跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.176) 您好!臺灣時間:2025/09/08 14:07
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

我願授權國圖
: 
twitterline
研究生:沈芸
研究生(外文):Shen, Yun
論文名稱:AR尋寶遊戲寶物呈現方式對玩家搜尋寶物績效與遊戲體驗的影響
論文名稱(外文):The Influence of Object Presentation Styles on Gaming Performance and Experience in AR Treasure Hunt Games
指導教授:許尚華許尚華引用關係巫木誠巫木誠引用關係
指導教授(外文):Hsu, Shang-HwaWu, Muh-Cherng
口試委員:許尚華巫木誠劉建良
口試委員(外文):Hsu, Shang-HwaWu, Muh-CherngLiu, Chien-Liang
口試日期:2018-09-05
學位類別:碩士
校院名稱:國立交通大學
系所名稱:工業工程與管理系所
學門:工程學門
學類:工業工程學類
論文種類:學術論文
論文出版年:2018
畢業學年度:107
語文別:中文
論文頁數:47
中文關鍵詞:擴增實境尋寶遊戲挑戰感
外文關鍵詞:Augmented RealityTreasure Hunt GameFeeling of Challenge
相關次數:
  • 被引用被引用:1
  • 點閱點閱:425
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
擴增實境(Augmented Reality, AR ) 將虛擬世界帶入人們的真實生活的特性,能為遊戲產業帶來新的發展可能,精靈寶可夢在全球掀起的熱潮,便是一個經典例子。尋寶遊戲是相當適合以AR方式進行的遊戲,如何設計寶物的呈現形式,增加遊戲的挑戰度以維持玩家持續回歸遊戲的意願,是一個重要的議題。本研究的目的在於應用心理學的情境適當性(Context Appropriateness)以及情境調適力(Context Adaptability)作為寶物的設計因素,並探討在動態環境中,這兩個設計因素對於玩家的寶物搜尋時間與挑戰感的影響。
本研究招募40位千禧世代( 20~38歲)的玩家參與了這個2 x 2 組間因子設計實驗,量測搜尋寶物的時間與主觀挑戰感分數,並以眼動儀記錄玩家視覺搜尋視線的掃描軌跡。分析結果指出,低情境適當性與高情境調適力皆會提升搜尋時間,且兩個自變項會交互影響搜尋時間。眼動儀資料分析結果顯示出(reveal)玩家搜尋目標物的歷程: 先是由上而下歷程(top-down processing),再由下而上歷程(bottom-up processing),亦即,首先,情境適當性會作為線索或是誤導因子,將搜尋的起點引導到特定範圍,當情境調適力低(Context Unadaptable)時,目標物會突顯出來,玩家仰賴平行搜尋(Parallel Search),就算視線起點被誤導,還是會快速被目標物吸引回來,此時情境適當性的作用不明顯;而當情境調適力高時(Context Adaptable),目標物會偽裝而融入背景中,難以辨識,玩家需要依靠情境適當性(Context Appropriateness)的線索來縮小視覺搜尋掃描範圍,縮短搜尋時間,情境不適當組(Context Inappropriate)缺乏線索,執行序列式(Serial Search)搜尋的範圍較廣,因此搜尋時間較長。在挑戰感方面,情境調適力為主要的影響因素:玩家花多時間在凝注檢視目標物的細節讓他們覺得玩遊戲所耗費努力較高並且感受到遊戲的困難度較難,進而覺得遊戲具有挑戰感。
綜合各項分析,情境適當性以及情境調適力能夠做為未來AR尋寶遊戲的設計參考,增加遊戲的難度層級並豐富遊戲體驗,提升玩家的持續回歸遊戲的意願。
Augmented Reality offers a new possibility of development in gaming industry. One classic example is the “Pokemon Go”, a treasure hunt game that set off a boom throughout the world. How to design the presentation styles of the treasures and raising the challenge of a game are crucial to maintain gamers’ loyalty. This research is aimed to adopt psychological concept- “Context Appropriateness” and “Context Adaptability”- as design factors of treasures, and to investigate how these two factors affect gamers’ search time and the feeling of challenge in dynamic environment.
This research recruited 40 Millennials (20~38 years old) participating this 2x2 between-subject design experiment, measured the search time and the challenge score, and recorded players’ scan path with an eye tracker. Result showed that search time increased when the treasures were context inappropriate or context adaptable, and both independent variables interactively affected the search time as well. The analysis of the eye tracker revealed that the players conducted top-down processing first, then bottom-up processing when searching the treasures. First, context appropriateness played as a clue or misleading factor, which guided the start of the searching point to a specific area. When being context unadaptable, the target popped-out, and the players conducted parallel search and attended to the target rapidly. In this stage, the influence of context adaptability is not significant. The targets disauised when being context adaptable and the players relied on the clue of context appropriateness to narrow down the search area. When the targets are context inappropriate, the players have to conduct serial search in a wider area, causing longer search time. On the aspect of challenging, context adaptability played an important role and made players spend more time and effort focusing on the detail of target, which increased the feeling of challenge.
To sum up, Context Appropriateness and Context Adaptability can be the design references of AR treasure hunt game, to build up the hardness level and enrich the gaming experience, and increase players’ loyalty to a game.
中文摘要 i
英文摘要 ii
誌謝 iii
目錄 iv
表目錄 vi
圖目錄 vii
第一章、 緒論 1
1.1研究背景與動機 1
1.2 研究目的 5
第二章、 文獻回顧 6
2.1 擴增實境遊戲(AR Games) 6
2.1.1 擴增實境遊戲裝置 6
2.1.2 擴增實境主流遊戲種類 7
2.1.3 擴增實境遊戲設計綱要 8
2.1.4 擴增實境遊戲虛實結合程度分級 9
2.2 遊戲體驗 9
2.3 尋寶遊戲難度設計 11
2.3.1視覺搜尋(Visual Search) 11
2.3.2 偽裝法則 (Camouflage Methods) 12
2.4 視覺搜尋的心理學法則 14
2.4.1 圖地法則(Figure-ground principles) 14
2.4.1.1邊界偵測(Edge Detection) 14
2.4.1.2 邊界分派(Edge Grouping) 15
2.4.2 組織原則(Grouping Principle) 15
2.4.3 情境適當性(Context Appropriateness) 17
vii
第三章、 研究方法 19
3.1實驗假設 19
3.2受試者 19
3.3 研究設備與材料 20
3.4實驗情境 20
3.5實驗設計 21
3.5.1自變項 21
3.5.2依變項 23
3.5.3量測方法 23
3.5.4實驗流程 24
3.5.5實驗平衡 25
第四章、 結果 26
第五章、 結論與討論 34
5.1 結論 34
5.2 實務應用 36
5.3研究限制 39
參考文獻 40
附錄一 挑戰感問卷 44
附錄二 目標物資訊 45
1. Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and virtual environments, 6(4), 355-385.
2. Bimber, O., & Raskar, R. (2006, July). Modern approaches to augmented reality. In ACM SIGGRAPH 2006 Courses, 1.
3. Chang, K. T. T., Koh, A. T. T., Low, B. Y. Y., Onghanseng, D. J. S., Tanoto, K., & Thuong, T. S. T. (2008). Why I love this online game: The MMORPG stickiness factor. ICIS 2008 Proceedings, 88.
4. Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31-34.
5. Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: the experience of play in work and games. San Francisco: Jossey-Bass.
6. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal performance. NY: Cambridge University Press.
7. Cuthill, I. C., & Troscianko, T. S. (2011). Animal camouflage: biology meets psychology, computer science and art. Colour in art, design and nature, 5-24.
8. Entertainment Software Association. (2015). Facts about the Computer and Video Game Industry. Retrieved from http://www.theesa.com/wp-content/ uploads/ 2015/04/ESA-Essential-Facts2015.pdf
9. Garner, W. R. (2014). The processing of information and structure. New York: Wiley.
10. Hollingworth, A., & Henderson, J. M. (2000). Semantic informativeness mediates the detection of changes in natural scenes. Visual Cognition, 7(1-3), 213-235.
11. International Data Corporation (2016) Worldwide Revenues for Augmented and Virtual Reality Forecast to Reach $162 Billion in 2020. Retrieved form https://www.businesswire.com/news/home/20160815005308/en/Worldwide-Revenues-Augmented-Virtual-Reality-Forecast-Reach
12. Ioannou, C. C., & Krause, J. (2009). Interactions between background matching and motion during visual detection can explain why cryptic animals keep still. Biology Letters, 5(2), 191-193.
13. Itti, L., & Koch, C. (2000). A saliency-based search mechanism for overt and covert shifts of visual attention. Vision research, 40(10-12), 1489-1506.
14. Kanizsa, G., & Gerbino, W. (1976). Convexity and symmetry in figure-ground organization. Vision and artifact, 25-32.
15. LaPointe, M. R., & Milliken, B. (2017). Conflicting effects of context in change detection and visual search: A dual process account. Canadian Journal of Experimental Psychology/Revue canadienne de psychologie expérimentale, 71(1), 40.
16. Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369.
17. Mazuryk T, Gervautz M (1996) Virtual reality history, applications, technology and future. Technical Report, TR186-2-96-06
18. Neider, M. B., & Zelinsky, G. J. (2006). Scene context guides eye movements during visual search. Vision research, 46(5), 614-621.
19. Novak, T. P., Hoffman, D. L., Yung, Y. F. (2000). Measuring the customer experience in on-line environments: A structural modeling approach. Marketing Science, 19(1), 22–42.
20. Osorio, D., & Cuthill, I. C. (2013). Camouflage and perceptual organization in the animal kingdom. In The Oxford Handbook of Perceptual Organization.
21. Pahnilau, S. K. (2006). Assessing the usage of personalized web information systems, Vol. 68, No. 01. Dissertation, University of Oulu, Oulu, Finland.
22. Pahnilau, S., & Warsta, J. (2012). Assessing The Factors That Have an Impact On Stickiness in Online Game Communities. In PACIS, 106.
23. Palmer, S. E., & Brooks, J. L. (2008). Edge-region grouping in figure-ground organization and depth perception. Journal of Experimental Psychology: Human Perception and Performance, 34(6), 1353.
24. Schunk, D., Meece, J., & Pintrich, P. (2012). Motivation in education: Theory, research, and applications. US: Pearson.
25. Sekuler, A. B., & Bennett, P. J. (2001). Generalized common fate: Grouping by common luminance changes. Psychological Science, 12(6), 437-444.
26. Statista. (2017). Distribution of Video Gamers Worldwide in 2017, by Age Group and Gender. Retrieved from https://www.statista.com/statistics/722259/world- gamers-by-age-and-gender/
27. Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3.
28. Tajfel, H. (1974). Social identity and intergroup behaviour. Social Science Information, 13 (2), 65 - 93.
29. Toet, A., & Hogervorst, M. A. (2012). Urban camouflage assessment through visual search and computational saliency. Optical Engineering, 52(4), 041103.
30. Torralba, A., Oliva, A., Castelhano, M. S., & Henderson, J. M. (2006). Contextual guidance of eye movements and attention in real-world scenes: the role of global features in object search. Psychological review, 113(4), 766.
31. Treisman, A. M., & Gelade, G. (1980). A feature-integration theory of attention. Cognitive psychology, 12(1), 97-136.
32. Troscianko, T., Benton, C. P., Lovell, P. G., Tolhurst, D. J., & Pizlo, Z. (2009). Camouflage and visual perception. Philosophical Transactions of the Royal Society of London B: Biological Sciences, 364(1516), 449-461.
33. Underwood, G., & Foulsham, T. (2006). Visual saliency and semantic incongruency influence eye movements when inspecting pictures. The Quarterly journal of experimental psychology, 59(11), 1931-1949.
34. Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality technologies, applications and limitations. International Journal of Virtual Reality, 9(2), 1.
35. Wagemens, J., Elder, J. H., Kubovy, M., Palmer, S. E., Peterson, M. A., Singh, M., & von der Heydt, R. (2012). A century of Gestalt psychology in visual perception: I. Perceptual grouping and figure-ground organization. Psychological Bulletin, 138(6), 1172.
36. Wetzel, R., McCall, R., Braun, A. K., & Broll, W. (2008, November). Guidelines for designing augmented reality games. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share. 173-180.
37. Wertheimer, M. (1923). Laws of organization in perceptual forms. A Source Book of Gestalt Psychology. London: Routledge & Kegan Paul.
38. Wickens, C. D., Hollands, J. G., Banbury, S., & Parasuraman, R. (2015). Engineering psychology & human performance. Psychology Press.
39. Xue, F., Yong, C., Xu, S., Dong, H., Luo, Y., & Jia, W. (2016). Camouflage performance analysis and evaluation framework based on features fusion. Multimedia Tools and Applications, 75(7), 4065-4082.
40. 秒針系統(2017). 2017年電子競技行業研究報告。Retrieved from http://www. miaozhen. com/ueditor/php/upload/file/20170710/1499684012905345.pdf
連結至畢業學校之論文網頁點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top