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研究生: 陳冠妤
Chen, Kuan-Yu
論文名稱: Interface Design and 3D Visual Experiences of Video Games on Stereoscopic Display
立體顯示器下遊戲介面設計與3D視覺經驗之研究
指導教授: 黃雪玲
Hwang, Sheue-Ling
口試委員: 李錕
陳錦森
黃雪玲
學位類別: 碩士
Master
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: 2011
畢業學年度: 99
語文別: 英文
論文頁數: 91
中文關鍵詞: 立體電視環境照度聚合距離深度知覺介面設計3D 遊戲
外文關鍵詞: 3DTV, ambient illumination, convergence distance, perceived depth, user interface, 3D Games
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  • In this study, two issues were investigated: 3D game interface and 3D visual
    experiences. For the first issue, eight users participated in testing the user experience of
    “Avatar-the Game”. This evaluation was focused on setting 3D mode and in-game
    interface, which contained usability testing and subjective satisfaction. Moreover, we
    used the results of testing and heuristic evaluation for improving the main menu and
    in-game interface design. In addition, we found some issues of 3D content design such
    as focal distance and perceived depth.
    Accordingly, previous issue extended from the evaluation and improved design of
    Avatar-the Game provided some view points on visual experiences. Therefore, we
    focused on 3D visual experience and perceived depth. Sixteen participants were
    recruited in the experiment examining the effects of convergence distances and
    ambient illumination on visual fatigue, visual comfort, and perceived depth.
    The results indicated a significant interaction effect between ambient illumination
    and convergence distance on visual fatigue and significant simple main effects of
    ambient illumination and convergence distance. Moreover, the results of visual comfort
    showed a significant main effect of ambient illumination on comfort of depth and
    coordination. Convergence distances were divided into two groups, convex and
    concave, based on the impression of 3D presence. We found that convergence distance
    would affect perceived depth in convex and concave group. The results of regression
    showed that convergence distance predicted perceived depth divided into two fitted
    lines: convex and concave.


    本文探討兩個議題:3D 遊戲介面和3D 視覺經驗。在第一部分,八位使用者
    參與Avatar-the Game的使用者經驗測試。本評估聚焦於設定3D模式以及遊戲中
    介面,其中包含使用性測試與主觀滿意度評分。進一步根據測試結果以及捷思性
    評估〈heuristic evaluation〉進行主要畫面及遊戲中的介面改善設計。此外,在評估與改善設計的過程中發現一些關於3D 內容設計的議題,如焦點距離及感知深度〈perceived depth〉。
    第二部分,透過Avatar-the Game 的評估與改善設計延伸的感知深度
    〈perceived depth〉相關議題提供一些視覺經驗探究的觀點。因此該實驗聚焦於視覺經驗及感知深度。十六位受試者參與本實驗,本實驗旨在檢視聚合距離
    〈convergence distance〉與環境照度對視覺疲勞、視覺舒適度以及感知深度的影響。
    實驗結果顯示環境照度與聚合距離在視覺疲勞上有顯著交互作用,兩因子也有顯著的主要效果。而視覺舒適度中僅深度舒適與協調舒適在不同環境照度下有顯著差異。此外,由於不同聚合距離形成不同性質的立體效果,因此將其劃分為兩個組別:凸組、凹組。當中發現在不同感知深度顯著的受聚合距離所影響,且根據不同組別進行迴歸,結果顯示聚合距離能顯著預測感知深度並就凹凸組各有其配適之迴歸式。

    摘 要.....................................................I Abstract.................................................III 致謝 .....................................................IV Table of Contents ........................................V Chapter 1 Introduction ...................................1 1.1 Background............................................1 1.2 Motivation ...........................................1 1.3 Objectives ...........................................2 1.4 Research Framework....................................2 Chapter 2 Literature Review ..............................4 2.1 The Human Stereo Vision System .......................4 2.2 Perceived Depth ......................................10 2.3 3D Visual experiences ................................12 2.3.1 Visual Comfort .....................................13 2.3.2 Visual Fatigue .....................................14 2.4 The Technology of Stereoscopic Display ...............17 2.4.1 Stereoscopic Display (glasses required) ............17 2.4.2 Autostereoscopic 3D-only displays ..................19 2.4.3 Volumetric displays ................................19 2.4.4 Reconfigurable autostereoscopic 2D/3D displays .....20 2.5 3D User Interface Design .............................21 2.5.1 Classification of Player ...........................21 2.5.2 Evaluation of Games ................................22 Chapter 3 Usability Evaluation and Improved design .......24 3.1 Structure of Evaluation and Improved design ..........24 3.2 Usability Evaluation .................................25 3.2.1 Participant ........................................25 3.2.2 Usability Testing ..................................25 3.3 Improved design ......................................35 3.4 Experiment of Visual Angle (Pilot Run) ...............41 3.5 Profound issues ......................................43 Chapter 4 Methodology of Experiment ......................45 4.1 Experiment design ....................................45 4.1.1 Participants........................................45 4.1.2 Experimental design ................................45 4.2 Experiment environment and apparatus .................48 4.2.1 Experiment environment..............................48 4.2.2 Experiment apparatus ...............................50 4.3 Experimental procedure ...............................52 Chapter 5 Experimental Results ...........................55 5.1 Effect of Ambient Illumination and Convergence distance ..........................................................55 5.1.1 Objective Visual Fatigue (by group).................55 5.1.2 Subjective Visual Comfort (by group) .............. 60 5.1.3 Perceived depth ..................................64 5.2 Regression of Perceived depth ........................69 5.3 Overall Results ......................................72 Chapter 6 Discussions ................................... 73 6.1 Evaluation and Improved design of “Avatar-the game” ..73 6.2 3D Visual Experiences and perceived depth ............73 6.2.1 Interaction effect between ambient illumination and convergence distance......................................74 6.2.2 Main effect of ambient illumination ............. 74 6.2.3 Main effect of Convergence distance .............. 75 6.3 Prediction of perceived depth .......................76 6.4 Suggestions of 3D games content design ..............77 Chapter 7 Conclusions .................................. 78 References .............................................. 80 APPENDIX1 User Profiles ................................. 86 APPENDIX2 Evaluation of perceived quality .............. 88 APPENDIX3 Original structure of menu ................... 89 APPENDIX4 Improved structure of menu ................... 90 APPENDIX5 Visual comfort Evaluation .................... 91

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