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研究生:許伊雯
研究生(外文):HSU, YI-WEN
論文名稱:探討女性恐懼感之虛擬實境恐怖遊戲創作《夜歸》
論文名稱(外文):The Discussion on Fear of Female for the Creation of Virtual Reality Horror Game “Return at Night”
指導教授:李俊逸李俊逸引用關係
指導教授(外文):LEE, CHUNI-I
口試委員:張純良劉家伶
口試委員(外文):CHANG, CHWEN-LIANGLIU, CHA-LIN
口試日期:2021-06-28
學位類別:碩士
校院名稱:國立臺灣藝術大學
系所名稱:多媒體動畫藝術學系新媒體藝術碩士班
學門:藝術學門
學類:應用藝術學類
論文種類:學術論文
論文出版年:2021
畢業學年度:109
語文別:中文
論文頁數:85
中文關鍵詞:虛擬實境遊戲重定向行走女性被害恐懼恐怖遊戲
外文關鍵詞:virtual reality gameredirected walkingwomen’s fear of crimehorror game
數位影音連結:《夜歸》VR遊戲預告 (ver.2)
相關次數:
  • 被引用被引用:3
  • 點閱點閱:630
  • 評分評分:
  • 下載下載:119
  • 收藏至我的研究室書目清單書目收藏:2
本創作《夜歸》是一款虛擬實境恐怖遊戲,遊戲內容為女性夜晚獨自歸家恐懼感。文獻探討依序討論女性被害恐懼感構成、虛擬實境技術探討、恐怖遊戲構成元素以及恐怖遊戲分析,以幫助本創作之概念發想與恐懼點設計。
本創作運用虛擬實境遊戲技術的高自由度與高沉浸體驗以及重定向行走技術概念,令玩家在本遊戲所打造的逼真臺灣街巷中扮演一名獨自夜歸女性,並且以受到陌生人尾隨做為開端,陷入恐慌、妄想與怪物追逐,讓本創作呈現作為女性獨自夜歸所感受到的恐懼以及高沉浸的驚悚恐怖遊戲體驗。並期盼本創作幫助專長遊戲美術獨立開發者能夠有個創作流程上的脈絡與參考依據。

This creation " Return at Night " is a virtual reality horror game that allows players to experience the fear of women returning home alone at night. Literature discussion discusses the composition of women’s fear of crime, the exploration of virtual reality technology, the elements of horror games, and the analysis of horror games in order to help the conception of this creation and the design of fear.
This creation uses the high degree of freedom and immersive experience of virtual reality game technology and the concept of redirected walking technology, allowing players to play a character as a single woman returning home at night in the realistic Taiwanese streets, and start with being followed by strangers and panic, seeing delusion and chasing by a monster. Moreover, let this creation present the fear of a woman being alone at night, and get a highly immersive thriller horror game experience. Hope that this creation will help independent developers specializing in game art to have a context and reference for the creation process.

謝誌 i
摘要 ii
Abstract iii
表目錄 vi
圖目錄 vii

第壹章緒論 1
第一節創作背景 1
第二節創作動機與目的 1
第三節創作限制 2

第貳章文獻探討 3
第一節女性對於被害的恐懼 3
第二節虛擬實境之探討 7
第三節恐怖遊戲特性與元素 15
第四節恐怖遊戲分析 23
第五節小結 36

第參章創作內容與方法 38
第一節創作理念 38
第二節創作內容 39
一創作架構流程 39
二故事大綱與遊戲流程 39
三遊戲腳本 42
第三節美術設計 44
一角色設計 44
二場景設計 47
三術風格與測試 51
四遊戲呈現與測試 54

第肆章創作過程 55
第一節作品資料與創作流程 55
第二節3D模型與貼圖製作 57
一遊戲場景製作 57
二遊戲角色製作 63
三角色子宮模型骨架與動作綁定 67
第三節文字特效製做 70
第四節遊戲引擎匯入與整合 72
一遊戲素材整理 72
二場景整合 73
第五節遊戲程式與虛擬實境測試 75
一遊戲程式 75
二虛擬實境套入 78

第伍章結論 79
第一節創作心得 79
第二節未來發展與建議 81

參考文獻 82


中文文獻
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李長潔。 (2013)。逾越的愉悅-《零》系列電玩遊戲的空間閱讀。傳播研究與實踐, 3(1),167-203。
呂學昱。(2017)。以生理測量資訊分析恐怖遊戲的遊玩歷程。交通大學多媒體工程研究所學位論文,1-76。
林佩儒、楊智傑。(2015)。遊戲音效與玩家情感反應之研究。南臺學報,第40卷第1期2015年3月77-92。
蔡同霖、吳水威。(2010)。台鐵區間車女性乘客搭乘時恐懼感因素與量測之研究 (Doctoral dissertation)。
謝靜琪。(2000)。犯罪被害恐懼之性別差異-從符號互動理論的觀點來探究。犯罪學期刊,(5),107-178。

日文文獻
森政弘。(1970)。"不気味の谷" KF MacDorman and T. Minato (英訳)。Energy,7(4),33-35。

英文文獻
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