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研究生:許永紘
研究生(外文):HSU,YUNG-HUNG
論文名稱:在體感模擬操作下情緒設計對虛擬實境系統的臨場感與使用者體驗之影響
論文名稱(外文):The Effect of Emotional Design on Presence and User Experience for Somatosensory Virtual Reality
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:孫惠民林信志蕭鉢
口試委員(外文):SUN,HUEY-MINLIN,HSIN-CHIHHSIAO,BO
口試日期:2016-07-01
學位類別:碩士
校院名稱:長榮大學
系所名稱:資訊管理學系(所)
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:2016
畢業學年度:104
語文別:中文
論文頁數:63
中文關鍵詞:體感分散式認知情緒設計臨場感使用者體驗
外文關鍵詞:somatosensorydistributed cognitionemotional designpresenceuser experience
相關次數:
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  • 下載下載:77
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以往人機互動之相關研究,並未明確指出虛擬環境系統與臨場感或使用者體驗之間是否具有關聯性,然而,透過互動式體感控制裝置,和過去以相似情緒經驗之方式比較,增加了情緒設計與使用者主動溝通的方式。因此,情緒設計以分散式認知理論為基礎套用在虛擬實境內容上,旨在藉由體感互動虛擬實境裝置,瞭解使用者在臨場感與使用者體驗中所引發之情緒。本研究主要針對Xbox Kinect、PS MOVE或頭戴式顯示器之使用者進行問卷調查,研究方法主採探索性研究來探討情緒設計、臨場感與使用者體驗之間的關係。
研究結果顯示,不同的體感裝置經驗對臨場感與使用者體驗確實有所關聯。在虛擬實境內容上,本能、行為、反思三種層次之情緒設計分別對情感、有用性和使用者價值之三種使用者體驗因素產生影響。此外,結果亦指出,臨場感不但受本能層次之情緒設計影響,也反應出使用者體驗之情感,說明了使用者在虛擬實境內容上較重視外觀及感官效果。
With respect to human-computer interaction (HCI), the previous studies have supported the relationship between virtual environment and presence or user experience without explicit evidence. By comparison with the previous approach to the experience of similar emotion, however, an emotional design and active communication with the user were developed through the interactive somatosensory control device. In order to investigate how the emotion of the user was triggered in both of presence and user experience via somatosensory interactive virtual reality device, an emotional design was adopted as the virtual reality content based on the theories of distributed cognition. In this study, the users using Xbox Kinect, PS MOVE or head-mounted display (HMD) were interviewed. The connection between emotional design, presence and user experience was analyzed through exploratory research.
The results show that presence and user experience are obviously affected by different experiences of somatosensory device. For the virtual reality content, three levels of emotional design, visceral, behavioral, and reflective, have the influence on affection, usability, and user value of user experience, respectively. Moreover, the presence is involved with not only the visceral level of emotional design but the affection of user experience. In other words, it reveals that the appearance and sensory effects in the virtual reality content are much emphasized by the user.
致謝 I
摘要 II
Abstract III
目錄 IV
表目錄 VIII
圖目錄 IX
第一章、 緒論 1
1.1 研究動機 1
1.2 研究目的 2
第二章、 文獻探討 2
2.1 情緒設計 3
2.1.1 本能層次 5
2.1.2 行為層次 5
2.1.3 反思層次 6
2.2 臨場感 7
2.3 使用者體驗 11
2.3.1 情感 12
2.3.2 有用性 12
2.3.3 使用者價值 13
2.4 情緒設計與臨場感 15
2.5 情緒設計與使用者體驗 16
2.6 臨場感與使用者體驗 17
第三章、 研究方法 20
3.1 研究架構與假說 20
3.1.1 「本能層次」與「臨場感」 21
3.1.2 「行為層次」與「臨場感」 21
3.1.3 「反思層次」與「臨場感」 22
3.1.4 「本能層次」與「情感因素」 23
3.1.5 「行為層次」與「有用性因素」 24
3.1.6 「反思層次」與「使用者價值因素」 24
3.1.7 「臨場感」與「情感因素」 25
3.1.8 「臨場感」與「有用性因素」 25
3.1.9 「臨場感」與「使用者價值因素」 26
3.2 問卷內容 26
3.3 資料分析方法 28
3.3.1 信度與效度分析 28
3.3.2 變異數分析 29
3.3.3 結構方程模式 30
第四章、 結果與討論 31
4.1 信度與效度分析 31
4.2 變異數分析 34
4.3 結構方程模式 36
4.3.1 「本能層次」與「臨場感」 38
4.3.2 「行為層次」與「臨場感」 39
4.3.3 「反思層次」與「臨場感」 39
4.3.4 「本能層次」與「情感因素」 40
4.3.5 「行為層次」與「有用性因素」 40
4.3.6 「反思層次」與「使用者價值因素」 41
4.3.7 「臨場感」與「情感因素」 42
4.3.8 「臨場感」與「有用性因素」 43
4.3.9 「臨場感」與「使用者價值因素」 43
第五章、 結論 43
5.1 研究限制 45
參考文獻 46
中文文獻 46
英文文獻 46
附錄A問卷 58
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