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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/94444
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dc.contributor.advisor鄭龍磻zh_TW
dc.contributor.advisorLung-Pan Chengen
dc.contributor.author張庭逸zh_TW
dc.contributor.authorTing-Yi Changen
dc.date.accessioned2024-08-15T17:33:10Z-
dc.date.available2024-08-16-
dc.date.copyright2024-08-15-
dc.date.issued2024-
dc.date.submitted2024-08-09-
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[7] A. R. Cheraghi, S. Shahzad, and K. Graffi. Past, present, and future of swarm robotics. In Intelligent Systems and Applications: Proceedings of the 2021 Intelligent Systems Conference (IntelliSys) Volume 3, pages 190–233. Springer, 2022.
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[9] J. S. B. T. Evans. On the resolution of conflict in dual process theories of reasoning. Thinking & Reasoning, 13(4):321–339, 2007.
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[13] M. Hofer, T. Hartmann, A. Eden, R. Ratan, and L. Hahn. The role of plausibility in the experience of spatial presence in virtual environments. Frontiers in Virtual Reality, 1, 2020.
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[25] T. W. Schubert. A New Conception of Spatial Presence: Once Again, with Feeling. Communication Theory, 19(2):161–187, 04 2009.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/94444-
dc.description.abstract傳統上,對於使用者在沉浸式環境中主觀體驗的研究,通常集中於存在感,也就是身處於虛擬環境的感覺。我們建議將認知和感知分開,以便在現實與虛擬之間界限的日益模糊的未來,更好的理解更多樣化沉浸式體驗中使用者的主觀體驗。我們以「存在感」來描述使用者的感知體驗,並引入「認知狀態」,即指使用者相信自己正在與物理世界或虛擬世界互動的信念,來描述使用者的認知系統。我們假設使用者的認知狀態會在沉浸式體驗中轉變。我們設計了一個包含一系列高和低保真度感官線索的30分鐘密室逃脫體驗,來探究使用者的認知轉變及其誘發因素。通過對36名參與者的主題分析結果,我們概述了影響使用者認知轉變的六個因素:虛擬可信度、空間意識、感知、保真度、期望和任務順序,並提出了六條在設計沉浸式體驗上,建立使用者虛擬認知狀態的原則。zh_TW
dc.description.abstractTraditionally, the study of users’ subjective experiences in immersive environments has typically focused on presence, which is the sense of being there. Considering the evolving forms of immersive experiences and the increasingly blurred boundaries between reality and virtuality, we suggest separating cognition and perception to better understand users’ subjective experiences. We retain “presence” to describe users’ perceptual experiences and introduce “cognitive state,” i.e., believing in either reality or virtuality, to describe the users’ cognitive systems. We hypothesize that users’ cognitive states will transition during immersive experiences. We design an experiment consisting of a series of sensory cues with high and low fidelity in a 30-minute escape room experience to probe the user’s cognitive transitions and the inducing factors. From the thematic analysis result of 36 participants, we outline the six factors affecting the user’s cognitive transitions: virtual plausibility, spatial awareness, sensation, fidelity, expectation, and task order, offering six guidelines for establishing users’ virtual cognitive state in an immersive experience.en
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dc.description.tableofcontentsAcknowledgements ii
摘要 iii
Abstract iv
Contents v
List of Figures viii
List of Tables x
Chapter 1 Introduction 1
Chapter 2 Related Work 4
2.1 VR Framework 4
2.2 Presence 5
2.3 Dual Process Theory 6
2.4 Blurring Boundaries Between Reality and Virtuality 7
Chapter 3 From Presence to Cognitive State 9
Chapter 4 Method 13
4.1 Development Process of Experiment Design 13
4.2 Apparatus 15
4.3 Procedure 16
4.4 Fidelity of Sensory Cues and Tasks 19
4.5 Questionnaire and Interview 23
4.6 Participants 23
4.7 Data Analysis 24
Chapter 5 Results 25
5.1 Virtual Scenario 26
5.1.1 Impact of sensory cues on virtual scenario 27
5.1.2 Impact of emotions on virtual scenario 28
5.1.3 Impact of cognitive allocation on virtual scenario 28
5.1.4 The interaction between virtual scenario and fidelity 28
5.1.5 Unusual experiences 29
5.2 Spatial Awareness 30
5.2.1 Developing spatial awareness of virtual environment 30
5.2.2 Connection to real world 31
5.3 Sensory 32
5.3.1 Vision 32
5.3.2 Other cues 33
5.3.3 Providing sensory cues through devices 33
5.3.4 Creating interactability 34
5.3.5 Fidelity 35
5.4 Expectation 36
5.4.1 Sensory cues match/mismatch expectation 36
5.4.2 Task order 37
Chapter 6 Discussion 38
6.1 Virtual Plausibility 38
6.1.1 Unusual experience 39
6.1.2 Believing sensory cues come from virtual world 40
6.1.3 Allocate more users’ attention to virtual scenario 40
6.2 Spatial Awareness 40
6.3 Sensation 41
6.4 Fidelity 42
6.5 Expectation 43
6.6 Order of Tasks 43
6.7 Summary of Guidelines 44
6.8 Study Limitations 45
Chapter 7 Conclusion 46
References 47
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dc.language.isoen-
dc.subject認知zh_TW
dc.subject臨場感zh_TW
dc.subject沉浸式體驗zh_TW
dc.subject虛擬實境zh_TW
dc.subjectPresenceen
dc.subjectImmersive Experienceen
dc.subjectCognitionen
dc.subjectVirtual Realityen
dc.title理解沉浸式體驗中使用者的認知狀態轉變zh_TW
dc.titleLiving a Fantasy: Understanding the User's Cognitive State Transitions in Immersive Experienceen
dc.typeThesis-
dc.date.schoolyear112-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee詹力韋;程芙茵zh_TW
dc.contributor.oralexamcommitteeLi-Wei Chan;Fu-Yin Cherngen
dc.subject.keyword認知,臨場感,沉浸式體驗,虛擬實境,zh_TW
dc.subject.keywordCognition,Presence,Immersive Experience,Virtual Reality,en
dc.relation.page52-
dc.identifier.doi10.6342/NTU202402686-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2024-08-11-
dc.contributor.author-college電機資訊學院-
dc.contributor.author-dept資訊工程學系-
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