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研究生:施映如
研究生(外文):Ying-Ru, Shih
論文名稱:虛擬實境敘事手法之研究與創作 --以「失落的一角」繪本為例
論文名稱(外文):A Study and Creation for Storytelling Techniques in Virtual Reality --A Case Study of Picture Book Based on「The Missing Piece」
指導教授:葛如鈞葛如鈞引用關係
指導教授(外文):Ju-Chun Ko
口試委員:江振維李來春
口試委員(外文):Chen-wei ChiangLai-Chung Lee
學位類別:碩士
校院名稱:國立臺北科技大學
系所名稱:互動設計系碩士班(碩士在職專班)
學門:設計學門
學類:視覺傳達設計學類
論文種類:學術論文
畢業學年度:104
語文別:中文
中文關鍵詞:虛擬實境、敘事理論、敘事動線
外文關鍵詞:Virtual RealityVR storytelling theoryStorytelling Route
相關次數:
  • 被引用被引用:10
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  • 下載下載:269
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  虛擬實境在近年迅速崛起,場上多家硬體裝置廠商相互較量,虛擬實境更被譽為新一代的媒體裝置。隨著虛擬實境快速發展,相較於傳統紙本、劇場、影院的平面影像,虛擬實境360度的敘事手法互動性更強,故事著墨的細節也更多。然而虛擬實境的敘事內容法則、操作手法,甚至是敘事方式等,各方說詞不一,仍在初步發展的階段。因此如何掌握這項新世代的媒體,讓想像力變成虛擬世界裡的超能力,適切的敘事設計方式是極為迫切的需求。
  本研究經由文獻及相關案例探討,彙整出目前普遍應用的三種敘事動線,並實際導入世界知名繪本:「The Missing Piece」,以3D虛擬實境視角重建此故事繪本,讓故事主角分別於三種動線中闡述故事,並從旁觀察使用者在敘事動線中的臨場反應,最後分析敘事動線的表現優劣,讓每位創作者皆能依據敘事動線的要點,輕鬆產出觀者能夠愉快體驗的創作,並讓更多觀眾感受虛擬實境的故事魅力。
  本研究的實驗經由比較三種敘事動線(圓形、線形、引導動線)之互動優劣,結果顯示為圓形動線於互動性、易用性上讓使用者感受度最佳,整體綜合體驗也最為使用者喜愛,而引導動線則感受度較差,但在易用性構面的表現則比線形動線為佳,線形動線的觀覽模式便於使用者體驗,但直觀且變化不大的固定視野角度卻讓使用者感到乏味,期望本研究能給後續研究者作為虛擬實境敘事的研究參考,進而使虛擬實境的發展更為廣闊。
  Virtual Reality has grown up quickly in the recent year, there are so many hardware, and company compete with each other. In 2016, Virtual Reality has been known as a fabulous media device in the new generation. With the rapid development of Virtual Reality, comparing with the traditional story, e.g., paper storybook, theater, and cinema. The interaction of storytelling with 360 degree surround view is more attractive and the story must be more detail. However, Virtual Reality’s storytelling skill and the rule of narrative content. Even the method to tell a story in 3D world is still about preparatory section for exploration. Therefore, how to hold this opportunity to get in the new VR world and make sure your imagination can turn into VR super power. Focus on using appropriate storytelling method will be the most important skill.
  The research want to explore new storytelling rules by literature review and related online case analysis, then sort out three storytelling route. The route will merge into a VR story which name “The Missing Piece” and use 3D perspective to rebuild this storybook. User will watch the brand new VR story with three different point of view while the empirical research can also observe users reaction at the same time. In conclusion, three route will obtain each advantage and disadvantage in compare and VR creator can follow these storytelling rules to enrich their works that everyone will realize the Virtual Reality’s amazing story world.
  The result of this research show each advantage and disadvantage by three route, including circle route、line route and guide route. The interaction and usability of circle route is the best and the whole experience is user’s favorite. Second, the susceptibility of guide route isn’t good enough. However, the performance of usability is better than line route. Because the user mode of line route is easy to use but fixed viewing angle still make user feel bored really soon. And the end, hope this research can offer useful advices for further research and make Virtual Reality a broad prospects.
摘 要......i
ABSTRACT......iii
誌 謝......v
目 錄......vi
表目錄......ix
圖目錄......xi
第一章 緒論......1
1.1研究背景與動機......1
1.2研究目的......2
1.3研究流程......3
1.4研究範圍與限制......6
第二章 文獻探討......7
2.1虛擬實境......7
2.2虛擬實境敘事理論......10
2.2.1敘事理論......10
2.2.2現有敘事媒體平台......15
2.3相關案例探討......16
2.3.1 Google Spotlight Windy Day......16
2.3.2 Google Spotlight Help......18
2.3.3 Colosse......20
2.3.4 Way To Go......22
2.3.5 INSPIRIT......24
2.3.6案例歸納與整理......26
第三章 創作理念與內容發展......29
3.1 創作概念......29
3.2創作工具......30
3.2.1 Unity3D......30
3.2.2 Google Cardboard......31
3.2.3 3DS MAX......32
3.3創作架構......33
3.3.1創作內容架構設計......34
3.3.2創作目標......35
3.4創作評估分析......36
3.4.1創作評估前置研究......36
3.4.2實驗評估與使用設備......40
第四章 創作內容設計......43
4.1故事大綱......43
4.2故事流程設計......45
4.3故事動線......51
4.3.1圓形動線場域設計......51
4.3.2線形動線場域設計......52
4.3.3引導動線場域設計......54
4.4「The Missing Piece」虛擬實境故事設計開發......55
第五章 創作結果分析與討論......65
5.1創作繪本實驗說明......65
5.1.1實測對象......65
5.1.2實測步驟流程......66
5.2創作繪本使用感受分析......67
5.3小結......93
第六章 結論與建議......94
6.1創作結論與設計建議......94
6.2未來發展及後續研究之建議......96
參考文獻......98
附 錄......100
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3.Cone, J. (2015, February 5). Way to Go, a VR-friendly walk through the woods. Retrieved from http://motionographer.com/2015/02/05/way-to-go-a-vr-friendly-walk-through-the-woods/
4.Csikszentmihalyi, M. (2000). Beyond Boredom and Anxiety: Experiencing Flow in Work and Play (25th Anniversary edition). San Francisco: Jossey-Bass.
5.Davies, C. (2015, May 31). Google built this EPIC camera for Fast & Furious 6’s director - SlashGear. Retrieved from http://www.slashgear.com/google-built-this-epic-camera-for-fast-furious-6s-director-31386003/
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7.Fishbein, M., & Ajzen, I. (1975). Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research. Reading, Mass: Addison-Wesley Pub.
8.Google. (2016). Google Cardboard – Google VR. Retrieved from https://vr.google.com/cardboard/
9.Google Developers. (2016). Daydream Labs: Lessons Learned from VR Prototyping - Google I/O 2016. Retrieved from https://www.youtube.com/watch?v=lGUmTQgbiAY&feature=youtu.be
10.Gutierrez, M., Vexo, F., & Thalmann, D. (2008). Stepping into Virtual Reality. Springer Science & Business Media.
11.Moon, J.-W., & Kim, Y.-G. (2001). Extending the TAM for a World-Wide-Web Context. Inf. Manage., 38(4), 217–230. http://doi.org/10.1016/S0378-7206(00)00061-6
12.Nunnally, J. C. (1978). Psychometric theory. McGraw-Hill.
13.Oculus Mobile Jam. (2015, April 19). Colosse: A Story in Virtual Reality. Retrieved from http://vrjam.devpost.com/submissions/36781
14.Oculus Story Studio. (2015, July 15). 5 Lessons Learned While Making Lost. Retrieved from /en-us/blog/5-lessons-learned-while-making-lost
15.Road to VR. (2015, May 2). Case Study: “Inspirit” Creator Breaks Down Responsive Web VR Design. Retrieved from http://www.roadtovr.com/case-study-inspirit-creator-breaks-down-responsive-web-vr-design/
16.Soukup, K. N. Karin. (2016, April 7). The Storyteller’s Guide to the Virtual Reality Audience. Retrieved from https://medium.com/stanford-d-school/the-storyteller-s-guide-to-the-virtual-reality-audience-19e92da57497#.ofew5pu0a
17.TED. (2015). Chris Milk: How virtual reality can create the ultimate empathy machine. Retrieved from https://www.youtube.com/watch?v=iXHil1TPxvA
18.Unity3D. (2016). Unity - Game Engine. Retrieved from http://unity3d.com/cn/
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20.楊安琪 (2015, 9月 24日)。 體驗十足臨場感,Facebook 推 360 度全景影片功能 | TechNews 科技新報。 讀取於 2016年4月17日, 取自http://technews.tw/2015/09/24/facebook-360-degree-video/
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