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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊網路與多媒體研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/101514
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dc.contributor.advisor陳彥仰zh_TW
dc.contributor.advisorMike Y. Chenen
dc.contributor.author呂品君zh_TW
dc.contributor.authorPin-Chun Luen
dc.date.accessioned2026-02-04T16:23:42Z-
dc.date.available2026-02-05-
dc.date.copyright2026-02-04-
dc.date.issued2025-
dc.date.submitted2025-02-17-
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/101514-
dc.description.abstract本研究探討在虛擬實境(VR)中,如何設計與使用者真實動態不同的運動路徑,並將日常交通移動(如地鐵、火車、汽車)轉化為更具娛樂性的 VR 體驗。此概念與過去多強調 VR 運動路徑與車輛物理運動精確同步的 In-Car VR 研究有所不同。本研究的主要目標在於瞭解使用者在左右轉向(yaw)與上下俯仰(pitch)時,對不同轉向速率與方向的喜好,以及探討在加速、巡航與減速三個階段中偏好的動態感知體驗。為此,我們首先進行了一項感知性研究(n=24),於捷運列車的直線行駛情境中進行 VR 動態體驗評估(n=18)。結果顯示,參與者偏好較高的轉向速率設計,並且在加速階段偏好向上俯仰、減速階段則偏好向下俯仰的動態體驗。儘管轉向設計可能降低部分舒適度,卻能顯著提升沉浸感(p<.01)與娛樂性(p<.001),進而增進整體體驗;在綜合舒適度考量後,89% 的參與者仍表示偏好包含此轉向設計的 VR 動態體驗。zh_TW
dc.description.abstractThis paper explores the feasibility of deliberately designing VR motion that diverges from users’ physical movements to turn mundane, everyday transportation motion (e.g., metros, trains, and cars) into more entertaining VR motion experiences, in contrast to prior car-based VR approaches that synchronize VR motion to physical car movement exactly. To gain insight into users’ preferences for veering rate and veering direction for turning (left/right) and pitching (up/down) during the three phases of acceleration (accelerating, cruising, and decelerating), we conducted a formative, perceptual study (n=24) followed by a VR experience evaluation (n=18), all conducted on metro trains moving in a mundane, straight-line motion. Results showed that participants preferred relatively high veering rates, and preferred pitching upward during acceleration and downward during deceleration. Furthermore, while veering decreased comfort as expected, it significantly enhanced immersion (p<.01) and entertainment (p<.001) and the overall experience, with comfort being considered, was preferred by 89% of participants.en
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dc.description.tableofcontents誌謝 .............................................................. ii
摘要 .............................................................. iv
Abstract ........................................................... v
1 Introduction ..................................................... 1
2 Related Work .................................................. 5
2.1 Redirecting Physical Paths in VR ................. 5
2.2 In-Car VR Experience ................................ 6
3 Formative, Veering Preference User Study ......... 8
3.1 Study Design .............................................. 8
 3.1.1 Physical Motion .................................... 9
 3.1.2 Safety and VR Sickness .......................... 9
 3.1.3 Veering Directions .............................. 10
 3.1.4 Veering Rate ..................................... 10
 3.1.5 Veering Paths in VR 360 ...................... 12
3.2 Study Procedure ...................................... 13
3.3 Participants .............................................. 14
3.4 Quantitative Results ................................ 15
 3.4.1 Veering Rate Preference ..................... 15
 3.4.2 Veering Direction Preference ............... 15
 3.4.3 VR Sickness ..................................... 16
3.5 Qualitative Feedback ............................... 17
 3.5.1 Veering Rate Preference ..................... 17
 3.5.2 Veering Direction Preference ............... 17
4 Summative User Experience Evaluation Study ......... 19
4.1 Study Design .............................................. 19
 4.1.1 Physical Motion .................................... 20
 4.1.2 VR 360 Motion Experience Design ........ 20
4.2 Study Procedure ...................................... 21
4.3 Participants .............................................. 22
4.4 Quantitative Results ................................ 22
 4.4.1 Physical Motion with vs. without Veering ......... 22
 4.4.2 Veering with vs. without Mundane, Physical Motion .... 23
 4.4.3 VR Sickness ..................................... 23
4.5 Qualitative Feedback ............................... 24
 4.5.1 Physical Motion with vs. without Veering ......... 24
 4.5.2 Veering with vs. without Mundane, Physical Motion .... 24
5 Discussion, Limitation, and Future Work .......... 26
5.1 Personalized Veering Design ....................... 26
5.2 Example Uses ......................................... 26
 5.2.1 Fully Passive VR Experience ................ 27
 5.2.2 Passive VR Motions with Active Tasks ..... 27
 5.2.3 Active VR Motion Experiences .............. 28
5.3 Limitations and Future Work ...................... 28
 5.3.1 Additional Vehicle and Transportation .... 28
 5.3.2 User Posture and Interaction ............... 28
 5.3.3 Safety and Awareness ....................... 29
6 Conclusion ................................................... 31
Bibliography .................................................. 33
-
dc.language.isoen-
dc.subject使用者體驗設計-
dc.subject虛擬實境-
dc.subject運動感知-
dc.subject機會式觸覺/機遇性觸覺-
dc.subjectUser Experience Design-
dc.subjectVirtual/Augmented Reality-
dc.subjectMotion Sensation-
dc.subjectOpportunistic Haptic-
dc.subjectHuman-centered computing-
dc.titleVeeR: 設計有別於真實動態的 VR 動態路徑,創造更具娛樂性的 VR 體驗zh_TW
dc.titleVeeR: Deliberately Designing VR Motion that Diverges from Physical Motion to Create More Entertaining Experiencesen
dc.typeThesis-
dc.date.schoolyear114-1-
dc.description.degree碩士-
dc.contributor.oralexamcommittee陳炳宇;鄭龍磻;余能豪;蔡欣叡zh_TW
dc.contributor.oralexamcommitteeBing-Yu Chen;Lung-Pan Cheng;Neng-Hao Yu ;Hsin-Ruey Tsaien
dc.subject.keyword使用者體驗設計,虛擬實境運動感知機會式觸覺/機遇性觸覺zh_TW
dc.subject.keywordUser Experience Design,Virtual/Augmented RealityMotion SensationOpportunistic HapticHuman-centered computingen
dc.relation.page39-
dc.identifier.doi10.6342/NTU202500719-
dc.rights.note同意授權(限校園內公開)-
dc.date.accepted2025-02-17-
dc.contributor.author-college電機資訊學院-
dc.contributor.author-dept資訊網路與多媒體研究所-
dc.date.embargo-lift2026-02-05-
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