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研究生:趙德芬
研究生(外文):CHAO, TE-FEN
論文名稱:虛擬實境應用於教育學習之研究-以VR科學實驗為例
論文名稱(外文):The Study of Virtual Reality Application in Education Learning - An Example on VR Scientific Experiment
指導教授:許麗玲許麗玲引用關係
指導教授(外文):HSU, LI-LING
口試委員:徐村和謝秉蓉王馨葦
口試委員(外文):HSU,TSUN-HANHSIEH,PING-JUNGWANG,HSIN-WEI
口試日期:2016-06-29
學位類別:碩士
校院名稱:國立高雄第一科技大學
系所名稱:資訊管理系碩士班
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2017
畢業學年度:105
語文別:中文
論文頁數:94
中文關鍵詞:虛擬實境教育學習體驗價值持續使用意向
外文關鍵詞:Virtual RealityEducation LearningExperiential ValueContinual use intention
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隨著3D技術、網際網路與多媒體的普及程度,使用者從實體書、電子書到使用網際網路進行線上學習的情形越來越顯著。現在的學習方式除了課堂中聽老師授課講解,還可以到線上平台進行數位學習,甚至使用VR的方式,身歷其境的探索知識,完全跳脫空間、時間的限制。因此,本研究以VR科學實驗為研究範圍,針對體驗價值、使用者態度、使用者滿意度及持續使用意向進行探討,再進一步了解使用者在體驗的過程所受到的美好程度之感受是否會影響其態度、滿意度及持續使用意向,使科技廠商與研發者持續改善並提高使用者態度、滿意度及持續使用意向,以作為VR科學實驗廠商之軟體設計與互動方法之參考。
本研究以台灣VR科學實驗之使用者為研究對象,共回收有效問卷103份,輔以深度訪談。採用SmartPLS3.2.6統計軟體進行資料分析與假說檢定,研究結果發現:

1. VR廠商或開發者可強化使用者對消費者投資報酬、卓越服務、美感及趣味性之體驗價值,以提升使用者的態度。

2. VR廠商或開發者可強化使用者態度,以提升使用者滿意度。

3. VR廠商或開發者可強化使用者態度,以提升其持續使用意向。

4. VR廠商或開發者可強化使用者滿意度,以提升其持續使用意向。
With the universal of 3D technology, Internet and multimedia, people from books, e-books to online e-learning is more and more significant. The learning way in today can from school teacher, and e-learning platform, or use the VR Head-mounted Display to be immersed in the exploration of knowledge, not under the control of space and time. This study focuses on the VR scientific experiment, as the scope of research to investigate about related effects on experiential value, user’s attitude, user’s satisfaction and continual use intention, then, further find out the influences about the nice of experience among users. The study results may provide VR technology enterprises the improvement of software design and interactive methods of VR scientific experiment.
The object of this study were focus on the users of VR scientific experiment, there were total 103 valid questionnaires completed from VR scientific experiment users in Taiwan and use in-depth interview to assist. Adopting Statistic System: SmartPLS3.2.6 to analyze questionnaire results for descriptive statistics, hypothesis analysis. The study result show:
1. To promote user’s attitude from users, the developers of VR software can enhance users’ consumer return on investment, excellent service, aesthetics and playfulness.
2. To promote user’s satisfaction from users, the developers of VR software can enhance users’ attitude.
3. To promote user’s behavioral from users, the developers of VR software can enhance users’ attitude.
4. To promote user’s behavioral from users, the developers of VR software can enhance users’ satisfaction.
摘要 i
ABSTRACT ii
致謝 iii
目錄 iv
圖目錄 vi
表目錄 vii
壹、緒論 1
1.1 研究背景 1
1.2 研究動機 2
1.3 研究目的 4
1.4 研究範圍 4
1.5 研究流程 4
貳、文獻探討 6
2.1 虛擬實境 6
2.1.1虛擬實境概述 6
2.1.2虛擬實境技術與裝置 6
2.1.3產業應用 10
2.2 VR科學實驗 12
2.3 體驗價值 13
2.3.1體驗價值之概念 14
2.3.2體驗價值的類型 16
2.4 使用者態度 18
2.5 使用者滿意度 18
2.6 持續使用意向 19
參、研究方法 21
3.1 研究模型 21
3.2 研究假說 22
3.2.1 體驗價值與使用者態度的關係 22
3.2.2 使用者態度與使用者滿意度的關係 24
3.2.3 使用者態度與持續使用意向的關係 25
3.2.4 使用者滿意度與持續使用意向的關係 25
3.3 研究變數與操作化定義 27
3.3.1 體驗價值 27
3.3.2 使用者態度 29
3.3.3 使用者滿意度 30
3.3.4 持續使用意向 31
3.4 研究設計 31
3.4.1 研究樣本 31
3.4.2 資料蒐集程序 32
3.4.3 問卷設計 32
3.4.4 前測 33
3.4.5 試測 38
3.4.6 資料分析方法與工具 40
3.5 深度訪談 41
肆、分析結果與討論 42
4.1 問卷統計數據分析 42
4.1.1 有效問卷篩選 42
4.1.2 基本資料分析 42
4.1.3 使用行為分析 44
4.1.4 問卷量表之檢驗 46
4.1.5 假說與模型驗證 53
4.1.6 假說驗證結果 54
4.2 訪談 55
伍、結論與建議 57
5.1 研究結論 57
5.2 研究貢獻 58
5.3 實務建議 58
5.4 研究限制 59
5.5 未來研究建議 60
參考文獻 61
附錄一:本研究問卷 70
附錄二:三位受訪者簡介描述 77
附錄三:前測第一次修改後問卷 80
附錄四:前測第二次修改後問卷 84
附錄五:前測第三次修改後問卷 88
附錄六:前測第四次修改後問卷 92
附錄七:前測第五次修改後問卷 94
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網路資訊:
[1]HTC Vive官網:http://www.htc.com/tw/vive/
[2]Hypergrid Business - 3 ways VR helps science education:
http://www.hypergridbusiness.com/2014/09/5-ways-virtual-reality-will-change-education/
[3]Hypergrid Business - 5 ways virtual reality will change education:
http://www.hypergridbusiness.com/2015/04/3-ways-vr-helps-science-education/
[4]Oculus Rift官網:https://www.oculus.com/rift/
[5]巴哈姆特【開箱】Oculus Rift 消費者版本報導:
https://gnn.gamer.com.tw/6/133006.html
[6]維基百科Oculus Rift:https://zh.wikipedia.org/wiki/Oculus_Rift
[7]維基百科HTC Vive:https://zh.wikipedia.org/wiki/HTC_Vive
[8]維基百科Google Cardboard:https://zh.wikipedia.org/wiki/Google_Cardboard
[9]維基百科三星Gear VR:
https://zh.wikipedia.org/wiki/%E4%B8%89%E6%98%9FGear_VR
[10]數位時代:https://www.bnext.com.tw/article/41459/vr-10-industries
[11]數位時代:https://www.bnext.com.tw/ext_rss/view/id/1420239
[12]數位時代:https://www.bnext.com.tw/article/42892/virtual-reality-will-attract-more-users-in-2017
[13]數位時代:https://www.bnext.com.tw/article/42078/htc-vr-new-technology-raymond-pao
[14]數位時代:https://www.bnext.com.tw/search/tag/stem
[15]Hypergrid Business:http://www.hypergridbusiness.com/2015/04/3-ways-vr-helps-science-education/
[16]博思科學:http://www.stemtaiwan.com/
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