Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/125909
DC FieldValueLanguage
dc.contributor.advisor蔡子傑<br>陶亞倫zh_TW
dc.contributor.advisorTsai, Tzu-Chieh<br>Tao, Ya-Lunen_US
dc.contributor.author李威霖zh_TW
dc.contributor.authorLi, Wei-Linen_US
dc.creator李威霖zh_TW
dc.creatorLi, Wei-Linen_US
dc.date2019en_US
dc.date.accessioned2019-09-05T09:27:33Z-
dc.date.available2019-09-05T09:27:33Z-
dc.date.issued2019-09-05T09:27:33Z-
dc.identifierG1054620131en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/125909-
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.description105462013zh_TW
dc.description.abstract目前現場的景點導覽雖有 App 或 AR 等新型態數位導覽,但遠距導覽仍以網頁的 圖文為主,並未依據內容做適性化調整,使用者並未感受到數位導覽的樂趣。\n本研究建置一以結合物件式虛擬實境與影像式虛擬實境之混合式虛擬實境之沈浸 導覽系統,並運用協同學習的概念進行雙人互動。為觀測結果,本實驗分為雙人 VR 組、單人 VR 組、單人電腦螢幕組進行比較,並以 John M. Keller 教授所提出之 ARCS 動機模式四個構面:Attention (注意)、Relevance (關聯)、Confidence (信心) 和 Satisfaction (滿足) 評測使用者的學習動機,與 Witmer 等人提出之 PQ 臨場感體驗量表 的兩個構面:Involvement (投入) 與 Adaptation/Immersion (適應/沉浸) 評測臨場感體驗。\n根據問卷結果分析、系統記錄與觀察結果,該遊戲在 ARCS 中的三個構面表現良 好,但需調整遊戲難度來提升「信心」構面,使用者在雙人 VR 組有較好的學習體驗, 答對率也較高。本研究價值貢獻在於提供協同學習與 VR 數位導覽的設計方向,未來 期望能擴充設計不同類型的景點內容與發展多人線上平台,令使用者在各地即時連線 使用。zh_TW
dc.description.abstractAt present, most of the on-site sightseeing guides utilize some digital tour guide systems such as App or AR. However, the remote guide system is still based on the photos and texts of the webpages. The user cannot enjoy the guide deeply and immersively.\nThis research designs an immersive tour guide system that combines the graphic-based VR and image-based VR, and uses the concept of collaborative learning to interact with each other. For comparisons, the subject participants are divided into three groups: double-team VR group, single VR group, single computer screen group. Four aspects of ARCS model proposed by Professor John M. Keller: “Attention”, “Relevance”, “Confidence” and “Satisfaction” are used to evaluate the user`s motivation for learning, and two aspects of the Presence Questionnaire (PQ) proposed by Witmer et al.: “Involvement” and “Adaptation/Immersion” are used to measure the presence.\nAccording to the results of the questionnaire analysis and observation, the double-team groups performed well in the three aspects of the ARCS, except the “Confidence” aspect due to the difficulty of the game. The users have good learning experience in the double-team VR group, and achieve higher the average correct ratio than other groups. The contribution of this research is to provide a design direction of collaborative learning and VR digital tour guide system. In the future, we hope to design different types of attractions and develop a multiplayer online platform, so that users can play this game with others in real time.en_US
dc.description.tableofcontents第一章 緒論 1\n第一節 研究背景與動機 1\n第二節 研究目的 3\n第三節 研究流程 3\n第二章 文獻探討 4\n第一節 虛擬實境 4\n第二節 數位遊戲式學習 13\n第三節 協同學習 16\n第三章 研究方法 20\n第一節 研究工具 20\n第四章 系統設計與系統實作 25\n第一節 系統架構 25\n第二節 系統設計 26\n第三節 內容設計 28\n第五章 實驗與資料分析 35\n第一節 實驗概況 35\n第二節 實驗分析 36\n第六章 結論與未來展望 56\n第一節 結論 56\n第二節 未來展望 56\n參考文獻 58\n附錄 61zh_TW
dc.format.extent1875885 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G1054620131en_US
dc.subject虛擬實境zh_TW
dc.subject協同學習zh_TW
dc.subject數位導覽zh_TW
dc.subjectARCS學習動機模式zh_TW
dc.subject遊戲式學習zh_TW
dc.subjectVirtual Realityen_US
dc.subjectCollaborative Learningen_US
dc.subjectDigital Tour Guideen_US
dc.subjectARCS Modelen_US
dc.subjectDigital Game-based Learningen_US
dc.title混合式虛擬實境協同學習導覽系統實現新型態導覽 體驗 - 以指南宮大雄寶殿為例zh_TW
dc.titleResearch and creation of digital tour guide system using collaborative learning in VR – An example of &quot;Daxiong Baodian of Chin-Nan Temple&quot;en_US
dc.typethesisen_US
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dc.identifier.doi10.6814/NCCU201900689en_US
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item.cerifentitytypePublications-
item.openairecristypehttp://purl.org/coar/resource_type/c_46ec-
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