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研究生: 黃御彰
Yu-Chang Huang
論文名稱: 虛擬環境中尋路行為之視覺指引研究
A Study on the Visual Guidance of Wayfinding Behavior in Virtual Environment
指導教授: 陳建雄
Chien-Hsiung Chen
口試委員: 張文智
none
吳志富
none
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: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 102
中文關鍵詞: 尋路行為視角楔形指引虛擬環境互動設計
外文關鍵詞: Wayfinding behavior, Viewing angle, Wedge, Virtual environment, Interaction design
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  • 從1970年代後,二十世紀,現代化指標識別系統的建立,使得人們能夠以更有效率的方式獲得明確的指引。但隨著科技的演變,在二十一世紀,我們的城市隨著公共基礎建設日益龐大,其範圍不斷遞增,再加上多樣化的交通選擇方式,人們進出空間的方式也變得更複雜,以現有的指標識別的資訊提供量似乎已經不足以應付人們的需求,因此,導入新的技術與觀念來呈現新型態的指標識別設計,成為刻不容緩的議題。本研究主要在探討虛擬環境中有關使用者後設認知策略與尋路輔助之設計,對於使用者空間知識之建構與尋路策略影響,研究之目的有三:(1)分析調查不同型式的互動介面(2D 與3D 視覺輔助),對於使用者在互動介面的瀏覽方式、尋路策略與後設認知知識所造成的影響。(2)調查使用者對於不同的螢幕尺寸與2D/3D 虛擬環境的知覺接觸與認知系統所產生的感官、情緒與尋路策略之差異。(3)探討不同的操作型式與螢幕資訊的呈現方式如何影響使用者之尋路過程中,其心智負荷與認知地圖的建構,及後設認知體驗之感受。
    虛擬實境應用的發展已行之有年,但隨著不同的空間設計與虛擬技術的發展與進步,對應著使用者的需求也隨之改變,本研究在進行步驟上分為兩階段探討:(1)為前導性研究,主要以分析現有虛擬環境之導覽方式,以螢幕尺寸於2D跟3D導覽輔助作為實驗變項進行任務實驗,並在過程中進行觀察與事後訪談。(2)為後測實驗,主要以前測及研究文獻之結果,設計一個虛擬環境城市,進行任務實驗,探討楔形指引、操作模式與視角三者間的顯著關係與是否會互相影響。
    研究結果發現:(1)客觀操作績效中,在虛擬環境中,2D楔形視覺指引的整體表現優於3D楔形視覺表現。(2)主觀滿意度中,使用者在第三人稱下的2D楔形視覺指引的評價最高,但在第一人稱視角下的3D楔形視覺指引評價最低。(3)由於在虛擬環境中,3D楔形指引會因為鏡頭透視的影響,造成使用者在操作時必須額外增加工作負荷去進行辨識,才能完成任務。(4)在不同操作模式下,受測者在第三人稱下操作人物模型動作行為時能比較容易達到較為精確的位移與能直接看到其動作回饋反應,2D楔形指引則可給予較為直覺的遠近判斷依據,而讓受測者獲得較高成就感與滿意度。


    In the twentieth century, since 1970, the design of modern jdentification system has made people obtain visual guidances more efficiently and clearly. With the rapid development of technology and public infrastructure, people in the twenty-first century can easily move to many places and have a larger living space. However, the way of life becomes more complex with varied transportation. It seems that the information presented from identification system cannot fully meet people’s needs today. It is necessary to import new technology and ideas to present new types of identification system design in the current days.

    The study aims to analyze users’ wayfinding behavior in a virtual environment by using visual aids design which impacts on their knowledge of space and wayfinding strategies. There are three purposes of this study: (1) Analyze the influences of different types of interfaces (2D and 3D visual aids) on user s’ behavior in surfing, wayfinding strategies and metacognition knowledge. (2) Investigate the differences of the senses, emotions and wayfinding strategies in using different sizes of screens and in a 2D/3D virtual environment. (3) Investigate how different information visualization forms affect users’ behavior in the wayfinding process through the mental workload, cognitive maps constructed, and metacognitive experience of feelings.

    The application in a virtual environment has been developed for years. But within the rapid development of technology applied in virtual environment and space design, people’s needs have also changed. There are two steps of this study. The first step is the pilot survey which investigates the existing navigation ways for virtual environment and 2D/3D visual aids in different screen sizes. Users were observed during the process of the experiment and an interview was conducted when the tasks were completed. The second step is the posttest experiment based on the result of the pilot survey and references. A virtual city model was created and wayfinding tasks were designed for the study to help investigate the relationship between wedges, operation modes, and the viewing angle in the virtual environment.

    The results generated in this study revealed that: (1) The user performance using the 2D wedge visual aids is better than the 3D wedge visual aids. (2) Users give the highest scores on the 2D wedge visual aids in the third person viewing mode and give the lowest scores on the 3D wedge visual aids in the first person viewing mode. (3) The 3D wedge visual aids are affected by the lens perspective in the 3D virtual environment. Therefore, users have more mental workloads in recognizing the visual aids to complete the tasks. (4) In different operation modes, it is found that people users move accurately in the third person viewing mode. And they have more sense of satisfaction and accomplishment in the 2D wedge visual aids mode which provides more intuitive judgments in distance.

    摘要-------------------------------------------------------------i Abstract--------------------------------------------------------ii 誌謝-------------------------------------------------------------iv 目錄-------------------------------------------------------------v 圖目錄------------------------------------------------------------vii 表目錄------------------------------------------------------------ix 第一章 緒論------------------------------------------------------1 1.1研究背景與動機---------------------------------------------------1 1.2研究目的--------------------------------------------------------2 1.3研究架構與流程---------------------------------------------------3 第二章 文獻探討---------------------------------------------------5 2.1尋路行為--------------------------------------------------------5 2.2 行動裝置------------------------------------------------------18 2.3使用者介面設計--------------------------------------------------21 2.4虛擬實境-------------------------------------------------------26 第三章 研究方法與實驗設計------------------------------------------29 3.1受測者---------------------------------------------------------29 3.2評估工具-------------------------------------------------------29 3.3研究進行步驟----------------------------------------------------31 3.4實驗流程與建構--------------------------------------------------33 第四章 前導實驗測試與結果分析---------------------------------------34 4.1前導實驗設計----------------------------------------------------34 4.2實驗設備--------------------------------------------------------37 4.3受測樣本--------------------------------------------------------38 4.4前測結果與分析---------------------------------------------------38 4.5子結-----------------------------------------------------------43 第五章 模擬實驗與結果分析-------------------------------------------45 5.1虛擬環境介面原型設計----------------------------------------------45 5.2實驗設備--------------------------------------------------------54 5.3受測者樣本------------------------------------------------------54 5.4實驗任務設計-----------------------------------------------------55 5.5模擬介面任務操作與實驗結果分析--------------------------------------56 (2)實驗任務二------------------------------------------------------59 (3)實驗任務三------------------------------------------------------61 第六章 結論與建議-------------------------------------------------85 6.1前測結果--------------------------------------------------------85 6.2後測結果--------------------------------------------------------87 6.3後續研究發展與建議------------------------------------------------92 參考文獻-----------------------------------------------------------94 英文文獻-----------------------------------------------------------94 中文文獻-----------------------------------------------------------98 附錄一------------------------------------------------------------100 附錄二------------------------------------------------------------101 附錄三------------------------------------------------------------102

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