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研究生: 曾唯哲
Wei-Zhe Tzeng
論文名稱: 設計虛擬預設用途創造虛擬實境直覺流暢之純手互動體驗
Designing Virtual Affordance for Freehand Interaction in Virtual Reality
指導教授: 余能豪
Neng-Hao Yu
口試委員: 陳玲鈴
Lin-Lin Chen
陳宜秀
Yi-Hsiu 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: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 123
中文關鍵詞: 預設用途設計框架虛擬實境介面設計純手互動
外文關鍵詞: Affordance, Design Framework, Virtual Reality, User Interface, Free-hand Interaction
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  • 虛擬實境突破了現實世界的物理限制,帶來新的互動設計空間,讓超現實
    互動得以實現,然而如何讓使用者在體驗新穎的互動時,能夠感到直覺並流暢 地操作是需要被克服的設計議題。
    預設用途理論應用於產品設計,以提供操作的直覺性已有到充分的討論與 驗證,本研究基於預設用途理論,延伸虛擬預設用途(Virtual Affordance)之意 涵,探討虛擬實境互動的預設用途設計手法。首先從過往文獻梳理出預設用途 之基本定義與互動設計之關係,以及比較實體產品、數位產品、虛擬物件三 者,歸納虛擬實境之特有預設用途設計考量。接著分析市面上現有之虛擬實境 作品,統整出一設計框架,包含認識世界、認識身體、操作物件三大階段,說 明虛擬實境之互動設計考量,並以案例輔助佐證對應各階段之設計手法。最後 根據設計框架,以純手互動的實際案例展示設計框架如何應用,並用實驗法評 估三套手勢提示設計,並歸納出手勢提示設計與手勢互動相關之設計建議。


    Virtual Reality breaks downs the physical constraint of the real world, brings out the new design space of interaction design, and realizes the hyper-natural interaction. However, there is a considerable issue: how to let users act instinctually and fluently when experiencing novel interaction? Applying affordance theory in product design to provide intuition of manipulation has been widely discussed and proven. Inspired by Blom's virtual affordance, this study explored the affordance design technique in virtual reality. First, this study concluded the definition of affordance by reviewing the past literature. Presented the affordance characteristics by comparing the physical product, digital product, and virtual object. Secondly, we proposed a design framework by analyzing existing virtual reality works. This framework demonstrated consideration of virtual reality design from 3 stages: understanding the worldview, understanding the body, manipulating objects, and explaining the design method corresponding to each stage with actual cases. Third, this study implemented a free-hand interaction project to demonstrate how to use the framework and conducted experiments to evaluate the three proposed gestural visual affordance designs. According to the experiment result, we presented the design suggestion about the gestural visual affordance and gesture interaction.

    第一章 緒論 1 1.1 前言:關於Affordance一詞的翻譯 1 1.2 研究背景:虛擬世界帶來新的互動設計可能 1 1.3 研究動機:虛擬預設用途為超現實互動提供操作依據 3 1.4 研究目的:探討VR中的預設用途如何設計 4 第二章 文獻探討 5 2 預設用途核心理論 5 2.1.1 預設用途基本主張:Gibson, Norman, Gaver 5 2.1.2 預設用途的資訊接收過程 10 2.1.3 預設用途與動作的關係 13 2.1.4 小結 14 2.2 預設用途的設計與演變 15 2.2.1 實體世界的預設用途設計 15 2.2.2 數位世界的預設用途設計 24 2.2.3 虛擬實境的預設用途設計 31 2.3 文獻探討小結 34 第三章 虛擬預設用途設計框架 37 3.1 利用環境建構世界觀 38 3.2 利用角色賦予互動能力 43 3.2.1 身體形象 44 3.2.2 身體結構 45 3.2.3 身體尺度 45 3.2.4 手的外觀設計 47 3.2.5 運用身體部位的互動 50 3.3 操作虛擬物件 52 3.3.1 粒子特效 53 3.3.2 發光與透明材質 53 3.3.3 輔助框線 54 3.3.4 使用前階段 55 3.3.5 使用中階段 57 3.3.6 使用後階段 60 3.4 小結 61 第四章 設計案例 63 4.1 專案簡介 63 4.2 功能與預設用途設計考量 64 4.3 現有設計評論 65 4.3.1 目錄選單操作 65 4.3.2 人體模型操作 65 4.3.3 環境設定 66 4.4 專家訪談 67 4.5 改版設計 68 4.5.1 改版設計目標 68 4.5.2 各項功能設計 69 4.5.3 場景設計 77 4.5.4 身體的設計 78 4.5.5 手勢功能實作 78 4.6 實驗一:手勢視覺提示設計 81 4.6.1 實驗目的 81 4.6.2 實驗設計 82 4.6.3 實驗流程 83 4.6.4 問卷項目 84 4.6.5 實驗結果 84 4.6.6 小結 90 4.6.7 實驗限制 92 4.7 實驗二:手勢提示設計結合實際應用情境 92 4.7.1 實驗目的 92 4.7.2 針對實驗一的改動 92 4.7.3 實驗設計 93 4.7.4 實驗流程 94 4.7.5 問卷項目 94 第五章 結果與討論 96 5.1 實驗結果 96 5.1.1 各任務績效 96 5.1.2 實驗結果討論 97 5.1.3 對空間場景之回饋 100 5.2 討論與設計建議 101 5.2.1 提示設計 101 5.2.2 手勢設計 101 5.2.3 手勢追蹤錯誤情形與引導設計 102 第六章 結論 104 6.1 研究結論 104 6.2 未來展望 105 參考文獻 106 附錄 108 附錄一、應用程式參考資料列表 108

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