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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/79565
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dc.contributor.advisor洪一平(Yi-Ping Hung)
dc.contributor.authorKuang-Kai Chuen
dc.contributor.author朱光愷zh_TW
dc.date.accessioned2022-11-23T09:03:51Z-
dc.date.available2021-11-03
dc.date.available2022-11-23T09:03:51Z-
dc.date.copyright2021-11-03
dc.date.issued2021
dc.date.submitted2021-10-26
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Visual guidance methods in immersive and interactive vr environments with connected 360° videos. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pages 652–653, 2020. [13] K. R. Dillman, T. T. H. Mok, A. Tang, L. Oehlberg, and A. Mitchell. A visual interaction cue framework from video game environments for augmented reality. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pages 1–12, 2018. [14] T. Drey, P. Jansen, F. Fischbach, J. Frommel, and E. Rukzio. Towards progress assessment for adaptive hints in educational virtual reality games. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, CHI EA ’20, page 1–9, New York, NY, USA, 2020. Association for Computing Machinery. [15] M. du Louvre. Mona lisa: Beyond the glass, 10 2019. [16] J. Gugenheimer, D. Wolf, G. Haas, S. Krebs, and E. Rukzio. Swivrchair: A motorized swivel chair to nudge users’ orientation for 360 degree storytelling in virtual reality. In Proceedings of the 2016 CHI Conference on Human Factorsin Computing Systems, pages 1996–2000, 2016. [17] B.­Y. HAN. Ar museum archaeological experience, 09 2021. [18] S. G. Hart and L. E. Staveland. Development of nasa­tlx (task load index): Results of empirical and theoretical research. In Advances in psychology, volume 52, pages 139–183. Elsevier, 1988. [19] I. Iacovides, A. Cox, R. Kennedy, P. Cairns, and C. Jennett. Removing the hud: The impact of non­diegetic game elements and expertise on player involvement. In Proceedings of the 2015 Annual Symposium on Computer­Human Interaction in Play, CHI PLAY ’15, page 13–22, New York, NY, USA, 2015. Association for Computing Machinery. [20] H. K. Kim, J. Park, Y. Choi, and M. Choe. Virtual reality sickness questionnaire (vrsq): Motion sickness measurement index in a virtual reality environment. Applied Ergonomics, 69:66–73, 2018. [21] D. Lange, T. C. Stratmann, U. Gruenefeld, and S. Boll. HiveFive: Immersion Preserving Attention Guidance in Virtual Reality, page 1–13. Association for Computing Machinery, New York, NY, USA, 2020. [22] M. Lankes and A. Haslinger. Lost ; found: Gaze­-based player guidance feedback in exploration games. In Extended Abstracts of the Annual Symposium on Computer-­Human Interaction in Play Companion Extended Abstracts, CHI PLAY ’19 Extended Abstracts, page 483–492, New York, NY, USA, 2019. Association for Computing Machinery. [23] M. Lankes, A. Haslinger, and C. Wolff. geyeded: Subtle and challenging gaze-based player guidance in exploration games. Multimodal Technologies and Interaction, 3(3):61, Aug 2019. [24] Y.­C. Lin, Y.­J. Chang, H.­N. Hu, H.­T. Cheng, C.­W. Huang, and M. Sun. Tell Me Where to Look: Investigating Ways for Assisting Focus in 360° Video, page 2535–2545. Association for Computing Machinery, New York, NY, USA, 2017. [25] D. Moura and L. Bartram. Investigating players’ responses to wayfinding cues in 3d video games. In CHI ’14 Extended Abstracts on Human Factors in Computing Systems, CHI EA ’14, page 1513–1518, New York, NY, USA, 2014. Association for Computing Machinery. [26] A. S. Muhammad, S. C. Ahn, and J.­I. Hwang. Active panoramic vr video play using low latency step detection on smartphone. In 2017 IEEE International Conference on Consumer Electronics (ICCE), pages 196–199, 2017. [27] L. T. Nielsen, M. B. Møller, S. D. Hartmeyer, T. C. M. Ljung, N. C. Nilsson, R. Nordahl, and S. Serafin. Missing the point: An exploration of how to guide users’ attention during cinematic virtual reality. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, VRST ’16, page 229–232, New York, NY, USA, 2016. Association for Computing Machinery. [28] R. Pausch, J. Snoddy, R. Taylor, S. Watson, and E. Haseltine. Disney’s aladdin: first steps toward storytelling in virtual reality. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, pages 193–203, 1996. [29] C. W. Reynolds. Flocks, herds and schools: A distributed behavioral model. SIGGRAPH Comput. Graph., 21(4):25–34, Aug. 1987. [30] S. Rothe, H. Hußmann, and M. Allary. Diegetic cues for guiding the viewer in cinematic virtual reality. In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, VRST ’17, New York, NY, USA, 2017. Association for Computing Machinery. [31] A. Sheikh, A. Brown, Z. Watson, and M. Evans. Directing attention in 360­degree video. 2016. [32] M. Speicher, C. Rosenberg, D. Degraen, F. Daiber, and A. Krúger. Exploring visual guidance in 360­degree videos. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video, TVX ’19, page 1–12, New York, NY, USA, 2019. Association for Computing Machinery. [33] A. Yoshimura, A. Khokhar, and C. W. Borst. Eye­gaze­triggered visual cues to restore attention in educational vr. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 1255–1256. IEEE, 2019.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/79565-
dc.description.abstract互動式虛擬實境允許用戶在虛擬環境中自由移動,並使用控制器與一些虛擬物品進行互動以觸發一些劇情或事件。在某些情況下,例如展覽中的互動式VR作品,使用者體驗VR作品的時間是有限的,因此需要放入一些引導來幫助使用者順暢的體驗VR作品。在本文中,我們展示了一個設計空間,用以下兩個維度來描述互動式VR中的視覺引導: '引導渲染的位置'以及'引導的行為'。並且我們進行了一項用戶研究,以比較IVR中不同引導方法的有效性。 結果表明,'User-Target-Linked + Adaptive'中的方法在大多數情況下表現最佳,而其他方法在特定情況下可能表現不佳。最後,我們得出了一些結論,並為設計互動式虛擬實境中的引導提供了一些觀點。zh_TW
dc.description.provenanceMade available in DSpace on 2022-11-23T09:03:51Z (GMT). No. of bitstreams: 1
U0001-1909202116521900.pdf: 28341258 bytes, checksum: 68ddc0f33f4c7cadd2d340e4246db1d2 (MD5)
Previous issue date: 2021
en
dc.description.tableofcontents"誌謝 - i 中文摘要 - ii Abstract - iii Contents - iv List of Figures - vii List of Tables - viii Chapter 1 Introduction - 1 Chapter 2 Related Works - 4 2.1 Guidance in 3D Video Games - 4 2.2 Guidance in AR, VR, and MR - 5 2.3 VR in Exhibitions - 6 Chapter 3 Design Space for IVR Gudiance - 7 3.1 Design Purpose and Consideration - 7 3.2 Dimension I: Where the Guidance Is Rendered - 9 3.3 Dimension II: How the Guidance Behaves - 10 Chapter 4 User Study Design - 12 4.1 Guidance Interfaces - 12 4.2 Parameters of the Guidance Target - 18 4.3 Design Task of the User Study - 20 4.4 Procedure of the User Study - 22 Chapter 5 Experimental Results - 23 5.1 Completion Percentage - 23 5.2 Completion Time - 24 5.3 Number of Wrong Touched - 28 5.4 Virtual Reality Sickness Questionnaire - 29 5.5 Task Load - 29 5.6 System Usability Scale - 30 Chapter 6 Discussions - 31 6.1 Advantages and Disadvantage of Different Guidance Interfaces - 31 6.2 Discussions under Different Target Parameters - 34 6.3 Compare to Traditional Desktop Environment - 37 Chapter 7 Conclusion and Future Works - 39 7.1 Conclusion - 39 7.2 Future Works - 40 References - 41 Appendix A — Questionnaires of the User Study - 46 A.1 Virtual Reality Sickness Questionnaire (VRSQ) - 46 A.2 NASA Task Load Index (NASA­TLX) - 47 A.3 System Usability Scale (SUS) - 48"
dc.language.isoen
dc.title互動虛擬實境中的視覺引導zh_TW
dc.titleVisual Guidance in Interactive Virtual Realityen
dc.date.schoolyear109-2
dc.description.degree碩士
dc.contributor.oralexamcommittee韓秉軒(Hsin-Tsai Liu),孫士韋(Chih-Yang Tseng)
dc.subject.keyword虛擬實境,視覺引導,使用者研究,zh_TW
dc.subject.keywordVirtual Reality,Visual Guidance,User Study,en
dc.relation.page49
dc.identifier.doi10.6342/NTU202103248
dc.rights.note同意授權(全球公開)
dc.date.accepted2021-10-26
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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