G-Speak 將未來技術借給電影「關鍵報告」的Oblong ........ 23
2.4 手部動作 ................................................................................................ 24
2.4.1 手部構造 ..................................................................................... 24
2.4.2 手部動作形態 ............................................................................. 25
2.5 小結 ........................................................................................................ 26
第三章 研究方法 ................................................................................................ 28
3.1 實驗目的與方法 .................................................................................... 28
3.1.1 實驗任務規畫 ............................................................................. 28
3.1.2 實驗對象 ..................................................................................... 30
3.1.3 實驗軟體設計 ............................................................................. 30
3.1.4 實驗流程與規劃 ......................................................................... 30
3.1.5 研究器材與環境建置 ................................................................. 31
3.2 實驗軟體設計 ........................................................................................ 32
3.2.1 影像辨識系統 ............................................................................. 32
3.2.2 影像攝取方式與系統程式判斷 ................................................. 33
3.2.3 軟體介面呈現與任務設計 ......................................................... 34
第四章 實驗結果分析 ........................................................................................ 45
4.1 手勢動作 .............................................................................................. 45
4.2 手勢符號產生因素 .............................................................................. 54
4.3 實驗結果 .............................................................................................. 63
第五章 結論與建議 .......................................................................................... 65
5.1 結論 ...................................................................................................... 65
5.2 建議 ...................................................................................................... 67
參考文獻 ................................................................................................................ 68
附件 ........................................................................................................................ 70
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