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研究生:李勝峰
研究生(外文):Li,Sheng-Fong
論文名稱:臨場感與促進焦點在有用性對動作訓練之影響
論文名稱(外文):The Effect of Presence and Promotion Focus on Usability for Motion Learning
指導教授:孫惠民孫惠民引用關係
指導教授(外文):Sun, Huey-Min
口試委員:林信志孫惠民蕭鉢
口試委員(外文):Lin,Hsin-ChihSun, Huey-MinHSIAO, BO
口試日期:2013-07-11
學位類別:碩士
校院名稱:長榮大學
系所名稱:資訊管理學系碩士班
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2013
畢業學年度:101
語文別:中文
論文頁數:61
中文關鍵詞:OGRE 3D有用性調節焦點理論臨場感
外文關鍵詞:OGRE 3DUsabilityRegulatory focus theoryPresence
相關次數:
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隨著人機介面技術的提升,在虛擬實境中的臨場感議題是值得探索的,尤其是在全身控制的裝置,本文目的在對於體感控制的虛擬環境下,瞭解臨場感和促進焦點在有用性的影響。我們透過文獻回顧調查臨場感的專注性和沉浸感以及調節理論中的促進焦點,並建立研究架構與假說。
在實驗設計中,我們結合微軟發行的Xbox 360 Kinect和物件導向式的繪圖渲染引擎(OGRE 3D)開發虛擬實境學習系統。藉由3D動畫建構一個涉及促進焦點的任務內容,並在這系統中發展一個新的全身控制介面。根據臨場感和調節焦點理論,臨場感包含有涉入性專注和沉浸感,而來自調節焦點理論的促進焦點是具有關注、希望、和正面結果的感受。在這個研究架構之中探討使用者面對促進焦點的動作訓練任務內容,了解使用者對於臨場感在有用性有什麼樣的影響。

With the technology of human computer interaction on the rise, the issue of presence for interacting in virtual environment is worth exploring, especially for the device of full-body control. The purpose of this proposal is to understand the effect of presence and promotion focus on usability for full body interacting in virtual environment. We examined the involvement and immersion of presence through literature review and the promotion focus from the regulatory focus theory.
In the experiment design, we developed the virtual reality learning system combined the Microsoft released Xbox 360’s Kinect with the Object-Oriented Graphics Rendering Engine (OGRE) 3D. We built a task context referred to promotion focus by the 3D animation and a new full body control interface onto an avatar for 3D virtual reality environment. According to the presence and the regulatory focus theory, the presence includes involvement and immersion, while the promotion focus from the regulatory focus theory is concerned with hopes, aspirations, and positive outcomes. Under users facing the task context with promotion focus, we explore how users have the effect of the presence on usability.

第一章 導論...............................................1
第二章 文獻探討...........................................3
2.1 調節焦點理論....................................3
2.2 臨場感因素探討..................................5
2.3 有用性因素探討..................................8
2.4 學習滿意度因素探討.............................10
第三章 研究架構..........................................12
3.1 研究架構與假說.................................12
3.2 系統環境建置...................................14
3.3 實驗環境建置...................................22
3.4 問卷設計.......................................30
3.5 資料分析方法...................................31
第四章 資料分析..........................................35
4.1 敘述性統計分析.................................35
4.2 信度與效度分析.................................40
4.3 多變量分析.....................................41
4.4 結構化方程模式分析.............................42
第五章 結果與討論........................................46
參考文獻.................................................51
附錄A 臨場感對有用性之問卷調查..........................58

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