Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/118302
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dc.contributor.advisor黃心健<br>陶亞倫zh_TW
dc.contributor.advisorHuang, Hsin-Chien<br>Tao, Ya-lunen_US
dc.contributor.author陳小戈zh_TW
dc.creator陳小戈zh_TW
dc.date2018en_US
dc.date.accessioned2018-07-03T09:36:56Z-
dc.date.available2018-07-03T09:36:56Z-
dc.date.issued2018-07-03T09:36:56Z-
dc.identifierG0104462015en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/118302-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description數位內容碩士學位學程zh_TW
dc.description104462015zh_TW
dc.description.abstract自從虛擬實境技術的快速發展,虛擬實境應用百花齊放,對於創作者而言設立一個適合的交互的準則變得十分重要,但是在現有的被廣泛使用的虛擬實境設計準則中,強調的是體驗者能在虛擬空間的自由移動和互動,基本上只考慮了頭戴顯示器位置和轉動的互動,而忽略了對其視角高度的互動設計。\n因此一個針對視角高度設計的交互形式需要被設計出來,本研究便是針對在VR中如何利用頭戴顯示器的視角高度來設計交互,創作一個實驗性作品,以使用者控制站立、半蹲和坐在地面上的高度來線性控制虛擬實境中所處房間的時空變化,以3個不同的高度分別對應著老年、青年和幼年的時間,房間內裝飾也跟著變為不同年齡段時空的特點。在體驗中以視角控制與物體互動,發出相對應的聲音,而頭戴顯示器的高度控制著環境變化,房間及房間內物件會隨高度變化而進行改變大小的動畫、裝飾,同時室外天空也會隨高度變化而改變為清晨、正午、黃昏的變化。\n藉由展覽、觀察、反思,總結歸納出以下資料給相關領域的研究做參考:\n1.可以在沒有文字和圖示的情況下,根據體驗者視角高度進行交互操作。\n2.增加體驗的感知形式可增加沉浸感。zh_TW
dc.description.abstractSince the rapid development of virtual reality technology and the proliferation of virtual reality applications, it is very important for creators to establish a suitable interaction criterion. Among the several widely used virtual reality design guidelines, the emphasis is on the experiencer to move and interact freely in the virtual space, but basically only considered the interaction of the position and rotation of the head-mounted display, neglecting the highly interactive design of its viewing angle.
\nTherefore, a highly interactive design of its design needs to be designed. This study aims at how to use the perspective of the head-mounted display in VR to design interactions, create an experimental work, and use the user`s control to stand up, squat, and sit. The height above the ground linearly controls the temporal and spatial changes of the room in which the virtual reality is located. The three different heights correspond to the time of the old, the young, and the childhood, and the interior decoration of the room also follows the characteristics of space and time in different age groups. In the experience, the angle of view interacts with the object to make a corresponding sound, while the height of the head-mounted display controls the change of the environment, and the objects in the room and the room will change in size according to the height change, and the outdoor sky will also be decorated. Changes in altitude change to early morning, noon and evening changes.
\nBy exhibition, observation and reflection, the following materials are summed up for reference in relevant research fields:\n1.The interactive operation can be conducted according to experiencers’ perspective height under the circumstance of non-text and non-graphics.\n2.Experiencing sensible form increasing can increase immersion.en_US
dc.description.tableofcontents壹、緒論 1\n一、研究背景 1\n二、研究動機 3\n三、研究目標 4\n四、研究流程 5\n五、研究範圍與限制 6\n六、名詞界定與釋義 7\n貳、文獻探討 8\n一、虛擬實境 8\n1-1 虛擬實境的發展 8\n1-2 虛擬實境的運用 9\n1-3 虛擬實境的沉浸感 10\n1-4 虛擬實境的暈眩感 11\n二、互動體驗設計 12\n1-1 人機交互的定義 12\n1-2 VR的互動模式回顧 12\n1-3 VR互動設計準則 15\n叄、規劃與設計 16\n一、體驗發想 16\n二、基礎環境構建 17\n2-1模型的內容 17\n2-2 模型的聯繫 18\n2-3模型的材質 18\n2-4聲音的互動 18\n2-5天空環境的變化 18\n2-6特殊物件的設計 19\n三、環境的設計 19\n(一)體驗流程設計 19\n(二)環境互動的邏輯設計 20\n四、虛擬實境的設計 21\n肆、《時空房間》創作與展覽 22\n一、時空房間的創作 22\n1-1 展覽流程 22\n1-2 虛擬實境體驗作品的背景 23\n1-3 時空房間設定 24\n二、體驗的敘事設計 29\n三、展覽實作 30\n1-1 展覽體驗的互動規劃與設計實作 30\n1-2 展覽空間現場規劃 32\n1-3 海報設計 33\n1-4 創作結果分析與討論 34\n伍、結論與未來展望 36\n一、研究發現與結論 36\n二、未來展望 39zh_TW
dc.format.extent2647529 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0104462015en_US
dc.subject虛擬實境zh_TW
dc.subject想像力zh_TW
dc.subject互動體驗zh_TW
dc.subject視角高度zh_TW
dc.subject沉浸感zh_TW
dc.subjectVirtual realityen_US
dc.subjectImaginationen_US
dc.subjectInteractive experienceen_US
dc.subjectEye heighten_US
dc.subjectImmersionen_US
dc.title虛擬實境中視角高度與互動體驗的探究-以《時空房間》為例zh_TW
dc.typethesisen_US
dc.relation.referenceAdams, E. (2004). Postmodernism and the three types of immersion. Gamasutra: The Art & Business of Making Games, 9.\nBurdea, G.(1993). Virtual Reality System and Application, Eletro’93 International Conference. NJ: Short Course.
\nHoffman, D. M., Girshick, A. R., Akeley, K., & Banks, M. S. (2008). Vergence–accommodation conflicts hinder visual performance and cause visual fatigue. Journal of vision, 8(3), 33-33.\nPowell, W., Powell, V., Brown, P., Cook, M., & Uddin, J. (2016, March). Getting around in google cardboard–exploring navigation preferences with low-cost mobile VR. In Everyday Virtual Reality (WEVR), 2016 IEEE 2nd Workshop on (pp. 5-8). IEEE.\nWitmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225-240.\nWeinbaum, S.(1935) Pygmalion`s Spectacles. Retrieved from Project Gutenbery: http://www.gutenberg.org/files/22893/22893-h/22893-h.htm\nYao, R., Heath, T., Davies, A., Forsyth, T., Mitchell, N., & Hoberman, P. (2014). Oculus vr best practices guide. Oculus VR, 27-39.zh_TW
dc.identifier.doi10.6814/THE.NCCU.DCT.002.2018.B02-
item.cerifentitytypePublications-
item.grantfulltextopen-
item.openairetypethesis-
item.fulltextWith Fulltext-
item.openairecristypehttp://purl.org/coar/resource_type/c_46ec-
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