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研究生:李竺軒
研究生(外文):LI, ZHU-XUAN
論文名稱:《迷失》虛擬實境遊戲之創作論述
論文名稱(外文):The Creation Discourse of Virtual Reality Game “Miss"
指導教授:何俊達何俊達引用關係
指導教授(外文):HE, JUN-DA
口試委員:李俊逸張宇晴
口試委員(外文):LI, JUN-YIZHANG, YU-QING
口試日期:2021-06-29
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:87
中文關鍵詞:虛擬實境瀕死體驗家庭親情遊戲同理心遊戲情感
外文關鍵詞:virtual reality gamenear-death experiencefamily relationshipgame empathygame emotion
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死亡對於每個人來說,是不是終點?當人們死後,會前往哪個地方?而每個人對於「失去」的感受不同,我們如何接受心中所愛的人或是至親離開我們的事實?

本創作將透過結合瀕死體驗的過程,玩家搜尋物件、細節,拼湊出主角的故事以及遭遇,希望玩家能體驗到主角以及其身邊親人的心境變化,也能對於失去至親這件事,了解並接受這件「失去」的事實,進而緬懷、放下的目的。本創作利用虛擬實境遊戲作為媒介,經由瀕死體驗的流程,讓玩家能達到身歷其境的效果。即使沒有過親人離開身邊、或摯愛消失的經驗,希望能透過遊戲的體驗、故事走向、空間、環境的變化,感受到主角的心境。死去的靈魂可能會用其他訊息讓你知道他陪伴在你身旁,死亡不是終點,只要你想念他,他仍在你心中,他們就不會消失,而你永遠不必說再見。

本創作歸納出五點遊戲設計元素,提出能夠產生遊戲同理心與遊戲影響玩家情感之遊戲設計要素,期望能幫助遊戲創作者創作遊戲時,創造具遊戲同理心與情感之參考依據。

Is death the end for everyone? Where do people go when they die? Everyone has different feelings about "losing." How do we accept the fact that our lover has left us?

This creation will combine the process of near-death experience. Players search for objects and details to piece together the story and encounter of the protagonist. We hope that the player can experience the mood changes of the protagonist and his relatives, and understand and accept the loss of a loved one. This "lost" fact is the purpose of remembering and letting go. This creation uses virtual reality games as a medium, through the process of near-death experience, so that players can achieve immersive effects. Even if you have never had the experience of your loved ones leaving your side or your loved ones disappearing, I hope you can feel the mood of the protagonist through the experience of the game, the direction of the story, the changes in space, and the environment. The dead soul may use other messages to let you know that he is with you, death is not the end, as long as you miss him and he is still in your heart, they will not disappear, and you never have to say goodbye.

This creation summarizes five game design elements, and proposes game design elements that can generate game empathy and affect the emotions of players.It is hoped that it can help game creators create a reference basis for game empathy and emotion when creating games.

謝誌 I
摘要 II
Abstract III
目錄 IV
圖目錄 VI
表目錄 VIII
第一章 緒論 1
第一節 創作背景與動機 1
第二節 創作目的 1
第三節 創作架構與流程 2
第二章 文獻探討 3
第一節 瀕死體驗與靈魂 3
一、 瀕死體驗 3
二、 靈魂與輪迴 6
第二節 潛意識與夢境 8
一、 夢 8
二、 潛意識與夢境的關聯 9
第三節 虛擬實境 10
一、 沉浸 10
二、 沉浸的定義 10
三、虛擬實境的沉浸感 12
第四節 遊戲之同理心 13
一、 虛擬實境之同理心 13
二、 遊戲影響同理心、情感之因素 15
三、 遊戲同理心與情感之分析與案例探討 17
(一) 引人入勝的故事 17
(二) 選擇或幫助,以玩家為視角的遊戲互動模式 19
(三) 人性情感、共有特性與經驗 21
(四) 留白的想像空間 24
(五) 場景與氣氛渲染與音樂音效 25
第三章 創作內容與方法 30
第一節 《迷失》創作理念 30
第二節 《迷失》創作內容 30
一、 創作架構與流程 31
二、 遊戲背景腳本與遊戲流程 31
三、 遊戲腳本 33
四、 美術設計 35
(一) 3D場景及物件製作 35
(二) 場景畫面製作 36
(三) 音樂及錄音 39
(四) VR 程式互動 39
(五) 裝置與規格 41
(六) 攝影機濾鏡 42
第四章 創作過程 44
第一節 作品資料與創作流程 44
一、 作品資料 44
二、 創作流程 44
第二節 場景與貼圖製作 45
一、 遊戲場景製作 45
(一) 醫院 46
(二) 回憶空間 46
(三) 黑色隧道 50
(四) 真實場景 51
(五) 最終場景 55
第三節 互動機制與物件 56
一、 回憶過去場景之互動物件 56
二、 真實家居場景之互動物件 64
三、 美術圖製作 67
第四節 遊戲程式與測試 69
一、 醫院場景程式 69
二、 回憶與夢及潛意識空間場景程式 70
三、 黑暗隧道程式 73
四、 真實場景程式 74
第五章 結論與建議 75
第一節 創作研究結論 75
第二節 創作心得 75
第三節 未來創作方向與發展 77
參考文獻 78

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