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研究生: 郭梓杞
TZU-CHI KUO
論文名稱: 人物角色的識別設計之探究
A study on recognition design of character roles
指導教授: 王韋堯
Wei-Yao Wang
口試委員: 李根在
KEN-TSAI LI
王瓊芬
CHIUNG-FEN WANG
李尉郎
WEI-LANG LI
王韋堯
WEI-YAO WANG
學位類別: 碩士
Master
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 185
中文關鍵詞: 人物角色設計設計模板情感特徵圖形識別注意記憶喜好欲望
外文關鍵詞: Character design, design templates, affective feature, pattern recognition, attention, memory, preference, desire
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  • 本研究以人物角色設計為主題,提出不同「設計模板」(單一模板、複合模板)與「情感特徵」(正面情感、負面情感)的人物角色設計,對觀者的圖形識別歷程中的「視覺外觀」、「個人知識」與「情感」認知功能有影響。本研究針對美國知名動畫公司、工作室《迪士尼》、《皮克斯》與《夢工廠》中的156位知名動畫人物角色進行現況調查,並以行為問項配合腦電圖EEG生理實驗,探查觀者觀看人物角色設計後的大腦活化現象。本研究目包含:(1)釐清人物角色的設計方法與圖形識別的歷程,探討文獻資料、文件分析提出角色的「設計模板」與「情感特徵」。(2)針對美國三大知名公司《迪士尼》、《皮克斯》與《夢工廠》的人物角色進行現況調查,了解「設計模板」與「情感特徵」的使用現況。(3)以腦電圖EEG 實驗與行為問項來探討人物角色設計對圖形識別歷程的影響。研究結果如下:
    (1).本研究經人物角色設計的文獻探討與文件分析,提出「原型模板」、「增量模板」、「減量模板」、「複合模板」四種人物角色設計模板。透過國際情感圖像系統(IAPS),提出「正面情感」與「負面情感」的物種特徵能影響觀者的圖形識別歷程。根據由知名學者Atkinson與Shiffrin所提出的經典訊息處理理論,配合現代腦神經研究發現的圖形識別歷程相關大腦反應,歸納出圖形識別歷程包含了「視覺外觀」(枕葉)、「個人知識」(頂葉、後扣帶迴)與「情感」(島葉)的認知功能處理。
    (2). 現況調查結果發現「設計模板」的設計存在於現況的人物角色設計中,「原形模板」為主流(61%),「複合模板」為次多(21%),接著是「增量模板」(13%),「減量模板」應用情況則最為少見(5%);「情感特徵」的設計存在於現況的人物角色設計中,「正面情感」的特徵大多運用於人道角色的造型設計(92%),「負面情感」的特徵大多運用於反社會角色的造型設計(91%)。
    (3).經腦波實驗ERSP分析結果顯示不同「設計模板」與「情感特徵」的人物角色在枕葉(BA18)引起與注意、視覺感官、工作記憶相關的大腦頻譜活化;在後扣帶迴(BA30、31) 引起與情節記憶、新奇感受、正面情感相關的大腦頻譜活化;在頂葉(BA3)引起與語意記憶、熟悉記憶相關的大腦頻譜活化;在島葉(BA13)引起與情感連結、喜好、欲望相關的大腦頻譜震盪。ERP分析結果顯示不同「設計模板」與「情感特徵」的人物角色在時域P2引起與原形圖片、熟悉記憶、美醜相關的平均振幅變化;在時域N600-900引起與偏好選則、意外、複雜圖形相關的平均振幅變化;在時域N900-1200引起與非人類角色、變形圖片識別相關的平均振幅變化。


    This study investigates character design, proposing that different design templates (singular templates and composite templates) and affective features (positive emotions and negative emotions) in character design influences the cognitive functions of visual appearance, personal knowledge, and emotions in the viewer’s pattern recognition process. The study conducted prevalence survey on 156 well-known animated characters from major American animation studios, Disney, Pixar, and DreamWorks Animation. Behavioral questions were combined with EEG-based physiological experiment to record brain activation while the subjects viewed character designs. The objectives of the study include (1) clarifying the process of pattern recognition in character design; proposing design templates and affective features based on literature review, (2) conducting prevalence survey on characters from major American animation studios, Disney, Pixar, and DreamWorks Animation, to catalog the use of design templates and affective features, and (3) investigating the influence of character design on the pattern recognition process based on EEG experimentation and behavioral questions. The study found the following:
    (1). Based on literature review, this study proposes four character design templates - archetypal template, additive template, subtractive template, and composite template. Based on the International Affective Picture System (IAPS), the study proposes that specific characters of positive emotions and negative emotions influence the viewer’s pattern recognition process. Based on the classical information processing model proposed by Atkinson and Shiffrin, combined with pattern recognition processes and relevant brain reactions discovered in contemporary neurological research, the present study concluded that the pattern recognition process includes the cognitive functions of visual appearance (occipital lobe), personal knowledge (parietal lobe and posterior cingulate), and emotions (insula).
    (2). The prevalence survey found that design templates existed in character designs, with archetypal templates being the most prevalent at 61%, followed by composite templates at 21%, additive templates at 13%, and the least common, subtractive templates at 5%. Affective features existed in character designs. The positive emotion feature was mostly used in the designs of humanitarian characters (92%), and the negative emotion feature was mostly used in the designs of antisocial characters (91%).
    (3). Brain wave ERSP experimentation revealed that characters with different design templates and affective features induces brain activation related to attention, visual sensation, and working memory in the occipital lobe (BA18); brain activation related to episodic memory, new experiences, and positive emotions in the posterior cingulate (BA30 and 31); brain activation related to semantic memory and familiar memory in the parietal lobe (BA 3); and brain oscillation related to emotional connection, preference, and desire in the insula. ERP analysis showed the average amplitude variation related to archetypal image, familiar memory, beauty, and ugliness, induced in epoch P2 by different design templates and affective features of characters. In epoch N600-900, it showed the average amplitude variation related to preference, surprise, and complex image. In epoch N900-1200, it showed the average amplitude variation related to non-human characters and transformed image recognition.

    摘要 I Abstract II 致謝 III 圖目次 VI 表目次 VIII 第1章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 2 1.3 研究相關名詞定義 3 1.4 研究範圍與限制 4 1.5 研究流程 5 第2章 文獻探討 6 2.1 人物角色設計 6 2.1.1 人物角色定義 6 2.1.2 角色設計技法 7 2.1.3 人物角色的特徵與情感 16 2.1.4 國際情感圖片系統 17 2.2 人物角色設計應用現況 19 2.3 圖形識別理論與大腦認知功能 22 2.4 EEG神經電位研究 25 2.4.1 腦電圖EEG介紹 25 2.4.2 圖形識別的相關大腦神經研究 26 第3章 研究方法 30 3.1 實驗架構 30 3.2 腦波實驗設計 34 3.3 腦波實驗步驟 39 3.4 腦波資料處理與數據分析方法 41 第4章 研究結果與討論 43 4.1 行為結果 43 4.1.1 視覺外觀 43 4.1.2 個人知識 46 4.1.3 情感 52 4.1.4 行為結果整理 58 4.2 腦波ERSP分析結果 59 4.2.1 右邊緣系統之後扣帶迴(BA30、BA31) 60 4.2.2 枕葉(BA18) 63 4.2.3 頂葉(BA3) 65 4.2.4 島葉(BA13) 67 4.2.5 ERSP結果整理 69 4.3 腦波ERP分析結果 70 4.3.1 P2平均振幅 71 4.3.2 N600-900平均振幅 74 4.3.3 N900-1200平均振幅 76 4.3.4 ERP結果整理 79 4.4 實驗結果討論與假設驗證 80 4.4.1 行為結果討論 80 4.4.2 EEG實驗結果討論 83 4.4.3 研究假設驗證 96 第5章 結論與建議 101 5.1 結論 101 5.2 後續研究方向與建議 104 參考文獻 105 附錄A:焦點團體之設計模板應用現況調查 116 附錄B:實驗樣本設計 143

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