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| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 洪一平(Yi-Ping Hung) | |
| dc.contributor.author | Kuang-Kai Chu | en |
| dc.contributor.author | 朱光愷 | zh_TW |
| dc.date.accessioned | 2022-11-23T09:03:51Z | - |
| dc.date.available | 2021-11-03 | |
| dc.date.available | 2022-11-23T09:03:51Z | - |
| dc.date.copyright | 2021-11-03 | |
| dc.date.issued | 2021 | |
| dc.date.submitted | 2021-10-26 | |
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| dc.identifier.uri | http://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.provenance | Made 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.iso | en | |
| dc.title | 互動虛擬實境中的視覺引導 | zh_TW |
| dc.title | Visual Guidance in Interactive Virtual Reality | en |
| dc.date.schoolyear | 109-2 | |
| 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.keyword | Virtual Reality,Visual Guidance,User Study, | en |
| dc.relation.page | 49 | |
| dc.identifier.doi | 10.6342/NTU202103248 | |
| dc.rights.note | 同意授權(全球公開) | |
| dc.date.accepted | 2021-10-26 | |
| 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 |
| 顯示於系所單位: | 資訊工程學系 | |
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