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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.pdf
Ankrum, 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.2012.12.003
Blokša, J. (2017). Design Guidelines for User Interface for Augmented Reality, 67. Retrieved from https://is.muni.cz/th/410072/fi_m/
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Caputo, F. M., & Giachetti, A. (2015). Evaluation of basic object manipulation modes for low-cost immersive Virtual Reality. Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter - CHItaly 2015, 74–77. https://doi.org/10.1145/2808435.2808439
Chaffin, D. B., Andersson, G., & Martin, B. J. (1999). Occupational biomechanics. Wiley New York.
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Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD - User Interfaces for Increased Player Immersion.
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Forsberg, A., Herndon, K., & Zeleznik, R. (n.d.). Aperture Immersive. Psychology, 95–96.
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Gerber, 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.pdf
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Google. (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.2014.18
Gu, 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/10.1145/2858036.2858487
Haan, 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/10.1.1.134.2264
Hinckley, K. (2012). Input technologies and techniques. The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, 151–168. https://doi.org/10.1201/b11963-9
Hoffman, 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.Introduction
Hudelson, 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-experiences
Jacob, 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/10.1145/123078.128728
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Joseph 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.2015.2473855
Leap Motion. (2017). Design Sprints at Leap Motion: A Playground of 3D User Interfaces. Retrieved from http://blog.leapmotion.com/design-playground-3d-user-interfaces/
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Lundberg, D. E. (2006). Psychology and life. Psychological Bulletin (Vol. 46). https://doi.org/10.1037/h0053244
McKay, 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/design
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Nabioyuni, M., & Bowman, D. A. (2015). An Evaluation of the Effects of Hyper-natural Components of Interaction Fidelity on Locomotion Performance in Virtual Reality. Proceedings of the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments, 167–174. https://doi.org/10.2312/egve.20151325
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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-Hsiuen_US
dc.contributor.author (Authors) 張鈺佳zh_TW
dc.contributor.author (Authors) Chang, Yu-Chiaen_US
dc.creator (作者) 張鈺佳zh_TW
dc.creator (作者) Chang, Yu-Chiaen_US
dc.date (日期) 2018en_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) G1054620083en_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) 105462008zh_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/#G1054620083en_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 Realityen_US
dc.subject (關鍵詞) User Experienceen_US
dc.subject (關鍵詞) Interface Designen_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 designen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (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.pdf
Ankrum, D. R. (1999). Monitor Placement and Lighting Visual Ergonomics in the Office Summary : Guidelines for monitor placement and lighting EYE-TO-SCREEN DISTANCE.
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dc.identifier.doi (DOI) 10.6814/NCCU201901075en_US