研究生: |
張晃銘 Huang-Ming Chang |
---|---|
論文名稱: |
虛擬環境中使用者空間知識與尋路策略的探討—以地理標籤與聽覺符號為例 An Investigation on User’s Spatial Knowledge and Wayfinding Strategy in Virtual Environment—A Case Study of Geotag and Earcon |
指導教授: |
陳建雄
Chien-Hsiung Chen |
口試委員: |
陳玲鈴
Lin-Lin Chen 孫春望 Chun-Wang Sun |
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: | 134 |
中文關鍵詞: | 虛擬環境 、空間知識 、尋路 、策略 、後設認知 |
外文關鍵詞: | Virtual environment, Spatial knowledge, Wayfinding, Strategy, Metacognition |
相關次數: | 點閱:394 下載:15 |
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隨著資訊技術的進步與電腦設備的提昇,虛擬實境亦日漸普及。不僅是在科技領域,亦漸漸拓展到一般民眾的日常生活之中。而虛擬環境為透過電腦模擬而建構的虛構空間,因此,空間知識與尋路研究亦從實質環境延伸到了虛擬環境,而產生了許多新的議題與研究方向。過去已有許多研究探討人類的空間知識的建立與尋路,然而,在虛擬環境中的空間知識建立與尋路仍需深入探討研究。
本研究之研究目的有二,首先是探討虛擬環境所附加之資訊(地理標籤與聽覺符號)對使用者空間知識建立與尋路策略、績效、與後設認知之影響,以提供未來虛擬環境尋路應用與研究之參考;其次為探討使用者於虛擬環境中之空間知識的建立與尋路策略的內在認知歷程,包括策略、後設認知、與績效,並建立使用者心智模式。
首先進行文獻探討歸納相關研究以確立研究方向,並且透過現況調查與情境調查法(Contextual Inquiry)調查目前網路地理資訊系統對於地理標籤的應用現況以及使用者的互動經驗。根據以上成果,接著進行實驗驗證。本研究實做模擬一大規模、高密度之3D虛擬城市以進行實驗,針對「地理標籤」與「聽覺符號」進行實驗設計,實驗結果分析可分為「地理標籤與聽覺符號之於受測者在虛擬環境中尋路的影響」、「屏除操縱變因的影響,探討受測者其內在認知歷程與外在績效表現的關係」兩部份。第一部份關於地理標籤與聽覺符號的研究結果如下:
(1) 聽覺符號對使用者的空間知識與尋路績效均產生顯著差異,證實其提供了正面助益,地理標籤則否。主要原因在於聽覺符號較為直覺,不被環境中的建築物所遮擋,且提高使用者的愉悅程度。
(2) 對於空間知識與尋路,歸納出於虛擬環境中附加資訊的基本原則:呈現方式必須直覺、不易被環境干擾、辨識程度高、資訊量適中。
第二部份透過問卷、訪談與績效量測,藉以觀察紀錄受測者之內在認知歷程,包括了建立空間知識策略、後設認知、空間知識等,研究成果如下:
1. 使用者在虛擬環境之中建構空間知識最基本的策略為:以地標為基礎的「點」,透過地標與地標之間的決定點,以相對方向串接,進而構築成「路徑」的概念,累積足夠之路徑知識並且逐漸建立絕對方向概念,透過使用者本身的組織能力以轉化為俯瞰知識,進而成為「面」的概念。
2. 「路徑策略」與「路徑知識得分」相關性最高,「絕對方向策略」與「俯瞰知識得分」相關性最高。由此可知,路徑知識或俯瞰知識並非單獨受某種特殊策略所影響,其與多個策略均有相關性,不同的空間知識建立策略使用程度組合將會影響受測者的空間知識。
本研究根據外在環境(虛擬環境附加資訊)與內在認知(策略使用與後設認知)對使用者在虛擬環境中建立空間知識與尋路進行全面的觀察與分析,根據研究結果建立一使用者心智模式,期望能作為未來設計師在虛擬環境相關應用上提供參考,有助於使用者在虛擬環境中建立空間知識並成功順暢地進行尋路。
As the rapid development of information technology (IT) and digital equipment, virtual environment (VE) keeps going popular progressively. VE not only can help the progress in high-tech field, but also can extend to people’s daily lives. Since VE is a synthetic cyberspace built based on computer simulation, research on spatial knowledge and wayfinding also extends from physical environment to virtual environment, which brings more new issues for exploration. Lots of research studies related to human spatial knowledge and wayfinding behavior in physical environment has been done in the past, however, human spatial knowledge and wayfinding behavior in virtual environment still needs to be investigated further.
These are the two purposes of this study. The first one is to discuss the influence of the metadata regarding Geotag and Earcon adopted in the virtual environment pertinent to users’ strategy, performance, and metacognition for spatial knowledge and wayfinding behavior. The findings can be good reference for future VE application. The second one is to investigate human cognitive process of constructing spatial knowledge and wayfinding behavior while navigating in VE, including performance, strategy, metacognition as well as metal model built based on the research findings.
In this study, relevant literatures were first reviewed to help establish the topic of this study. How Geotag applied in geographic information system (GIS) was investigated. In addition, users’ experience in interacting with it was also examined by means of the technique of contextual inquiry. According to the generated results, the experiment was conducted afterward. A large-size, high-density synthetic cybercity was built for the experimental purpose. The first portion of the generated results pertaining to the influence of Geotag and Earcon on users’ spatial knowledge and wayfinding behavior in VE revealed that:
1. There existed significant difference on both users’ spatial knowledge and wayfinding behavior in terms of the Earcon variable. It means that incorporating the Earcon in the VE is beneficial for user’s wayfinding behavior. The reason can be that the influence from Earcon is more intuitive. It is not blocked by buildings and can raise users’ pleasure perceptions.
2. The basic principles of using metadata attachment in VE are: enabling intuitive representation, not being interfered by the environment, providing high level of recognition, and offering appropriate information quantity.
The second portion of the research findings is about the results generated from questionnaire, interview, and observation regarding users’ cognitive process in terms of wayfinding strategy, metacognition, and task performance. They are discussed as follows:
1. Users’ basic strategy for building up their spatial knowledge is to adopt the “landmark” as the basic position and set up “decision points” among landmarks. Then they would connect these decision points with “relative direction” and the concept of “route” could be constructed. After accumulating enough route knowledge and the concept of “absolute direction”, users could transform them into “survey knowledge” based on their own thinking and problem-solving capability. The concept of “surface” could be formed.
2. There exists strong correlation between the wayfinding strategy regarding “paths” and “route knowledge”, and also between the strategy of “absolute direction” and “survey knowledge.” It means that both route knowledge and survey knowledge are not affected by single specific strategy, but by many strategies instead. Different combination of strategies would also influent the spatial knowledge that users had built.
This research study intends to investigate how users construct their spatial knowledge which would affect their wayfinding behavior based on external environment (i.e., metadata attached in VE) and their internal cognitive processes (i.e., strategy use and metacognition). The author hopes that the research results can be good references for interaction designers when they design future virtual environment that can help users construct correct spatial knowledge effectively and conduct wayfinding tasks efficiently.
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