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研究生:池佳旺
研究生(外文):CHIH, CHIA-WANG
論文名稱:探討VR虛擬旅遊之涉入與心流體驗
論文名稱(外文):Explore the Involvement and Flow Experience of VR Tour
指導教授:徐方正
指導教授(外文):SHU, FANG-CHENG
口試委員:張庭彰李守誠徐方正
口試委員(外文):CHANG, TIN-CHANGLEE, SOU-CHENSHU, FANG-CHENG
口試日期:2020-07-02
學位類別:碩士
校院名稱:龍華科技大學
系所名稱:多媒體與遊戲發展科學系碩士班
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:2020
畢業學年度:108
語文別:中文
論文頁數:100
中文關鍵詞:涉入沉浸式心流虛擬實境3D立體全景
外文關鍵詞:InvolvementImmersiveFlowVirtual realityStereo panorama
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  近年來旅遊市場導入「虛擬實境」(Virtual Reality, VR)技術,與 360°全景影像所建構出的虛擬場景將帶給旅遊業新革命;旅遊者可以透過最直接的VR虛擬體驗;幫助獲得當地較正確的資訊,並產生興趣進而規劃實體旅遊活動。本研究之目的為:探討體驗VR虛擬旅遊之後,所產生的「涉入」及「心流」之狀態,了解受測者的影響程度。研究方法分為五階段,第一階段:以文獻探討了解「虛擬實境」、「涉入」與「心流」之面向及「3D立體全景影像」拍攝方法;第二階段:製作VR虛擬旅遊場景,以桃園市中壢區「馬祖新村」景點為樣本,並使用「3D立體全景」與「2D全景」影像製作「沉浸式」與「非沉浸式」兩種體驗;第三階段:第一次問卷調查,研究對象為有旅遊意願之桃園區民眾30位,將蒐集之數據分為A組:「沉浸式」體驗與B組「非沉浸式」體驗;第四階段:第二次施測追加,使用相同之「2D全景」影像與Unreal Engine遊戲引擎製作高階虛擬實境之VR虛擬旅遊場景,以相同地區之民眾15位,進行第二次測驗,蒐集之數據分為C組:「沉浸式」體驗;第五階段:根據各部份所獲得的資料,以SPSS軟體進行獨立t檢定。綜合分析後歸納出五點結論:1. 受測者對VR虛擬旅遊具有正面的態度; 2.「非沉浸式」體驗感受上於涉入相關問項具有顯著差異;3.「沉浸式」式虛擬實境會造成暈眩感,是體驗較差之主因;4. VR虛擬旅遊在不同族群皆不具顯著差異;5.「沉浸式」虛擬實境設備等級對體驗具有影響;提供VR虛擬旅遊應用之相關研究做參考。
In recent years, the tourism market has introduced "Virtual reality" technology with 360° panoramic images, which will bring new revolutions. Tourists can obtain more accurate local information and generate interest to plan tourism activities. The purpose of this research is to explore the status of " Involvement " and "Flow" after experiencing VR tour, and to understand the degree of its impact. The research is divided into five stages. Stage 1: literature review of "Virtual reality", "Involvement", "Flow" and "Stereoscopic panoramic shooting method"; Stage 2: Create a VR tour scene Take the "Matsu Village " scenic area in Zhongli District, Taoyuan City as an example, and use the "3D panorama" and "2D panorama" to create "immersive" and "non-immersive" experiences; Stage 3: The first questionnaire survey, the subject is 30 people in Taoyuan District who are willing to travel. The collected data is divided into group A: "immersive" experience and group B "non-immersive" experience; Stage 4: Using the same "2D panorama" and Unreal Engine to create VR tours, and tested 15 people from the same area. The data collected is Group C: "immersive" experience; Stage 5: According to the obtained data , run an independent samples t test in SPSS. After analysis, five conclusions are drawn: 1. Subject have a positive attitude towards VR tour; 2. "Non-immersion" experience has significant differences in the question with involvedment; 3. "Immersive" VR can cause motion sickness and poor experience; 4. There is no obvious difference in VR tour among different groups; 5. "Immersive" VR device level will affect the experience; provide VR Tour related research for reference.
摘要 i
ABSTRACT ii
誌謝 iii
目錄 iv
表目錄 vi
圖目錄 vii
第一章 諸論 1
1.1 研究背景與研究動機 1
1.2 研究目的 3
1.3 研究架構 4
1.4 名詞解釋 5
第二章 文獻探討 6
2.1 傳統旅遊與VR虛擬旅遊 6
2.2 涉入理論 14
2.3 心流體驗 18
2.4 虛擬實境 22
2.5 研究重點 31
第三章 研究方法與步驟 32
3.1 研究流程與步驟 32
3.2 研究工具開發 34
3.3 問卷設計 40
3.4 研究方法 43
3.5 第一次施測 44
3.6 第二次施測追加 46
第四章 綜合資料分析 50
4.1 受測者資料統計 50
4.2 沉浸式與非沉浸式體驗之差異 55
4.3 不同背景變項之差異 61
4.4 綜合分析 65
第五章 結論與建議 67
5.1 結論 67
5.2 後續研究建議 68
參考文獻 69
附錄 74
A 問卷設計之參考 75
B 本研究問卷內容 76
C 組別問項平均數 77
D 先測可靠度分析 78
E A與B組獨立t檢定 79
F B與C組獨立t檢定 81
G A與C組獨立t檢定 83
H 男與女性統計摘要 85
I 男與女性獨立t檢定 87
J 低與高年齡層統計摘要 89
K 低與高年齡層獨立t檢定 91
L 低與高學歷統計摘要 93
M 低與高學歷獨立t檢定 95
N 是否有虛擬實境經驗統計摘要 97
O 是否有虛擬實境經驗獨立t檢定 99
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