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研究生:張景涵
研究生(外文):JANG, JING-HAN
論文名稱:利用虛擬實境與人機互動應用於誘發情緒之探討
論文名稱(外文):A Study of Evoked Emotion with Virtual Reality and Human-Computer Interaction
指導教授:夏至賢夏至賢引用關係
指導教授(外文):HSIA, CHIH-HSIEN
口試委員:陳偉銘郭景明謝君偉
口試委員(外文):CHEN, WEI-MINGGUO, JING-MINGHSIEH, JUN-WEI
口試日期:2019-07-15
學位類別:碩士
校院名稱:國立宜蘭大學
系所名稱:資訊工程學系碩士班
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2019
畢業學年度:107
語文別:中文
論文頁數:63
中文關鍵詞:虛擬實境人機互動正負向情感誘發情緒放鬆
外文關鍵詞:virtual realityhuman-computer interactionpositive and negative emotionsinduced emotionsrelaxation
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長期以來情緒一直都是眾所矚目的議題,情緒對心理和生理是具有相當大的影響力,近期由民意測驗機構蓋洛普(Gallup)發表的2019年世界幸福報告《2019 World Happiness Report》中,表示全世界的負面情緒包括擔憂、悲傷和憤怒,處於上升的狀態,比2010年增加了27%,未來還是有持續上升的可能,代表這是一件不可忽視的重要議題,因此本研究想探討虛擬實境與人機互動是否能達到提升正向情緒和降低負向情緒的效果。
本研究共招募27位參與者,採用單組前後測的準實驗設計,在兩週內參與者分別進行四次實驗,本研究設計的誘發情緒系統由「放鬆系統」和「正向情緒系統」組成,將這兩個系統輪流搭配使用,並於每次實驗前與後填寫問卷與測量生理數值,而放鬆系統主要功能為降低負向情緒,正向情緒系統則是提升正向情緒,本系統針對正向與負向情緒分別做設計,使其效果更好,而過往系統設計較單一,主要功能為提升正向情緒或降低負向情緒的其中一種,並非同時滿足以上兩者,再者本系統內容的互動性較高,也使用較高階的VR設備,因此受干擾的程度相對也較低,更能確保實驗的品質與效果。
根據實驗結果顯示本研究設計的誘發情緒系統,能夠有效地降低負向情緒與提升正向情緒,使用放鬆系統後,能達到降低負向情緒的效果,且達到統計上的顯著差異,在實驗過程中也發現生理數值約有80%的人呈現下降趨勢,表示有達到良好的放鬆效果,與主觀問卷測量的結果一致;而使用正向情緒系統後,能達到提升正向情緒的效果,且達到統計上的顯著差異,在實驗過程中也發現生理數值約有60%的人呈現上升趨勢,表示有提升正向情緒的效果,其餘40%的人呈現下降的趨勢,對於這些參與者而言,正向情緒系統也具有良好的放鬆效果,因此生理數值下降屬於合理現象;而實驗結果顯示在經過數次實驗後,負向情感分數仍有下降的趨勢,並且達到顯著性差異,表示本系統的內容能達到持續降低負向情緒的效果。
It has long been a high-profile issue for emotions, which have a significant influence on mental and physical health. Recently, the World Happiness Report 2019 was published by the opinion polling agency Gallup. This report indicated that the negative emotions of the world, including worry, sadness and anger, are on the rise. People with negative emotions have been increasing by 27% since 2010. There is still the possibility of continuous increase in the future. This is an important issue that cannot be ignored. The objective of this study was to explore the effect of virtual reality and human-computer interaction on increasing positive emotions and reducing negative emotions.
A total of 27 participants were recruited for this study. A single-group, pretest-posttest, quasi-experimental research design was used. Participants were asked to attend four sessions within 2 weeks. The mood induction system was designed for this study, which consists of the relaxation system and positive emotion system. The two systems were taken turns to use. Participants were asked to fill out questionnaires and measure physiological values before and after each session. The purpose of the relaxation system is to reduce negative emotion, and the purpose of the positive emotion system is to increase positive emotion. The two systems were separately designed for positive and negative emotions in order to improve the effect. The purpose of the similar system in the past is not increasing positive emotions and reducing negative emotions but one of the two above. The system designed for this study is highly interactive, and the VR device is head-mounted display. Therefore, it is not susceptible to external disturbance maintained the stability of the quality.
According to the experimental results show significant increases in positive emotions and significant decreases in negative emotions. There was a significant decrease in negative emotions after using the relaxation system. The physiological values of 80% of participants show a downward trend. The relaxation system has a good relaxation effect. The physiological values were consistent with the results of subjective questionnaire measurements. There was a significant increase in positive emotions after using the positive emotion system. The physiological values of 60% of participants show an upward trend. It has a good effect of increasing positive emotions. The physiological values of 40% of participants show a downward trend. For these participants, the positive emotion system also has a good relaxation effect, so it is a reasonable phenomenon. The experimental results show that significant decrease in negative emotions after several sessions. The system has a continuous effect of reducing negative emotions.
摘要--------------------------------------------------------------------------------I
ABSTRACT-------------------------------------------------------------------------II
誌謝-------------------------------------------------------------------------------III
目錄-------------------------------------------------------------------------------IV
圖目錄----------------------------------------------------------------------------VI
表目錄----------------------------------------------------------------------------IX
第一章 緒論--------------------------------------------------------------------1
第一節 研究背景與動機-------------------------------------------------1
第二節 研究問題-----------------------------------------------------------2
第三節 研究目的-----------------------------------------------------------2
第四節 研究假設-----------------------------------------------------------2
第五節 研究範圍與限制-------------------------------------------------2
第六節 名詞解釋-----------------------------------------------------------3
第二章 文獻探討--------------------------------------------------------------4
第一節 正負向情感定義-------------------------------------------------4
第二節 虛擬實境應用的相關文獻------------------------------------4
第三節 虛擬實境內容對情緒影響的相關文獻--------------------5
第四節 虛擬實境應用於誘發情緒的相關文獻--------------------6
第三章 誘發情緒系統--------------------------------------------------------8
第一節 系統架構-----------------------------------------------------------8
第二節 放鬆系統-----------------------------------------------------------9
第三節 正向情緒系統---------------------------------------------------13
第四章 研究方法-------------------------------------------------------------15
第一節 研究對象----------------------------------------------------------15
第二節 研究工具----------------------------------------------------------15
第三節 研究設計----------------------------------------------------------16
第四節 研究流程----------------------------------------------------------17
第五節 資料處理與統計分析------------------------------------------19
第五章 實驗結果與討論----------------------------------------------------20
第一節 誘發情緒系統對正負向情感影響之探討----------------20
第二節 誘發情緒系統對情緒影響之探討--------------------------25
第三節 誘發情緒系統對生理數值影響之探討-------------------31
第四節 與過往系統比較------------------------------------------------52
第六章 結論與未來展望----------------------------------------------------54
第一節 結論-----------------------------------------------------------------54
第二節 未來展望----------------------------------------------------------54
參考文獻---------------------------------------------------------------------------55
附錄一 研究同意書-----------------------------------------------------------61
附錄二 研究問卷--------------------------------------------------------------62

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