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| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 鄭龍磻(Lung-Pan Cheng) | |
| dc.contributor.author | Yi Chen | en |
| dc.contributor.author | 陳毅 | zh_TW |
| dc.date.accessioned | 2021-06-17T08:20:05Z | - |
| dc.date.available | 2021-04-07 | |
| dc.date.copyright | 2021-04-07 | |
| dc.date.issued | 2021 | |
| dc.date.submitted | 2021-03-03 | |
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| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/74104 | - |
| dc.description.abstract | 我們提出了 Reality Rift ,它是一個混合物理與想像實境的新體驗。在 Reality Rift 中,一個物體的一或多個物理組成要素是看不見的,但這些要素產生的現象仍舊會被顯示。當玩家從發生的現象中,想像出組成要素的存在,便能像平常一樣,正常地與這些物體互動。這個過程產生了驚奇感,它會激發人們的好奇心並加強體驗的享受程度。我們藉由建立 6 個互動範例,來探索 Reality Rift 的概念以及設計頻譜。將這 6 個互動範例整合成一個 5 分鐘的體驗,並在密室逃脫工作室舉辦體驗展。我們將 Reality Rift 與所有物理組成要素都可以看得到的基準條件做比較,收集了 50 個參與者的回饋,發現玩家在 Reality Rift 體驗中,具有更多的好奇心 (6.03 vs. 4.17/7) 與更高的享受程度 (6.00 vs. 4.98/7) ,證明了 Reality Rift 可以產生驚奇感。 | zh_TW |
| dc.description.abstract | We present Reality Rift, a novel experience that mixes physical and imaginary realities. In Reality Rift, one or more physical components of an object are invisible while effects caused by them are still presented. Players interact with the object normally as in real life while inferring the existence of imaginary components from the occurring phenomena. This process induces a sense of wonder that triggers players' curiosity and enhances enjoyment of the experience. We explored the concept of Reality Rift by building 6 examples to probe the Reality Rift spectrum. We wrapped all our interactions into a 5-minute experience and deployed it in an escape room studio. We compared Reality Rift with a baseline condition where all physical components are visible. Our 50-participant result shows evidence that Reality Rift induces a sense of wonder that triggers more players' curiosity (6.03 vs. 4.17/7) and generates a more enjoyable experience (6.00 vs. 4.98/7). | en |
| dc.description.provenance | Made available in DSpace on 2021-06-17T08:20:05Z (GMT). No. of bitstreams: 1 U0001-0303202110353100.pdf: 32705157 bytes, checksum: fd14d58a08d46176e83a15584b718841 (MD5) Previous issue date: 2021 | en |
| dc.description.tableofcontents | 口試委員會審定書 i 誌謝 ii 摘要 iii Abstract iv 1 Introduction 1 2 Related Work 4 2.1 Immersive Experiences........................... 4 2.2 Sense of Wonder .............................. 5 2.3 Physical Displays.............................. 6 2.4 Summary .................................. 6 3 Pondering Reality Rift 7 3.1 Choosing Physical Interactions....................... 7 3.2 Disappearing Intermediate Phenomena................... 8 3.3 Simulation and Dissimulation........................ 9 4 Interactions in Reality Rift 10 4.1 Wind and Fire................................ 10 4.2 Water .................................... 11 4.3 Hand Tool.................................. 12 5 Field Deployment 14 5.1 Participants ................................. 15 5.2 Task and Procedure............................. 15 5.3 Results.................................... 16 6 Discussion 18 6.1 Formation of Wonder............................ 18 6.2 Feedback from Experienced Designers................... 19 6.3 Multiplayer Experience........................... 20 6.4 More Examples............................... 21 6.5 Other Applications ............................. 22 7 Limitation and Future Work 23 8 Conclusion 24 A A Brief History of Reality Rift 25 B AIT 2019 - MetaWorld 27 B.1 abstract ................................... 27 B.2 Introduction................................. 28 B.2.1 Balance Asymmetry ........................ 28 B.2.2 EscapeRoom............................ 29 B.2.3 Contributions............................ 30 B.3 Related Work ................................ 30 B.3.1 Asymmetric Colocated Gaming.................. 30 B.3.2 Interaction with VR players .................... 30 B.4 Interaction Concepts ............................ 31 B.4.1 Separated Worlds.......................... 31 B.4.2 Divide and Conquer ........................ 33 B.4.3 Same Object with Two Identities.................. 35 B.4.4 Obfuscation............................. 36 B.4.5 Influence Another World...................... 38 B.5 Implementation ............................... 39 B.5.1 Real World ............................. 40 B.5.2 Virtual World............................ 40 B.6 Evaluation.................................. 40 B.7 Discussion.................................. 41 B.7.1 More applications.......................... 41 B.7.2 Ability to Physical Manipulation.................. 41 B.7.3 Design Guideline.......................... 41 B.7.4 Good Use of Asymmetry...................... 42 B.8 Conclusion ................................. 42 C CHI 2020 - Reality Rift 43 C.1 abstract ................................... 43 C.2 Introduction................................. 44 C.2.1 Walking through Reality Rift.................... 45 C.2.2 Contribution ............................ 49 C.3 Related Work ................................ 50 C.3.1 Immersive Experiences....................... 50 C.3.2 Asymmetric Collaborative Interactions . . . . . . . . . . . . . . 50 C.3.3 Physical Displays.......................... 52 C.4 Designing Reality Rift ........................... 53 C.4.1 Rules ................................ 53 C.4.2 Inferring from Phenomena..................... 54 C.5 Building Reality Rift ............................ 54 C.5.1 Water Tank ............................. 55 C.5.2 Barrel................................ 55 C.5.3 Cup................................. 58 C.5.4 Rift Spirit.............................. 58 C.5.5 Hide and Disclosure mechanism.................. 58 C.6 User study.................................. 59 C.6.1 Task and Procedure......................... 59 C.6.2 Results ............................... 60 C.7 Discussion.................................. 63 C.7.1 Adding multiple phenomena.................... 64 C.7.2 Fast assembling mechanism .................... 64 C.7.3 Invisible sensation ......................... 65 C.7.4 Limited capabilities of presenting phenomena . . . . . . . . . . . 66 C.7.5 Unexpected problems in the experience . . . . . . . . . . . . . . 66 C.8 Conclusion ................................. 67 Bibliography 68 | |
| dc.language.iso | zh-TW | |
| dc.subject | 混合實境 | zh_TW |
| dc.subject | 沈浸式體驗 | zh_TW |
| dc.subject | 物理顯示器 | zh_TW |
| dc.subject | 想像介面 | zh_TW |
| dc.subject | Mixed reality | en |
| dc.subject | Imaginary interfaces | en |
| dc.subject | Physical displays | en |
| dc.subject | Immersive experiences | en |
| dc.title | 實境裂縫:混合物理與想像實境 | zh_TW |
| dc.title | Reality Rift: Mixing Physical and Imaginary Realities | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 109-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 陳彥仰(Mike Y. Chen),陳炳宇(Bing-Yu Chen),蔡欣叡(Hsin-Ruey Tsai) | |
| dc.subject.keyword | 混合實境,沈浸式體驗,物理顯示器,想像介面, | zh_TW |
| dc.subject.keyword | Mixed reality,Immersive experiences,Physical displays,Imaginary interfaces, | en |
| dc.relation.page | 78 | |
| dc.identifier.doi | 10.6342/NTU202100769 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2021-03-04 | |
| 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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