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研究生: 陳冠嘉
Guan-jia chen
論文名稱: 3D遊戲中視覺輔助與玩家方向感之研究
Research on The Helpful Tools of Vision and The Gamer’s Spatial Ability in 3D Game
指導教授: 孫春望
Chun-Wang Sun
口試委員: 陳玲鈴
Lin-Lin Chen
陳建雄
Chien-Hsiung Chen
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: 2007
畢業學年度: 95
語文別: 中文
論文頁數: 81
中文關鍵詞: 尋路行為介面設計遊戲視角輔助地圖空間能力
外文關鍵詞: game, view angle, auxiliary map, spatial ability, interface design, wayfinding
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  • 由於電腦繪圖科技的進步和市場的需求,3D遊戲已經成為市面販售流通的遊戲主流,而目前3D遊戲中有極大多數都是需要玩家探索遊走於其中的虛擬世界當中,因此「尋路行為」是玩家在遊戲過程中必定經歷的過程。
    若玩家的尋路行為太過複雜且耗時,將會降低玩家對於遊戲的趣味性,因此遊戲中將設計輔助介面來幫助玩家。但目前大部分玩家仍使用2D平面螢幕來進行3D遊戲中的尋路行為,也就是說玩家需要透過遊戲設計師所設計的2D的介面來瞭解3D虛擬世界,3D與2D之間的轉換就有賴於介面上的輔助了。 可見介面的設計是相當重要的,因此提出本研究希望可以達到以下的目的:1.藉由不同的視角與不同的輔助工具互相搭配出的介面來評估個體在3D虛擬實境中尋路行為的效率上是否有所差異。2.評估個體之間的空間能力差異是否會影響到所需介面的不同。
    3D遊戲中常用來輔助玩家有視角、輔助地圖和路標3種方式。本研究選擇視角與輔助地圖來進行討論,將視角分成第三人稱視角與關聯式視角兩種,輔助地圖分為絕對位置與相對位置兩種,並將視角與輔助地圖相互配對,成為2*2共4種模式進行研究。研究中將自行建立一個迷宮,邀請受測者實際操作4種模式中的一種,實驗結束後將比較各種操作模式下對玩家的尋路行為有何影響,尋路過程花費的時間是否有所差異,來探知何種介面較為合適。
    研究結果顯示:1.第三人稱視角對於個體的輔助性優於關聯式視角。2.小區域的輔助性小地圖上,絕對位置與相對位置對於個體的輔助性似乎是沒有差異的。3.空間能力較佳者,在虛擬實境中有較好的尋路表現,且不會受到視角的變化所干擾。4.低空間能力者較適合使用第三人稱視角。


    With ever-evolving computer graphics technology and market needs, 3D games have gone mainstream in the gaming market. In most of today’s 3D games, “Wayfinding” has become a process necessary for gamers to explore virtual worlds.
    However, gaming pleasure will be compromised if the gamer’s Wayfinding is too complicated and time-consuming in a game. Thus, an auxiliary interface is designed to help the gamer. Since most gamers still use a 2D screen to search for paths in a 3D game, this means they need to understand the 3D virtual world by a 2D interface developed by game designers. The conversion between 2D and 3D relies on the help of the interface, therefore the interface design is of great importance. This study is therefore proposed to achieve the following objectives: 1. to evaluate differences between Wayfinding efficiencies of individual gamers in a 3D game by way of interfaces combining different view angles and tools matching to each another; 2. to evaluate if the difference in the Spatial Abilitys of the individual gamer affects the type of interface they require.

    Gamer visual aids commonly seen in a 3D game are view angles, auxiliary maps, and road signs. The study chooses view angles and auxiliary maps as the center of discussion. In the study, viewing angles are divided into Third-Person View Angles and Correlated View Angles; auxiliary maps are divided into Absolute Position Maps and Relative Position Maps; the angles and maps are matched into 4 modes (2*2) to perform the study. In a maze created by ourselves, test subjects will be invited to actually perform with one of the four operation modes. On completion of the experiment, a comparison will be made on how different operation modes affect the gamers’ Wayfinding behavior, and time differences in the Wayfinding process, so as to find out which interfaces are the better ones.
    The study shows: 1. The Third-Person View Angle provides better assistance to individual gamers than the Correlated View Angle; 2. In small areas of a small auxiliary map, there seems to be no difference between the levels of assistance provided to individual gamers by the Absolute Positions and that by the Relative Positions. 3. Gamers with better Spatial Abilitys demonstrate better Wayfinding performance in virtual reality regardless of the change of view angles. 4. The Third-Person View Angle is more suitable for gamers with poor Spatial Abilitys.

    第一章、緒論1 一、研究背景與動機1 二、研究目的8 三、研究範圍與限制9 第二章、文獻探討11 一、遊戲(Game)11 二、尋路(Wayfinding)行為15 三、迷宮42 第參章、研究方法與進行步驟43 一、研究相關變項43 二、實驗設計45 三、實驗流程57 第肆章、研究分析與討論59 一、樣本資料描述統計59 二、實驗結果分析61 三、歸納與總結70 第伍章、結論與建議71 一、研究結論71 二、後續研究建議75 參考文獻77

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