簡易檢索 / 詳目顯示

研究生: 王 奕
Wang, I
論文名稱: 虛擬樂器的節拍校準與使用者臨場感的關係
How Virtual Reality Musical Instrument’s quantization of rhythm relate to user’s presence.
指導教授: 蘇郁惠
Su, Yu-Huei
口試委員: 曾毓忠
Tseng, Yu-Chung
何育真
Ho, Yu-Chen
學位類別: 碩士
Master
系所名稱: 藝術學院 - 音樂學系所
Music
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 93
中文關鍵詞: 虛擬實境虛擬樂器使用者體驗臨場感樂器效能
外文關鍵詞: VirtualReality, VirtualRealityMusicalInstrument, UserExperience, Presence, MusicalInstrumentEfficiency
相關次數: 點閱:1下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 摘要
    虛擬樂器是利用沈浸式裝置在三維虛擬環境中演奏的數位樂器,和非沈浸式的數位音樂介面不同,多感官與類假肢式的動作捕捉介面取代了抽象的操作介面;更與傳統樂器不同,盡可能的隔絕了除了樂器及虛擬環境外的其他視、聽覺。研究將探討當樂器成為沈浸式體驗時的臨場感,以及更深入探討節拍校準是否會影響臨場感。
    表演者穿戴頭戴式顯示裝置及控制器演奏虛擬樂器,其中在實驗組與對照組執行指派的演奏任務時,以虛擬樂器的節拍校準介入實驗組,對照組則不介入,完成實驗設計的任務後並填寫沈浸傾向與臨場感量表,測試在不同情況下演奏虛擬樂器產生的臨場感是否有區別。
    本研究結果顯示,有無節拍校準對於使用者的臨場感有顯著相關,確實可以輔助使用者更容易掌握虛擬樂器,並且省去控制節奏所需的專注力,進而關注更多其他音樂特性。節拍校準的介入能左右使用者的臨場感,並且提升其真實性、操作的可行性與觸覺回饋,整體來說具關鍵性的影響力。
    本研究評量了獨奏者對於新型態樂器功能的使用心得,在節拍校準使用者體驗的研究基礎上,更甚可以量測節拍校準對於多人合奏的體驗。以虛擬樂器的臨場感研究為基礎,可以深入研究臨場感對於音樂創意、情緒和樂器的學習曲線有沒有關聯,以此為界便可使傳統樂器與虛擬樂器間功能性的界線更明朗。


    Abstract
    Virtual reality musical instruments are digital musical instruments that use immersive devices to play in a three-dimensional virtual environment. Different from non-immersive Musical Instrument Digital Interface, the prosthetic-like interfaces of virtual reality musical instruments are multi-sensory and motion capture , instead of abstract control interfaces. In addition, when playing virtual reality musical instruments, users can immerse themselves as much as possible in the experience of virtual environments and musical instruments without being disturbed by the sights and sounds in the real world. This research will examine the presence of playing an instrument through an immersive installation, as well as delve deeper into whether quantization of rhythm will affect the presence.
    The users will wear a head-mounted display device and a controller to play a virtual reality musical instrument. When the experimental group and the control group perform the assigned performance tasks, the experimental group will be involved by instruments' quantization of rhythm, on the contrary, the control group will not be involved. After completing the tasks, all the users will be required to fill out Immersion tendencies and Presence Scale, which is the material to analyze whether there is a difference in presence in different situations.
    The results of this study show that the rhythm quantization involved or not is significantly related to the user’s sense of presence. It can indeed help the users to control the Virtual reality musical instruments more easily. Besides, with the assistance of rhythm quantization, users can reduce the concentration needed to control the beat and pay more attention on other musical elements. To sum up, the intervention of rhythm quantization not only have a great influence on the user’s sense of presence, but also can improve the experience of realism, possibility to act and haptic feedback. In the other word, rhythm quantization was a key impact as a whole.
    This study evaluates the instrumental soloists ' experience when using the functions of the new type of instrument. Based on the research on user’s experience of rhythm quantization, this experiment can even evaluate the experience of rhythm quantization for ensemble in the future. Founded on the presence of virtual reality musical instruments, it is possible to deeply study whether presence is related to musical creativity, emotion and the learning curve of musical instruments. Taking this as a boundary can make the functional between traditional instruments and virtual instruments clearer.

    摘要vii 致謝x 目錄xi 表目錄xiii 圖目錄xiv 第一章、緒論1 1.1研究背景與動機1 1.2研究目的3 1.3研究範圍3 1.3.1操作性名詞定義4 1.4研究流程6 第二章、文獻探討7 2.1虛擬實境7 2.1.1名詞定義7 2.1.2虛擬實境的發展7 2.1.3虛擬實境中的音樂8 2.2虛擬樂器12 2.2.1名詞定義12 2.2.2個案設計15 2.2.3虛擬樂器的演出20 2.2.4人機介面互動20 2.2.5樂器效能 (Music instrument efficiency)22 2.3使用者體驗24 2.3.1沈浸式 (Immersion)24 2.3.2臨場感 (Presence)25 第三章、研究方法29 3.1研究架構29 3.1.1研究方法29 3.2實驗流程30 3.2.1目標對象30 3.3研究工具31 3.3.1硬體介面31 3.3.2音樂軟體32 3.3.3數位音樂的結構與操作34 3.3.4虛擬樂器的操作介面36 3.4問卷設計41 3.4.1沈浸傾向問卷 (Immersive tendencies questionnaire)41 3.4.2臨場感問卷 (Presence questionnaire)42 3.4.3任務設計44 第四章、實證結果與分析45 4.1信度分析45 4.2敘述性統計45 4.3節拍校準t檢定48 4.4 ITQ高低分組t檢定51 4.5假說驗證51 第五章、研究結論與建議52 5.1結論52 5.2建議與未來展望53 第六章、參考文獻55 附件一、沈浸傾向問卷57 附件二、臨場感問卷61 附件三、研究參與者同意書67

    Avison, D. E., Lau, F., Myers, M. D., & Nielsen, P. A. (1999) . Action research. Communications of the ACM, 42 (1) , 94-97.

    Brooke, J. (1996) . Sus: a “quick and dirty’usability. Usability evaluation in industry, 189 (3) .

    Buchla, D. (2005, May) . A history of Buchla's musical instruments. In Proceedings of the 2005 conference on New interfaces for musical expression (pp. 1-1) .

    Desai, P. R., Desai, P. N., Ajmera, K. D., & Mehta, K. (2014) . A review paper on oculus rift-a virtual reality headset. arXiv preprint arXiv:1408.1173.

    Garbarino, E., & Johnson, M. S. (2001). Effects of consumer goals on attribute weighting, overall satisfaction, and product usage. Psychology & Marketing, 18(9), 929-949.

    Gillespie, B. (1994, September) . The virtual piano action: Design and implementation. In Proceedings of the international Computer Music Conference (pp. 167-167) . INTERNATIONAL COMPUTER MUSIC ACCOCIATION.

    Holland, S., Wilkie, K., Mulholland, P., & Seago, A. (2013) . Music interaction: understanding music and human-computer interaction. In Music and human-computer interaction (pp. 1-28) . Springer, London.

    Jordà, S. (2004, June) . Digital instruments and players: part I---efficiency and apprenticeship. In Proceedings of the 2004 conference on New interfaces for musical expression (pp. 59-63) .

    Leonard, J., Cadoz, C., Castagné, N., Florens, J. L., & Luciani, A. (2013, October) . A virtual reality platform for musical creation: GENESIS-RT. In International Symposium on Computer Music Multidisciplinary Research (pp. 346-371) . Springer, Cham.

    Linder, Å. (2017) . Key factors for feeling present during a music experience in virtual reality using 360 video.

    Loveridge, B. (2020) . Networked music performance in Virtual Reality: current perspectives.

    Luciani, A., Florens, J. L., Couroussé, D., & Castet, J. (2009) . Ergotic sounds: A new way to improve playability, believability and presence of virtual musical instruments. Journal of New Music Research, 38 (3) , 309-323.

    Mäki-Patola, T., Laitinen, J., Kanerva, A., & Takala, T. (2005, May) . Experiments with virtual reality instruments. In Proceedings of the 2005 conference on New interfaces for musical expression (pp. 11-16) .

    Mazalek, A., Chandrasekharan, S., Nitsche, M., Welsh, T., Thomas, G., Sanka, T., & Clifton, P. (2009, August) . Giving your self to the game: transferring a player's own movements to avatars using tangible interfaces. In Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games (pp. 161-168) .

    McKenzie, J. (1994) . Virtual reality: Performance, immersion, and the thaw. TDR (1988-) , 38 (4) , 83-106.

    McLellan, H. (1994) . Virtual reality and multiple intelligences: Potentials for higher education. Journal of Computing in Higher Education, 5 (2) , 33-66.

    Men, L., & Bryan-Kinns, N. (2019) . LeMo: exploring virtual space for collaborative creativity. In Proceedings of the 2019 on Creativity and Cognition (pp. 71-82) .

    Paine, G. (2009) . Towards unified design guidelines for new interfaces for musical expression. Organised Sound, 14 (2) , 142-155.

    Pausch, R., Proffitt, D., & Williams, G. (1997, August) . Quantifying immersion in virtual reality. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques (pp. 13-18) .

    Serafin, S., Erkut, C., Kojs, J., Nilsson, N. C., & Nordahl, R. (2016) . Virtual reality musical instruments: State of the art, design principles, and future directions. Computer Music Journal, 40 (3) , 22-40.

    Slater, M., Pertaub, D. P., & Steed, A. (1999) . Public speaking in virtual reality: Facing an audience of avatars. IEEE Computer Graphics and Applications, 19 (2) , 6-9.

    Turchet, L., Hamilton, R., & Çamci, A. (2021) . Music in Extended Realities. IEEE Access, 9, 15810-15832.

    Visch, V. T., Tan, E. S., & Molenaar, D. (2010) . The emotional and cognitive effect of immersion in film viewing. Cognition and Emotion, 24 (8) , 1439-1445.

    Webster, R., & Clark, A. (2015, August) . Turn-key solutions: Virtual reality. In International Design Engineering Technical Conferences and Computers and Information in Engineering Conference (Vol. 57052, p. V01BT02A052) . American Society of Mechanical Engineers.

    Willemsen, S., Paisa, R., & Serafin, S. (2020, June) . Resurrecting the tromba marina: A bowed virtual reality instrument using haptic feedback and accurate physical modelling. In 17th Sound and Music Computing Conference (pp. 300-307) . Axea sas/SMC Network.

    Witmer, B. G., & Singer, M. J. (1998) . Measuring presence in virtual environments: A presence questionnaire. Presence, 7 (3) , 225-240.

    高惠宗. (1994) . 電子音樂 : 理論與實作 (初版) . 世界文物.

    張錦鴻. (2003) . 新版基礎樂理 (七版) . 全音樂譜發行.

    張文. (2019). 虛擬實境節奏遊戲之注意力引導研究.

    顏志龍, & 鄭中平. (2019) . 給論文寫作者的統計指南 : 傻瓜也會跑統計 (三版) . 五南圖書.

    威爾金森 (Wilkinson, & 殷德倫. (2017) . 改變音樂的50種樂器 (初版) . 積木文化出版.

    Storr, & 鄧伯宸. (2008) . 孤獨的聆賞者 : 音樂、腦、身體 (初版) . 立緒文化出版.

    第一本照著做就0失誤的音樂製作工具書 (初版) . (2019) . 大禾音樂製作出版.

    QR CODE