研究生: |
蔡汀藍 Ting-Lan Tsai |
---|---|
論文名稱: |
以材質模糊減少虛擬實境內容引發動暈症之研究 Research on Reducing Cybersickness by Using Texture Blur in Virtual Reality Content |
指導教授: |
陳建宇
Chien-Yu Chen |
口試委員: |
林伯昰
Bor-Shyh Lin 胡國瑞 Kuo-Jui Hu 鄧清龍 Qing-Long Deng |
學位類別: |
碩士 Master |
系所名稱: |
應用科技學院 - 色彩與照明科技研究所 Graduate Institute of Color and Illumination Technology |
論文出版年: | 2020 |
畢業學年度: | 108 |
語文別: | 中文 |
論文頁數: | 88 |
中文關鍵詞: | 動暈症 、虛擬實境 、材質模糊 、渲染 |
外文關鍵詞: | Cybersickness, Virtual Reality, Texture Blur, Rendering |
相關次數: | 點閱:313 下載:0 |
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本論文為減少VR使用者在虛擬實境體驗過程中產生不舒適而提出一項新的技術──材質模糊。許多VR使用者在遊玩過程中因各種緣故(如感知不匹配等)而容易產生動暈症等症狀,這使得VR內容設計者需要針對使用者舒適度調整VR內容設計,以減少使用者產生不舒適的機會。
本研究的實驗參與者人數為22人(16男6女),平均年齡24.4±2.6歲。所有實驗參與者皆執行6次實驗,實驗分成三種VR遊戲模式:直線行走(7.9 m/s)、直線行走(9.5 m/s)與自由移動(7.9 m/s),分別探討三種遊戲模式下有無使用材質模糊的受試者感受差異。每次實驗時間約40分鐘,分為第一階段:VR遊戲實驗前靜坐休息(10分鐘)、第二階段:VR遊戲實驗中(15分鐘)以及第三階段:VR遊戲實驗後靜坐休息(10分鐘)。三階段均做心電圖量測,並在第一階段與第三階段請受試者填寫模擬器動暈問卷(SSQ),第二階段則以每五分鐘為間隔口頭回答不舒適度分數。實驗結果分為主觀與客觀數據,主觀數據有口述不舒適度分數以及SSQ問卷的各項動暈症病症分類分數以及單項病症分數;客觀數據則為透過心電圖數據分析計得HRV生理訊號。
實驗結果顯示,三種不同VR遊戲模式在有使用材質模糊狀態下能使受試者在遊玩過程中產生較少的口述不舒適度分數。且在SSQ問卷研究結果顯示,有使用材質模糊狀態下動暈症症狀分數有較低於無使用材質模糊的趨勢。然而,在生理訊號HRV數據中則無法得到顯著的結果論述。
This thesis proposed a new technique, texture blur, to reduce the discomfort of VR users during the virtual reality experience. Due to various reasons such as perception mismatch, some VR users easily exhibit symptoms of cybersickness during the VR game. Therefore, VR content designers should adjust the VR content design to reduce the possibility of user discomfort.
Twenty-two participants were recruited in our experiment, 16 males and 6 females with an average age of 24.4±2.6 years. All participants performed 6 experiments, and there were three VR game modes: straight walking (7.9 m/s), straight walking (9.5 m/s) and free movement (7.9 m/s). The difference in severity of cybersickness between with and without texture blur condition were discussed separately in the three game modes. Each experiment took about 40 minutes and was divided into three sections. The first section: sit and rest before the VR game experiment (10 minutes), the second section: during the VR game experiment (15 minutes) and the third section: sit and rest after the VR game experiment (10 minute). The ECG measurement was performed in all three sections, and the subjects were asked to fill in the simulator sickness questionnaire (SSQ) in the first and third section. In the second section, subjects verbally answered the discomfort score every five minutes during the VR game. The subjective experimental result includes the verbally answered discomfort score, the SSQ scores of each classification of motion sickness and the 16 symptoms scores from SSQ. The objective experimental result is the HRV physiological signal calculated by ECG data analysis.
The result shows that the use of texture blur made subjects produced less verbally answered discomfort score during the three different VR game modes. And the SSQ results show that the symptoms scores of cybersickness in with texture blur condition was lower than without texture blur condition. However, in the HRV data of physiological signals, significant results cannot be obtained.
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