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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
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dc.contributor.advisor | 洪一平(Yi-Ping Hung) | |
dc.contributor.author | Alvin Chang | en |
dc.contributor.author | 張文 | zh_TW |
dc.date.accessioned | 2021-06-08T03:47:01Z | - |
dc.date.copyright | 2019-02-14 | |
dc.date.issued | 2019 | |
dc.date.submitted | 2019-01-30 | |
dc.identifier.citation | 1 J. Ridley Stroop. 1935. Studies of Interference in Serial Verbal Reaction. First published in Journal of Experimental Psychology, 18, 643-662.
2 Wikipedia, “PaRappa the Rapper”, January 2019, https://en.wikipedia.org/wiki/PaRappa_the_Rapper 3 Konami Amusement, “Dance Dance Revolution”, January 2019. https://p.eagate.573.jp/game/ddr/ddra 4 Konami Amusement, “Beatmania IIDX”, January 2019. https://p.eagate.573.jp/game/2dx/26/top/ 5 BANDAI NAMCO Entertainment, “Taiko no Tatsujin”, January 2019. https://taiko-ch.net/ 6 Yen-Chen Lin, Yung-Ju Chang, Hou-Ning Hu, Hsien-Tzu Cheng, Chi-Wen Huang, and Min Sun. 2017. Tell Me Where to Look: Investigating Ways for Assisting Focus in 360◦ Video. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI ’17). ACM, New York, NY, USA, 2535–2545. DOI: http://dx.doi.org/10.1145/3025453.3025757 7 Fabien Danieau , Antoine Guillo , Antoine Guillo. 2017. Attention Guidance for Immersive Video Content in Head-Mounted Displays. In Processing of 2017 IEEE Virtual Reality (VR). IEEE, Los Angeles, CA, USA. 2375-5334. DOI: http://dx.doi.org/10.1109/VR.2017.7892248 8 Hyperbolic Magnetism, “BeatSaber”, May 2018, http://beatsaber.com/ 9 AMG GAMES, “Airtone”, June 2017, http://airtone-vr.com/ 10 Yung-Ta Lin, Yi-Chi Liao, Shan-Yuan Teng, Yi-Ju Chung, Liwei Chan, and Bing-Yu Chen. 2017. Outside-In: Visualizing Out-of-Sight Regions-of-Interest in a 360° Video Using Spatial Picture-in-Picture Previews. In proceeding of the 30th Annual ACM Symposium on User Interface Software and Technology (UIST’17). ACM, Québec City, QC, Canada. 255-265. DOI: https://doi.org/10.1145/3126594.3126656 11 Margarita Vinnikov, Robert S. Allison, and Suzette Fernandes. 2017. Gaze-contingent auditory displays for improved spatial attention in virtual reality. In proceeding of ACM Transactions on Computer-Human Interaction. Volume 24 Issue 3, July 2017, Article No. 19. DOI: http://dx.doi.org/10.1145/3067822 12 Oliver Beren Kaul and Michael Rohs. 2017. HapticHead: A Spherical Vibrotactile Grid around the Head for 3D Guidance in Virtual and Augmented Reality. In proceeding of the 2017 CHI Conference on Human Factors in Computing Systems (CHI’17). Denver, Colorado, USA. 3729-3740. DOI: https://doi.org/10.1145/3025453.3025684 13 “AnPing, 1634”, December 2018, https://www.youtube.com/watch?v=pcVkYnRdLw8 | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/21792 | - |
dc.description.abstract | 在虛擬實境開始蓬勃發展之前, 節奏(音樂)遊戲畫面呈現皆在單一螢幕上,而玩家的視野也理所當然集中在該螢幕上。而在虛擬實境興起之後,雖然玩家的視野從單一螢幕拓展到了三百六十度全方位的視野,然而目前所有虛擬實境節奏遊戲大多仍只在特定視野區域中顯示遊戲畫面。這樣固然能使玩家容易遊玩,但其他可以做為顯示效果的區域其實是被閒置的。當我們嘗試在虛擬實境節奏遊戲增加玩家可以觀看的視野,首當其衝的問題是玩家往往沒能在特定時間點注意到遊戲的節奏提示而忽略節奏遊戲的部分。因此適當引導使用者的注意力將會是虛擬實境節奏遊戲拓寬視野的關鍵。本篇論文提出五種不同的引導方式,並透過實驗研究不同媒介的引導方式對於使用者在虛擬實境節奏遊戲中視野引導之成效以及體驗之影響。 | zh_TW |
dc.description.abstract | Before the virtual reality era blooming, the display of rhythm games (music games) is restricted by the single display screen, so the user just needs to pay attention to it obviously. Although the coming virtual reality era makes the users’ field of view extended from one direction to 360 degrees, most of VR rhythm games still display their content in a specified narrow direction of the virtual environment. This tradeoff makes user can play the rhythm game easily, but it also wastes the rest of displaying direction in the virtual environment. When we try to increase the content displaying direction in the VR rhythm games, the first encountered issue is that the user neglects the rhythm hint of the rhythm games and lead to bad performance and poor immersive experience. Appropriate attention guidance plays a key role in extending user’s view in this type of VR games. In this study, we designed 5 different attention guidance and performed an experiment to evaluate the performance and the experience influence of different attention guidance of user in the VR rhythm games. | en |
dc.description.provenance | Made available in DSpace on 2021-06-08T03:47:01Z (GMT). No. of bitstreams: 1 ntu-108-R05922160-1.pdf: 1210783 bytes, checksum: 8a2c614a0453209b1257d0f303556bc0 (MD5) Previous issue date: 2019 | en |
dc.description.tableofcontents | 口試委員審定書 #
誌謝 i 中文摘要 ii ABSTRACT iii CONTENTS iv LIST OF FIGURES vi LIST OF TABLES viii Chapter 1 Introduction 1 Chapter 2 Related Work 3 2.1 Rhythm games 3 2.1.1 Screen-based rhythm games 3 2.1.2 Virtual reality-based rhythm games 4 2.2 Attention Guidance 6 2.2.1 Visual guidance 6 2.2.2 Auditory guidance 6 2.2.3 Haptic guidance 7 Chapter 3 Implementation of Attention Guidance 8 3.1 Design Principle 8 3.2 Implementation 8 3.2.1 Visual guidance 8 3.2.2 Auditory guidance 10 3.2.3 Haptic guidance 11 Chapter 4 Experiment and Evaluation 12 4.1 Experiment Design 12 4.2 Procedure of Experiment 15 4.3 Discussion 16 4.4 Questionnaire 21 4.5 Interview 23 Chapter 5 Conclusion and Future Direction 25 REFERENCES 27 APPENDIX 29 | |
dc.language.iso | en | |
dc.title | 虛擬實境節奏遊戲之注意力引導研究 | zh_TW |
dc.title | Study of Attention Guidance in VR Rhythm Games | en |
dc.type | Thesis | |
dc.date.schoolyear | 107-1 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 葉正聖,楊靖宇,戴紹國 | |
dc.subject.keyword | 沉浸式虛擬實境,音樂遊戲,節奏遊戲,注意力引導,多模式提示, | zh_TW |
dc.subject.keyword | immersive virtual reality,music game,rhythm game,attention guidance,multimodal cues, | en |
dc.relation.page | 32 | |
dc.identifier.doi | 10.6342/NTU201900313 | |
dc.rights.note | 未授權 | |
dc.date.accepted | 2019-01-30 | |
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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