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題名 虛擬實境介面設計之研究
Research on virtual reality interface design作者 張鈺佳
Chang, Yu-Chia貢獻者 余能豪<br>陳宜秀
Yu, Neng-Hao<br>Chen, Yi-Hsiu
張鈺佳
Chang, Yu-Chia關鍵詞 虛擬實境
使用者經驗
介面設計
Virtual Reality
User Experience
Interface Design日期 2018 上傳時間 5-Sep-2019 17:27:20 (UTC+8) 摘要 近年來,以頭載顯示器(HMD)為主的虛擬實境技術逐漸成熟並為市場帶來新的熱潮。然而,目前各個主力開發廠商除輸出方式皆採以頭戴式裝置顯示外,輸入方法與互動設計皆有相當的差異,對於跨平台開發者與使用者而言易造成困擾與混淆,導致學習門檻提高,影響內容開發效率與虛擬實境之易用性。有鑑於此,本研究之目的在於解決VR設計者未有一致規範之問題,藉由評估各家VR現有設計原則與互動案例來擬定一套具泛用性的VR互動設計指南。同時,利用分析之設計規範,架設VR互動設計指南網站供國內外之內容開發者查詢與檢索以期未來提供給VR內容製作者、開發人員參考與應用,創造友善易用的虛擬實境應用服務,提昇用戶體驗。本研究自人因設計要素(ergonomic issues)、既有介面原則之文獻探討出發,依據此理論基礎分析應用案例、統整相關設計模式。接著利用結果發現將VR介面分為螢幕導向介面(Screen-based UI)與物件導向介面(Object-based UI)兩大類,並將介面組成解構為空間配置(position)與互動(interaction)兩項設計環節,其中互動包含召喚(summoning)、瀏覽(browsing)與選擇(selection)與其對應的回饋(feedback)。最後,以此為基底將原則、設計模式依據情境、目的收納進此分類體系,發展專屬VR介面的互動設計指南,說明對應的設計原則與建議。
In recent years, virtual reality has opened a world of possibilities by creating the sensation of being entirely transported into a three-dimensional virtual world. However, except hardware devices, design principles and input methods of VR still have great variety between VR companies, which make difficulty and confusion for users and developers to use and decrease the accessibility of VR. As a result, this paper aims to propose a complete VR design guideline to help designers planning interfaces better in the virtual world by reviewing existing interfaces. The guideline contains the principles and design patterns about how to make the best possible experiences for users. Beyond that, based on the design guideline, a VR guideline website is published for developers and designers.This paper begins by providing a literature review of the design principles and patterns in terms of ergonomic issues and input method on virtual reality. Next, consolidating valuable design pattern from existing applications. Detailed design of virtual reality interfaces presents along with a proposed taxonomy: Screen-based UI and Object-based UI, which categories from the perspective of context, purpose, and vital elements of interfaces found in case studies.參考文獻 陳建雄. (2006). 互動設計: 跨越人-電腦互動. 台北: 全華.葉謹睿. (2010). 互動設計概論: 後數位時代的網站, 介面. 產品及軟體設計的原則, 藝術家出版社. 台北, 台灣.Norman, D. A., & 陳宜秀. (2014). 設計的心理學: 人性化的產品設計如何改變世界. 台北市: 遠流.Rosenfeld, R., Morville, P., & 陳建勳. (2004). 資訊架構學. 台北市: 歐萊禮.(原作 2003 年出版).Alger, M. (2015). Visual Design Methods for Virtual Reality. Personal Website, (September), 98. Retrieved from http://aperturesciencellc.com/vr/VisualDesignMethodsforVR_MikeAlger.pdfAnkrum, D. R. (1999). Monitor Placement and Lighting Visual Ergonomics in the Office Summary : Guidelines for monitor placement and lighting EYE-TO-SCREEN DISTANCE.Argelaguet, F., & Andujar, C. (2013). A survey of 3D object selection techniques for virtual environments. Computers and Graphics (Pergamon), 37(3), 121–136. https://doi.org/10.1016/j.cag.2012.12.003Blokša, J. (2017). Design Guidelines for User Interface for Augmented Reality, 67. Retrieved from https://is.muni.cz/th/410072/fi_m/Bowman Doug A. (2002). Principles for the design of performance-oriented interaction techniques. Handbook of Virtual Environments, 277.Bowman, D. A., Coquillart, S., Froehlich, B., Hirose, M., Kitamura, Y., Kiyokawa, K., & Stuerzlinger, W. (2008). 3D User Interfaces: New Directions and New Perspectives Doug A. Bowman , Sabine Coquillart , Bernd Froehlich, Michitaka Hirose, Yoshifumi Kitamura, Kiyoshi Kiyokawa, Wolfgang Stuerzlinger. IEEE Computer Graphics and Applications, 28(6), 1–19. https://doi.org/10.1109/MCG.2008.109Bowman, D. A., & Hodges, L. F. (2004). 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In 2016 IEEE Symposium on 3D User Interfaces, 3DUI 2016 - Proceedings (pp. 201–210). https://doi.org/10.1109/3DUI.2016.7460053Forsberg, A., Herndon, K., & Zeleznik, R. (n.d.). Aperture Immersive. Psychology, 95–96.Fröjdman, S. (2016). USER EXPERIENCE GUIDELINES FOR DESIGN OF VIRTUAL REALITY GRAPHICAL USER INTERFACES controlled by head orientation input. Retrieved from https://www.diva-portal.org/smash/get/diva2:939381/FULLTEXT01.pdfGerber, D., & Bechmann, D. (2004). Design and evaluation of the ring menu in virtual environments. Immersive Projection Technologies. Retrieved from http://liris.cnrs.fr/sylvain.brandel/old_site/en/research/VR/ipt_gb04_web.pdfGerber, D., & Bechmann, D. (2016). The spin menu: a menu system for virtual environments. IEEE Proceedings. VR 2005. Virtual Reality, 2005., (January), 271–272. https://doi.org/10.1109/VR.2005.1492790Goldstein, E. B. (2009). Sensation and Perception. Perception. Retrieved from http://www.amazon.com/dp/0495601497Google. (2017). Designing for Google Cardboard. Retrieved from https://designguidelines.withgoogle.com/cardboard/designing-for-google-cardboard/a-new-dimension.html#Grechkin, T. Y., Plumert, J. M., & Kearney, J. K. (2014). Dynamic affordances in embodied interactive systems: The role of display and mode of locomotion. IEEE Transactions on Visualization and Computer Graphics, 20(4), 596–605. https://doi.org/10.1109/TVCG.2014.18Gu, X., Zhang, Y., Sun, W., Bian, Y., Zhou, D., & Kristensson, P. O. (2016). Dexmo: An Inexpensive and Lightweight Mechanical Exoskeleton for Motion Capture and Force Feedback in VR. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI ’16, 1991–1995. https://doi.org/10.1145/2858036.2858487Haan, G. De, Koutek, M., & Post, F. H. (2005). IntenSelect: Using Dynamic Object Rating for Assisting 3D Object Selection. In Virtual Environments 2005, (January), 201–209. https://doi.org/10.1.1.134.2264Hinckley, K. (2012). Input technologies and techniques. The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, 151–168. https://doi.org/10.1201/b11963-9Hoffman, D. M., Girshick, A. R., & Banks, M. S. (2015). Vergence – accommodation con fl icts hinder visual performance and cause visual fatigue. Journal of Vision, 8(2008), 1–30. https://doi.org/10.1167/8.3.33.IntroductionHudelson, B. (n.d.). Designing for VR: A Beginners Guide.Intel Software. (2017). Guidelines for Immersive Virtual Reality Experiences. Retrieved from https://software.intel.com/en-us/articles/guidelines-for-immersive-virtual-reality-experiencesJacob, R. J. K. (1991). The use of eye movements in human-computer interaction techniques: what you look at is what you get. ACM Transactions on Information Systems, 9, 152–169. https://doi.org/10.1145/123078.128728Jerald, J. (2016). The VR Book: human-centered design for Virtual Reality (ACM Books). ACM Books. https://doi.org/10.1145/2792790Joseph J. LaViola Jr., Ernst Kruijff, Ryan P. McMahan, Doug Bowman, I. P. P. (2017). 3D User Interfaces: Theory and Practice.Kelly S. Hale, K. M. S., & Boca. (2015). Handbook of Virtual Environment [Second Edition], 2.Kramida, G., & Varshney, A. (2015). Resolving the Vergence-Accommodation Conflict in Head Mounted Displays. IEEE Transactions on Visualization and Computer Graphics, 22(7), 1–16. https://doi.org/10.1109/TVCG.2015.2473855Leap Motion. (2017). Design Sprints at Leap Motion: A Playground of 3D User Interfaces. Retrieved from http://blog.leapmotion.com/design-playground-3d-user-interfaces/Leap Motion. (2018). Ergonomics in VR Design. Retrieved from http://blog.leapmotion.com/ergonomics-vr-design/Liang, J., & Green, M. (1994). JDCAD : A H I G H L Y INTERACTIVE 3D M O D E L I N G SYSTEM, 18(4), 499–506.Lin, J., & Schulze, J. P. (2016). Towards Naturally Grabbing and Moving Objects in VR. Electronic Imaging, 2016(4), 1–6. https://doi.org/10.2352/issn.2470-1173.2016.4.ervr-415Lundberg, D. E. (2006). Psychology and life. Psychological Bulletin (Vol. 46). https://doi.org/10.1037/h0053244McKay, E. N. (2013). UI is communication: How to design intuitive, user centered interfaces by focusing on effective communication. Newnes.McKenzie, C. (2017). Designing Screen Interfaces for VR (Google I/O ’17) [Presitation].Microsoft Mixed Reality. (2018). Microsoft Mixed Reality Guidance. Retrieved from https://docs.microsoft.com/en-us/windows/mixed-reality/designMine, M. R., Brooks, J., & Sequin, C. (1997). Moving Objects in Space : Exploiting Proprioception In Virtual-Environment Interaction 1 MANIPULATION IN A VIRTUAL WORLD : WHY IS IT HARD ? 24th Annual Conference on Computer Graphics and Interactive Techniques, 19–26. https://doi.org/10.1145/258734.258747Nabioyuni, M., & Bowman, D. A. (2015). An Evaluation of the Effects of Hyper-natural Components of Interaction Fidelity on Locomotion Performance in Virtual Reality. 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(2017). the Good , the Bad and the Unpleasant – a Study of Graphical User Interfaces in Video Games.Validating, V. (2005). Visual Ergonomics.Vanacken, L., Grossman, T., & Coninx, K. (2007). Exploring the effects of environment density and target visibility on object selection in 3D virtual environments. IEEE Symposium on 3D User Interfaces 2007 - Proceedings, 3DUI 2007, 115–122. https://doi.org/10.1109/3DUI.2007.340783Weinschenk, S. (2011). 100 things every designer needs to know about people. Pearson Education. 描述 碩士
國立政治大學
數位內容碩士學位學程
105462008資料來源 http://thesis.lib.nccu.edu.tw/record/#G1054620083 資料類型 thesis dc.contributor.advisor 余能豪<br>陳宜秀 zh_TW dc.contributor.advisor Yu, Neng-Hao<br>Chen, Yi-Hsiu en_US dc.contributor.author (Authors) 張鈺佳 zh_TW dc.contributor.author (Authors) Chang, Yu-Chia en_US dc.creator (作者) 張鈺佳 zh_TW dc.creator (作者) Chang, Yu-Chia en_US dc.date (日期) 2018 en_US dc.date.accessioned 5-Sep-2019 17:27:20 (UTC+8) - dc.date.available 5-Sep-2019 17:27:20 (UTC+8) - dc.date.issued (上傳時間) 5-Sep-2019 17:27:20 (UTC+8) - dc.identifier (Other Identifiers) G1054620083 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/125908 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 數位內容碩士學位學程 zh_TW dc.description (描述) 105462008 zh_TW dc.description.abstract (摘要) 近年來,以頭載顯示器(HMD)為主的虛擬實境技術逐漸成熟並為市場帶來新的熱潮。然而,目前各個主力開發廠商除輸出方式皆採以頭戴式裝置顯示外,輸入方法與互動設計皆有相當的差異,對於跨平台開發者與使用者而言易造成困擾與混淆,導致學習門檻提高,影響內容開發效率與虛擬實境之易用性。有鑑於此,本研究之目的在於解決VR設計者未有一致規範之問題,藉由評估各家VR現有設計原則與互動案例來擬定一套具泛用性的VR互動設計指南。同時,利用分析之設計規範,架設VR互動設計指南網站供國內外之內容開發者查詢與檢索以期未來提供給VR內容製作者、開發人員參考與應用,創造友善易用的虛擬實境應用服務,提昇用戶體驗。本研究自人因設計要素(ergonomic issues)、既有介面原則之文獻探討出發,依據此理論基礎分析應用案例、統整相關設計模式。接著利用結果發現將VR介面分為螢幕導向介面(Screen-based UI)與物件導向介面(Object-based UI)兩大類,並將介面組成解構為空間配置(position)與互動(interaction)兩項設計環節,其中互動包含召喚(summoning)、瀏覽(browsing)與選擇(selection)與其對應的回饋(feedback)。最後,以此為基底將原則、設計模式依據情境、目的收納進此分類體系,發展專屬VR介面的互動設計指南,說明對應的設計原則與建議。 zh_TW dc.description.abstract (摘要) In recent years, virtual reality has opened a world of possibilities by creating the sensation of being entirely transported into a three-dimensional virtual world. However, except hardware devices, design principles and input methods of VR still have great variety between VR companies, which make difficulty and confusion for users and developers to use and decrease the accessibility of VR. As a result, this paper aims to propose a complete VR design guideline to help designers planning interfaces better in the virtual world by reviewing existing interfaces. The guideline contains the principles and design patterns about how to make the best possible experiences for users. Beyond that, based on the design guideline, a VR guideline website is published for developers and designers.This paper begins by providing a literature review of the design principles and patterns in terms of ergonomic issues and input method on virtual reality. Next, consolidating valuable design pattern from existing applications. Detailed design of virtual reality interfaces presents along with a proposed taxonomy: Screen-based UI and Object-based UI, which categories from the perspective of context, purpose, and vital elements of interfaces found in case studies. en_US dc.description.tableofcontents 第一章 緒論 12第一節 研究背景與動機 12第二節 研究目的 15第三節 研究限制 16第二章 文獻探討 17第一節 人類視覺成像與虛擬實境 17第二節 人因設計要素(ERGONOMICS ISSUES) 19第三節 輸入方法(INPUT METHODS) 29第四節 常見虛擬實境介面元件 36第五節 小結 43第三章 研究方法 46第四章 案例分析 48第一節 案例分析 48第二節 結果發現與討論 69第五章 使用介面分類體系 75第一節 結果發現與分類基礎 75第二節 分類體系與互動設計指南 77第三節 實際應用 85第六章 結論 87第一節 研究貢獻 87第二節 未來展望 89參考文獻 91中文文獻 91英文文獻 91 zh_TW dc.format.extent 62340183 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G1054620083 en_US dc.subject (關鍵詞) 虛擬實境 zh_TW dc.subject (關鍵詞) 使用者經驗 zh_TW dc.subject (關鍵詞) 介面設計 zh_TW dc.subject (關鍵詞) Virtual Reality en_US dc.subject (關鍵詞) User Experience en_US dc.subject (關鍵詞) Interface Design en_US dc.title (題名) 虛擬實境介面設計之研究 zh_TW dc.title (題名) Research on virtual reality interface design en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 陳建雄. 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