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研究生: 姚怡然
Yi-Jan Yau
論文名稱: 動態環境對人機介面設計的影響
Effects of Motions on Human-Machine Interaction and Interface Design
指導教授: 黃雪玲
Sheue-Ling Hwang
口試委員:
學位類別: 博士
Doctor
系所名稱: 工學院 - 工業工程與工程管理學系
Department of Industrial Engineering and Engineering Management
論文出版年: 2008
畢業學年度: 96
語文別: 英文
論文頁數: 64
中文關鍵詞: 軌跡球上下起伏左右搖擺前後俯仰隨機綜合運動田口方法
外文關鍵詞: trackball, Heave, Roll, Pitch, Random, Taguchi method
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  • 船艦在惡劣的海象上航行,船員執行指揮、管制、通訊與導航的能力會受到限制,更會因暈船、疲勞、失去平衡及降低知覺、認知與手動作業能力,而影響了船員的作業績效。這種負面的影響在充滿壓力、與時間急迫的作戰環境下更容易發生。因此,設計一個能降低振動環境對人機互動影響的操作介面尤顯重要。
    本研究由三個實驗組成,第一個實驗使用田口方法及分析層級程序法(AHP)對蒐尋時間、文字漏失數量及視覺疲勞等多重目標分別賦予權重並整合成單一衡量指標;同時配合控制因子(如中文字大小、字型、顯示器種類與背景與文字的顏色)與雜訊因子(動態環境)等進行最佳化的設計。研究結果顯示採用LCD螢幕、7.5 * 7.5 mm大小字體、標楷體字型與藍底白字會比現用的介面(CRT、6.5 * 6.5 mm大小字體、標楷體字型與灰底黑字)產生較佳之視覺績效。
    第二個實驗主要是探討十二位受試者對使用四種輸入裝置(三種拇指操作的軌跡球:現用軌跡球、trackman wheel軌跡球、直立握把式軌跡球與觸控螢幕)在五種運動方向下(靜態、上下起伏、左右搖擺、前後俯仰及隨機綜合運動)的操作績效。結果顯示輸入裝置與運動方向之主效果影響移動速度及錯誤率,其交互作用亦會影響移動速度。就載台運的運動方向而言,不論哪一種運動方向,觸控螢幕所需時間最短但是錯誤率最高,握式軌跡球所需之移動時間為三種軌跡球中最長,而現用軌跡球之錯誤率最低。就所有輸入裝置而言,隨機綜合性的運動對輸入績效如移動時間與錯誤率的影響最大,靜態與起伏運動對輸入績效之影響小於左右搖擺與前後俯仰運動。在主觀衡量方面,trackman wheel軌跡球在操作難易度、使用舒適度及整體偏好上優於現用軌跡球;而就準確度而言,現用軌跡球優於trackman wheel軌跡球。就載台運動方向對輸入績效影響之主觀衡量結果大致與客觀實驗數據呈現的結果相符,即綜合運動對輸入績效的影響顯著高於其它運動,左右搖擺與前後俯仰運動對輸入績效的影響又大於上下起伏與靜態環境。在綜合考量主客觀因素後,現用軌跡球與trackman wheel軌跡球較直立握式軌跡球及觸控螢幕適合於動態環境下使用。
    第三個實驗主要是延續第二個實驗的結果,以trackman wheel 軌跡球為輸入裝置,探討四種載台的運動方向(靜態、上下起伏、左右搖擺與前後俯仰)與軌跡球移動的方向(0o, 45o, 90o, 135o, 180o, 225o, 270o 與 315o)對點選作業輸入績效(移動速度與正確率)的影響。實驗結果顯示載台運動方向與軌跡球移動方向均顯著影響移動速度的快慢,然而並不會影響點選的正確率,其間並無交互作用存在。當載台左右搖擺與前後俯仰運動時,執行點選作業的時間明顯長於在靜態與上下起伏運動的作業環境,而且進行水平或垂直點選作業時,軌跡球的移動速度會比在對角線上移動要快,實驗的結果與受試者主觀的衡量一致。
    本研究之貢獻不僅能夠作為設計人員修改現行艦用中文介面之參考,更提供一套整合多目標及多參數介面設計的方法。除此之外,亦建議較佳之輸入裝置,作為替換現用軌跡球之參考;同時也提供運動方向對點選作業輸入績效的影響及較快之軌跡球移動方向,作為操控台擺置位置及方向之選擇建議及作為介面設計之參考。最後,我們認為一位具經驗的航行值更官應可將本研究之結果運用在實際操船作業上,藉調整航速及航向來降低海像運動對輸入績效的影響。
    未來之研究方向除可進一步探討動態環境下較佳軌跡球之增益值(gain value)及使用觸控螢幕時較佳之目標大小,以提升點選輸入作業之績效及降低動態環境的影響外,也可結合虛擬實境與平台的運動,產生更真實時的實驗環境,以解決目前平台垂直上下運動量不足的限制。


    When a ship sails in rough water, severe ship motions limited the crew’s ability to perform command, control, communication, and navigation tasks. Therefore, the crew’s task performance is affected as a result of motion sickness, fatigue, lost of balance or degraded human abilities (e.g., perception, cognition, and motor ability) caused by motions. These negative effects especially occur in military operations. In military situation, matters of life or death may be decided in milliseconds. Stress and time load are very high and any delay or failure of task (e.g. classification and identification) will thus affect the safety of the ship and its crew. Hence, designing interfaces which are robust to the motions is an effectiveness approach to reduce these negative effects on human-machine interaction aboard.
    This study conducted three experiments to investigate the effects of motions on visual and manual control performance. The first experiment investigated a multi-response problem in terms of searching time, number of missing characters/buttons (NMCB), and visual fatigue by integrating the Taguchi method and the weighting method (Analytical Hierarchy Process, AHP) to optimize the Chinese interface design parameters (control factors) such as display type, character size, font type, and text/background color combination in motion environments (noise factor). The results indicated that subjects’ visual performance was improved when using the optimum interface setting (LCD, 7.5 * 7.5 mm, Kai font and white/blue color combination) rather than the current interface setting (CRT, 6.5 * 6.5 mm, Kai font and black/gray color combination).
    The second experiment with twelve men compared their performance of using four input devices (three trackballs: currently used trackball, trackwheel and erectly held trackballs as well as a touch screen) under five motion conditions of static, heave, roll, pitch and random movements. The input device and motion direction significantly affected the movement speed and accuracy, and their interaction significantly affected the movement speed. The touch screen was the fastest but the least accurate input device. The erectly held trackball was the slowest, whereas the error rate of the currently used trackball was the lowest. The impairments of the random motion on movement time and error rate were larger than those of other motion directions. The subjective assessment of the effects of motion direction was similar to the objective evaluation which the effect of random direction was the biggest, roll and pitch motions were larger than the static and heave motions. Taking the objective and subjective evaluations into account, the trackman wheel and currently used trackball were more efficient for operation than the erectly held trackball and touch screen under the motion environments.
    The third experiment extended the result of the second experiment by using the selected trackball, trackman wheel trackball, as the input device with four platform motions (static, heave, roll and pitch) and different orientations of onscreen targets (0o, 45o, 90o, 135o, 180o, 225o, 270o and 315o) to investigate the performance of using trackball to execute the simple point-and-click task in a motion simulator. The results indicated that the direction of platform motion and target orientation both significantly affect the time required to point and click, but not the accuracy of target selection. The movement times were considerably longer under rolling and pitching motions, and for targets located along the diagonal axes of the interface. Subjective evaluations carried out by the participants agree with these objective results. These findings could be used to optimize console and graphical menu design for use on maritime vessels.
    The results of the present study not only help the designer to develop and modify the current Chinese interface and to select a better input device which is suitable for using in motion environments, but also provide a method for designer to integrated consideration of multiple responses and design parameters at a time, and the selection and arrangement of console location as well as the arrangement of on-screen target orientation. Furthermore, an expert duty officer can use this knowledge to adjust the speed and heading of the ship to mitigate the effects of ship motion on manual control tasks.
    In order to increase the performance and reduce the motion effects on point-and-click task on aboard and solve the capacity limit in heave of the Stewart motion platform, future research should investigate the optimal gain value of the trackball and the target size of the touch screen, and combine the virtual reality with platform motion.

    中文摘要 I Abstract III 誌 謝 VI Contents VII Figure captions IX Table captions X Chapter 1 Introduction 1 1.1 Background and motivation 1 1.2 Objectives 4 1.3 Research plan 5 Chapter 2 Literature reviews 7 2.1 General and specific effects 7 2.1.1 Motion induced sickness 8 2.1.2 Motion effects on perception 10 2.1.3 Motion effects on manual control 12 2.2 Input device comparison 13 2.3 Interface layout 14 Chapter 3 Optimization of Chinese interface design in motion environments 16 3.1 Method 16 3.1.1 Experiment design 16 3.1.1.1 Taguchi method and quality performances 16 3.1.1.2 Control and noise factors 17 3.1.2 Participants 18 3.1.3 Apparatus 18 3.1.4 Stimuli 19 3.1.5 Procedure 21 3.2 Results 22 3.2.1 Searching time 23 3.2.2 Number of missing characters/buttons (NMCB) 23 3.2.3 Visual fatigue 24 3.2.4 Integrated analysis 25 3.3 Discussion and conclusion 27 Chapter 4 Effects of input device and motion direction on a cursor positioning task performance 30 4.1 Method 30 4.1.1 Experimental design 30 4.1.2 Participants 31 4.1.3 Apparatus 31 4.1.4 Procedure 32 4.2 Results 34 4.2.1 Movement Time 35 4.2.2 Error Rate 37 4.2.3 Device and motion sickness assessment questionnaires 38 4.3 Discussions 40 4.3.1 Input device 40 4.3.2 Motion direction 41 4.3.3 Gain effect 42 Chapter 5 The effects of environmental motion and target orientation on the performance of trackball manipulation 44 5.1. Method 44 5.1.1 Participants 44 5.1.2 Apparatus 44 5.1.3 Procedure 45 5.1.4 Analysis 47 5.2. Results 48 5.2.1 Motion-induced sickness and fatigue 48 5.2.2 Learning curve 48 5.2.3 Movement time 49 5.2.4 Accuracy 51 5.2.5 Subjective measurement 52 5.3 Discussion 53 5.3.1 Effect of platform motion 53 5.3.2 Target orientation 54 5.3.3 Implications for console and user interface design 55 Chapter 6 Conclusion and future works 56 References 58

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