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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
Please use this identifier to cite or link to this item: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/88715
Full metadata record
???org.dspace.app.webui.jsptag.ItemTag.dcfield???ValueLanguage
dc.contributor.advisor洪一平zh_TW
dc.contributor.advisorYi-Ping Hungen
dc.contributor.author許博翔zh_TW
dc.contributor.authorPo-Hsiang Hsuen
dc.date.accessioned2023-08-15T17:29:09Z-
dc.date.available2023-11-09-
dc.date.copyright2023-08-15-
dc.date.issued2023-
dc.date.submitted2023-08-07-
dc.identifier.citationakaVerse Inc. akaVerse, 2022.
N. Blum, S. Lachapelle, and H. Alvestrand. WebRTC. Communications of the ACM, 64(8):50–54, July 2021.
Decentraland Inc. Decentraland, 2020.
A. Diaz. Disturbing reports of sexual assaults in the metaverse: “it's a free show. New York Post.
Y. Feng, D. C. Duives, and S. P. Hoogendoorn. Wayfinding behaviour in a multi-level building: A comparative study of HMD VR and desktop VR. Advanced Engineering Informatics, 51:101475, Jan. 2022.
E. A.-L. Lee and K. W. Wong. Learning with desktop virtual reality: Low spatial ability learners are more positively affected. Computers & Education, 79:49–58, Oct. 2014.
E. A.-L. Lee, K. W. Wong, and C. C. Fung. How does desktop virtual reality enhance learning outcomes? a structural equation modeling approach. Computers & Education, 55(4):1424–1442, Dec. 2010.
Meta Inc. What is the metaverse?, 2023.
Oncyber Inc. Oncyber, 2021.
Spatial Systems Inc. Spatial, 2018.
P. Srivastava, A. Rimzhim, P. Vijay, S. Singh, and S. Chandra. Desktop VR is better than non-ambulatory HMD VR for spatial learning. Frontiers in Robotics and AI, 6, July 2019.
The Sandbox Inc. The Sandbox, 2019.
Verified Market Research. Metaverse Market Size, Share Growth | Industry Report., Mar. 2023.
VRChat Inc. VRChat, 2017.
F. Xue, R. Guo, S. Yao, L. Wang, and K.-L. Ma. From artifacts to outcomes: Comparison of HMD VR, desktop, and slides lectures for food microbiology laboratory instruction. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. ACM, Apr. 2023.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/88715-
dc.description.abstract近年來,隨著網路以及 AR, VR 和 MR 技術的進步,元宇宙正蓬勃發展。在本文中,我們聚焦於桌面版元宇宙中的互動設計,並試圖強化使用者在其中的體驗。我們比較了幾個知名的元宇宙平台,並實作了一個包含聊天功能、虛擬替身以及支援不同視角(第一及第三人稱)的元宇宙平台。在過程中我們發現了幾個值得深入探討的主題,並以此進行使用者研究。實驗結果顯示了「個別關閉對不同使用者說話的麥克風和來自不同使用者聲音」以及「根據與本地使用者之間距離調整遠端使用者說話音量」這兩項功能的重要性,也得到了使用者在第三人稱視角下對於固定視角有強烈偏好的結果。基於這些結果,我們提出了助於提升桌面版元宇宙使用者體驗的幾個設計建議。zh_TW
dc.description.abstractNowadays, with the advancement of network and AR, VR, and MR technologies, the popularity of the metaverse has flourished a lot. In this paper, we explored the desktop metaverse's interaction designs and proposed enhancements to elevate user experience. We examined and compared popular metaverse platforms, and implemented our metaverse application with features including chat, avatar, and different perspectives (first-person and third-person). We uncovered some points for further investigation during the process and conducted a user study on these points. The results highlight the importance of individual controls for muting the microphones to others and the sounds of others, as well as the significance of adjusting remotes' sound volume based on the distance to the local user. Additionally, our findings reveal a notable preference for the fixed view over the free view in the third-person mode. Based on these insights, we present critical recommendations for optimizing the interaction design for the desktop metaverse.en
dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-08-15T17:29:09Z
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dc.description.provenanceMade available in DSpace on 2023-08-15T17:29:09Z (GMT). No. of bitstreams: 0en
dc.description.tableofcontents口試委員審定書 i
致謝 ii
摘要 iii
Abstract iv
Contents v
List of Figures vii
List of Tables ix
Chapter 1 Introduction 1
Chapter 2 Related Works 4
Chapter 3 System Design 7
3.1 System Architecture 7
3.2 User Interface 8
3.3 Components & Features 10
3.3.1 Text Chat 10
3.3.2 Voice Chat 12
3.3.3 Avatar 13
3.3.4 Perspective 15
Chapter 4 User Study 17
4.1 User Study 1 17
4.1.1 Objectives 17
4.1.2 Setups 18
4.1.3 Process 19
4.2 User Study 20
4.2.1 Objectives 20
4.2.2 Setups 20
4.2.3 Process 20
Chapter 5 Results 22
5.1 User Study 1 22
5.1.1 Voice Chat 22
5.1.2 Perspective 25
5.2 User Study 2 30
Chapter 6 Discussion 33
6.1 Voice Chat33
6.2 Perspective 34
6.3 System Limitation 34
Chapter 7 Conclusion 36
Chapter 8 Future Work 38
References 40
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dc.language.isoen-
dc.subject元宇宙zh_TW
dc.subject多人互動zh_TW
dc.subject互動設計zh_TW
dc.subject語音聊天zh_TW
dc.subject相機視角zh_TW
dc.subjectinteraction designen
dc.subjectmulti-user interactionen
dc.subjectvoice chaten
dc.subjectdesktop metaverseen
dc.subjectcamera perspectiveen
dc.title桌面版元宇宙平台中的使用者互動設計zh_TW
dc.titleUser Interaction Design for Desktop Metaverseen
dc.typeThesis-
dc.date.schoolyear111-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee賴尚宏;鄭文皇;王元凱zh_TW
dc.contributor.oralexamcommitteeShang-Hong Lai;Wen-Huang Cheng;Yuan-Kai Wangen
dc.subject.keyword元宇宙,互動設計,多人互動,語音聊天,相機視角,zh_TW
dc.subject.keyworddesktop metaverse,interaction design,multi-user interaction,voice chat,camera perspective,en
dc.relation.page41-
dc.identifier.doi10.6342/NTU202301630-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2023-08-09-
dc.contributor.author-college電機資訊學院-
dc.contributor.author-dept資訊工程學系-
Appears in Collections:資訊工程學系

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